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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArielFriedrichGauss</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
	<link rel="self" type="application/atom+xml" href="https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ArielFriedrichGauss"/>
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	<updated>2026-10-16T06:48:17Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5716</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5716"/>
		<updated>2020-09-23T10:08:13Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Beta Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Alpha Games&#039;&#039;&#039;&amp;lt;td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleship]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpevo|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgo|Go]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpissac|Isaac]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplegendaryinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws:Last Man Standing]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelppolis|Polis:Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelpponte|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red 7]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go]]&lt;br /&gt;
* [[Gamehelptabult|Tabult]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Middle Ages]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpthekingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelptheruhr|The Ruhr:A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptabago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|Toe Sham Bo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpcacao|Cacao]]&lt;br /&gt;
* [[Gamehelpcharka|Charka]]&lt;br /&gt;
* [[Gamehelpcitybigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconnect6|Connect 6]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpninetynine|Ninety-Nine (Trick-taking)]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsaintpeterburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the Tide]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr Jack]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|Ninety-Nine (Addition)]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten Kapern]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5713</id>
		<title>SantoriniPowerHephaestus</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5713"/>
		<updated>2020-09-23T02:15:42Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Hephaestus.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Hephaestus is one of the gods that I think his power actually matches him. Having his leg hurt, Hephaestus is good at smithing however. His smithing power is shown by his brute force building power, and also due to this, Hephaestus seldom requires to move from corner to corner, which matches the immobile feature of this god. Usually, you can see Hephaestus&#039; opponent running from corner to corner like a mad animal, just in hope of stopping this immobile worker from topping Santorini.  Hephaestus can build twice, but must be in the same space. Some beginners might use it in a wrong way that in fact blocks themselves. Yet, after acquiring some more experiences in this game, one may know that this power is in fact super brutal, and you won’t dare to leave Hephaestus alone. If you carelessly pay no heed to this immobile god, you may end up watching him standing on level-2’s, while blocking every of your way to go up and finally topping Santorini.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, your worker may build one additional block (not dome) on top of your first block.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your build stage. The additional block must be on your first block. First block here means the first block you build in this turn, not the first block of the whole game. Beware that you cannot build a complete tower using this power since you cannot build a dome on your second build.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Try to calculate this. On a new board, without any interaction with the opponent, which god can go up to the tower within the least turn? Artemis requires six, Demeter requires five, Hephaestus? FOUR, which is the lowest possible in the game. That’s why I call Hephaestus a brutal builder. In the early game, Hephaestus would like to build for his own victory since no one can be faster than him, as long as he is the first mover. If you are the second mover, and your opponent is not a brutal builder like Poseidon, you can simply build for yourself again, since you would also be faster to achieve the win. Therefore, Hephaestus&#039; opponent would usually use level-2 blocking on him, building up every level-1 Hephaestus built, just to prevent him from going up. Thus, the early game of Hephaestus might become a game of stopping this smithing god from moving up. If your opponent applies level-2 blocking on you in the early game, just try to move with both of your workers strategically, while using your power to build some level-2’s to block your opponent’s way, especially when you are against Bia. After several turns, one of your workers may finally become free from opponent’s watching, and get up to a level-1.&lt;br /&gt;
&lt;br /&gt;
Thus it seems to be meaningless to build up so many level-2’s while finally letting you go up to a level-1. It then raises the chance of you to go up further. Some opponents may just let you move up to level-1, while doming or level-3 blocking all your level-2’s. In this case, be aggressive. Even if your opponent domes your tower, those domes may finally help you to corner up the winning position. A fast pace is usually good for Hephaestus. Try to use both of your workers. Separately build their own area of level-2’s or cooperatively build one area of level-2’s.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&#039; power should not be used as a defensive power. First, he cannot build a dome to block the level-2. Secondly, he is bad at ungrounding himself, since his building power is constrained to be in the same space.&lt;br /&gt;
&lt;br /&gt;
If you managed to reach level-2, the mid-game starts here.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If you are in a disadvantageous position here, I bet Hephaestus can hardly come back since as aforementioned, his ungrounding power is very bad. Moreover, his power can’t help him to dome the level-2 built by the opponent, so you can simply do nothing but watching their workers teasing you superiorly.&lt;br /&gt;
&lt;br /&gt;
If you are in an advantageous position here, I bet Hephaestus can hardly lose this match. You should know that being aggressive doesn’t mean to build some level-3 that is easily domed by your opponent. Instead, you should quickly extend your area of level-2’s simply using your power. Remember the level-3 blocking in the early game? If your opponent did so, try to move your level-2 path to those towers and yield your win by a two-way level-3. Alternatively, if there are domes nearby, try to move your level-2 path to corner up your winning position by staying with those domes. Corner-L strategy may work here.&lt;br /&gt;
&lt;br /&gt;
If you are in a 50-50 matchup, it is still good for Hephaestus due to his brutal building power. Any level-1’s can become towers in no time. Thus, you actually create a big pressure on your opponent. Moreover, since you can use level-1’s more effectively than others. In the early game, your workers may try to separately build some level-1’s for the mid-game usage. If you did so, your level-2 workers can just extend the level-2’s path to the area with level-1’s. Your opponent surely will be threatened to stay with you. If they fail to, you win the game. During these moves, don’t be careless that you in fact leave a winning possibility for your opponent to grab.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As I said, the categorisation of stages of game is quite abstract. For Hephaestus, since the board will quickly be filled by level-2’s, the mid-game is already like a late game. In the late game, you should also grab the chance tower up some level-1’s on ground. This is what other gods cannot do. If you are in an area of level-2’s instead, Hephaestus isn’t a powerless god. Try to corner up some level-2 and threaten your opponent to block. Under some good set up, if your opponent does block you, he or she requires to build some level-3 that is accessible to you. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hephaestus-1.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, you should realize that by using workers block. You should be able to corner up A4 and C4 and secure a win, or force Demeter to go down. As a first mover, Hephaestus should immediately take the position of B3, but where to build?&lt;br /&gt;
&lt;br /&gt;
In fact the correct choice is building twice on A4. By doing so, Demeter must be threatened to block A3 by her worker, or else your worker can easily corner up the winning position by standing at A3 and B3. However, since you have built twice on A4, Demeter reaching A3 means Demeter is surrounded by level-2&#039;s, and is forced to build a level-3 for you. In this case, what can Demeter do is to build a level-3 on C1, in hope of postponing the death of her.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Opponent forcers (e.g. Apollo, Minotaur, Charon)===&lt;br /&gt;
Hephaestus is one of the best users on no-interaction strategy. Hence, Apollo could have a hard time sticking with him in order to use his power well. As long as Hephaestus moves up to a level-1 without neighboring Apollo, Apollo may be forever unable to catch up with him.&lt;br /&gt;
&lt;br /&gt;
Charon ferries opponents without level constraint, so Charon should be still good against Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Fast movers (e.g. Artemis, Triton, Hermes)===&lt;br /&gt;
Hephaestus’ early game requires distraction on opponents’ workers. However, it might be very hard against these gods, especially Hermes. Thus, the early game of Hephaestus may need altering. Try to use level-1 forfeiting strategy. Just stick with Hermes and be ready for a good mid-game play against him.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Both are also fast winners, and good users of no interaction strategy. However, Pan&#039;s winning could be harder to block compared with Hephaestus. Pan may simply block Hephaestus from winning by using one worker, while winning using another worker. In this case Hephaestus may need to stick with Pan instead.&lt;br /&gt;
&lt;br /&gt;
===Bia===&lt;br /&gt;
Bia could have a hard time against Hephaestus. Hephaestus can go anywhere as long as he applies level-2 blocking to prevent from being killed by Bia. One should really avoid this matchup in tournament setup.&lt;br /&gt;
&lt;br /&gt;
===Circe===&lt;br /&gt;
Hephaestus usually wins the early game by separating his workers, but this shouldn’t be done against Circe. In this case, level-1 forfeiting strategy may again be used by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g Pegasus/Iris/Artemis/Triton)===&lt;br /&gt;
They are not vulnerable to Hephaestus level-2 blocking and can stay with Hephaestus on the level-2 areas without any contribution to the flourishing city. Hephaestus should still have a fair match against Pegasus due to his brutal building power. He can corner up his winning position easier than Pegasus can. For Iris, it would be a hard match since it is very hard to corner up a winning position against Iris. Moreover, Iris is also a very fast winner that may instead control the pace of the game. You know, Hephaestus is bad at defending. For Artemis and Triton, they can simply use the level-2’s area contributed by Hephaestus easily, while aggressively building level-3’s to control the pace of the game.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Hephaestus needs to be aggressive. You should be the one to completely control the pace of the game, instead of following your opponent’s pace. Every level-1 you build should be fierce enough that everyone will rush to you and try to stop you from topping. Enjoy the show of all gods chasing for Hephaestus.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Hephaestus always can control the pace of the game but he is not really good against good jumpers. If available, without the opponent being a jumper, choosing him is always a good choice among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5712</id>
		<title>SantoriniPowerHephaestus</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5712"/>
		<updated>2020-09-23T02:15:26Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[Image:Hephaestus.png]]&lt;br /&gt;
Hephaestus is one of the gods that I think his power actually matches him. Having his leg hurt, Hephaestus is good at smithing however. His smithing power is shown by his brute force building power, and also due to this, Hephaestus seldom requires to move from corner to corner, which matches the immobile feature of this god. Usually, you can see Hephaestus&#039; opponent running from corner to corner like a mad animal, just in hope of stopping this immobile worker from topping Santorini.  Hephaestus can build twice, but must be in the same space. Some beginners might use it in a wrong way that in fact blocks themselves. Yet, after acquiring some more experiences in this game, one may know that this power is in fact super brutal, and you won’t dare to leave Hephaestus alone. If you carelessly pay no heed to this immobile god, you may end up watching him standing on level-2’s, while blocking every of your way to go up and finally topping Santorini.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, your worker may build one additional block (not dome) on top of your first block.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your build stage. The additional block must be on your first block. First block here means the first block you build in this turn, not the first block of the whole game. Beware that you cannot build a complete tower using this power since you cannot build a dome on your second build.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Try to calculate this. On a new board, without any interaction with the opponent, which god can go up to the tower within the least turn? Artemis requires six, Demeter requires five, Hephaestus? FOUR, which is the lowest possible in the game. That’s why I call Hephaestus a brutal builder. In the early game, Hephaestus would like to build for his own victory since no one can be faster than him, as long as he is the first mover. If you are the second mover, and your opponent is not a brutal builder like Poseidon, you can simply build for yourself again, since you would also be faster to achieve the win. Therefore, Hephaestus&#039; opponent would usually use level-2 blocking on him, building up every level-1 Hephaestus built, just to prevent him from going up. Thus, the early game of Hephaestus might become a game of stopping this smithing god from moving up. If your opponent applies level-2 blocking on you in the early game, just try to move with both of your workers strategically, while using your power to build some level-2’s to block your opponent’s way, especially when you are against Bia. After several turns, one of your workers may finally become free from opponent’s watching, and get up to a level-1.&lt;br /&gt;
&lt;br /&gt;
Thus it seems to be meaningless to build up so many level-2’s while finally letting you go up to a level-1. It then raises the chance of you to go up further. Some opponents may just let you move up to level-1, while doming or level-3 blocking all your level-2’s. In this case, be aggressive. Even if your opponent domes your tower, those domes may finally help you to corner up the winning position. A fast pace is usually good for Hephaestus. Try to use both of your workers. Separately build their own area of level-2’s or cooperatively build one area of level-2’s.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&#039; power should not be used as a defensive power. First, he cannot build a dome to block the level-2. Secondly, he is bad at ungrounding himself, since his building power is constrained to be in the same space.&lt;br /&gt;
&lt;br /&gt;
If you managed to reach level-2, the mid-game starts here.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If you are in a disadvantageous position here, I bet Hephaestus can hardly come back since as aforementioned, his ungrounding power is very bad. Moreover, his power can’t help him to dome the level-2 built by the opponent, so you can simply do nothing but watching their workers teasing you superiorly.&lt;br /&gt;
&lt;br /&gt;
If you are in an advantageous position here, I bet Hephaestus can hardly lose this match. You should know that being aggressive doesn’t mean to build some level-3 that is easily domed by your opponent. Instead, you should quickly extend your area of level-2’s simply using your power. Remember the level-3 blocking in the early game? If your opponent did so, try to move your level-2 path to those towers and yield your win by a two-way level-3. Alternatively, if there are domes nearby, try to move your level-2 path to corner up your winning position by staying with those domes. Corner-L strategy may work here.&lt;br /&gt;
&lt;br /&gt;
If you are in a 50-50 matchup, it is still good for Hephaestus due to his brutal building power. Any level-1’s can become towers in no time. Thus, you actually create a big pressure on your opponent. Moreover, since you can use level-1’s more effectively than others. In the early game, your workers may try to separately build some level-1’s for the mid-game usage. If you did so, your level-2 workers can just extend the level-2’s path to the area with level-1’s. Your opponent surely will be threatened to stay with you. If they fail to, you win the game. During these moves, don’t be careless that you in fact leave a winning possibility for your opponent to grab.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As I said, the categorisation of stages of game is quite abstract. For Hephaestus, since the board will quickly be filled by level-2’s, the mid-game is already like a late game. In the late game, you should also grab the chance tower up some level-1’s on ground. This is what other gods cannot do. If you are in an area of level-2’s instead, Hephaestus isn’t a powerless god. Try to corner up some level-2 and threaten your opponent to block. Under some good set up, if your opponent does block you, he or she requires to build some level-3 that is accessible to you. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hephaestus-1.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, you should realize that by using workers block. You should be able to corner up A4 and C4 and secure a win, or force Demeter to go down. As a first mover, Hephaestus should immediately take the position of B3, but where to build?&lt;br /&gt;
&lt;br /&gt;
In fact the correct choice is building twice on A4. By doing so, Demeter must be threatened to block A3 by her worker, or else your worker can easily corner up the winning position by standing at A3 and B3. However, since you have built twice on A4, Demeter reaching A3 means Demeter is surrounded by level-2&#039;s, and is forced to build a level-3 for you. In this case, what can Demeter do is to build a level-3 on C1, in hope of postponing the death of her.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Opponent forcers (e.g. Apollo, Minotaur, Charon)===&lt;br /&gt;
Hephaestus is one of the best users on no-interaction strategy. Hence, Apollo could have a hard time sticking with him in order to use his power well. As long as Hephaestus moves up to a level-1 without neighboring Apollo, Apollo may be forever unable to catch up with him.&lt;br /&gt;
&lt;br /&gt;
Charon ferries opponents without level constraint, so Charon should be still good against Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Fast movers (e.g. Artemis, Triton, Hermes)===&lt;br /&gt;
Hephaestus’ early game requires distraction on opponents’ workers. However, it might be very hard against these gods, especially Hermes. Thus, the early game of Hephaestus may need altering. Try to use level-1 forfeiting strategy. Just stick with Hermes and be ready for a good mid-game play against him.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Both are also fast winners, and good users of no interaction strategy. However, Pan&#039;s winning could be harder to block compared with Hephaestus. Pan may simply block Hephaestus from winning by using one worker, while winning using another worker. In this case Hephaestus may need to stick with Pan instead.&lt;br /&gt;
&lt;br /&gt;
===Bia===&lt;br /&gt;
Bia could have a hard time against Hephaestus. Hephaestus can go anywhere as long as he applies level-2 blocking to prevent from being killed by Bia. One should really avoid this matchup in tournament setup.&lt;br /&gt;
&lt;br /&gt;
===Circe===&lt;br /&gt;
Hephaestus usually wins the early game by separating his workers, but this shouldn’t be done against Circe. In this case, level-1 forfeiting strategy may again be used by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g Pegasus/Iris/Artemis/Triton)===&lt;br /&gt;
They are not vulnerable to Hephaestus level-2 blocking and can stay with Hephaestus on the level-2 areas without any contribution to the flourishing city. Hephaestus should still have a fair match against Pegasus due to his brutal building power. He can corner up his winning position easier than Pegasus can. For Iris, it would be a hard match since it is very hard to corner up a winning position against Iris. Moreover, Iris is also a very fast winner that may instead control the pace of the game. You know, Hephaestus is bad at defending. For Artemis and Triton, they can simply use the level-2’s area contributed by Hephaestus easily, while aggressively building level-3’s to control the pace of the game.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Hephaestus needs to be aggressive. You should be the one to completely control the pace of the game, instead of following your opponent’s pace. Every level-1 you build should be fierce enough that everyone will rush to you and try to stop you from topping. Enjoy the show of all gods chasing for Hephaestus.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Hephaestus always can control the pace of the game but he is not really good against good jumpers. If available, without the opponent being a jumper, choosing him is always a good choice among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5711</id>
		<title>SantoriniPowerHephaestus</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5711"/>
		<updated>2020-09-23T02:15:18Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[Image:Hephaestus/png]]&lt;br /&gt;
Hephaestus is one of the gods that I think his power actually matches him. Having his leg hurt, Hephaestus is good at smithing however. His smithing power is shown by his brute force building power, and also due to this, Hephaestus seldom requires to move from corner to corner, which matches the immobile feature of this god. Usually, you can see Hephaestus&#039; opponent running from corner to corner like a mad animal, just in hope of stopping this immobile worker from topping Santorini.  Hephaestus can build twice, but must be in the same space. Some beginners might use it in a wrong way that in fact blocks themselves. Yet, after acquiring some more experiences in this game, one may know that this power is in fact super brutal, and you won’t dare to leave Hephaestus alone. If you carelessly pay no heed to this immobile god, you may end up watching him standing on level-2’s, while blocking every of your way to go up and finally topping Santorini.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, your worker may build one additional block (not dome) on top of your first block.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your build stage. The additional block must be on your first block. First block here means the first block you build in this turn, not the first block of the whole game. Beware that you cannot build a complete tower using this power since you cannot build a dome on your second build.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Try to calculate this. On a new board, without any interaction with the opponent, which god can go up to the tower within the least turn? Artemis requires six, Demeter requires five, Hephaestus? FOUR, which is the lowest possible in the game. That’s why I call Hephaestus a brutal builder. In the early game, Hephaestus would like to build for his own victory since no one can be faster than him, as long as he is the first mover. If you are the second mover, and your opponent is not a brutal builder like Poseidon, you can simply build for yourself again, since you would also be faster to achieve the win. Therefore, Hephaestus&#039; opponent would usually use level-2 blocking on him, building up every level-1 Hephaestus built, just to prevent him from going up. Thus, the early game of Hephaestus might become a game of stopping this smithing god from moving up. If your opponent applies level-2 blocking on you in the early game, just try to move with both of your workers strategically, while using your power to build some level-2’s to block your opponent’s way, especially when you are against Bia. After several turns, one of your workers may finally become free from opponent’s watching, and get up to a level-1.&lt;br /&gt;
&lt;br /&gt;
Thus it seems to be meaningless to build up so many level-2’s while finally letting you go up to a level-1. It then raises the chance of you to go up further. Some opponents may just let you move up to level-1, while doming or level-3 blocking all your level-2’s. In this case, be aggressive. Even if your opponent domes your tower, those domes may finally help you to corner up the winning position. A fast pace is usually good for Hephaestus. Try to use both of your workers. Separately build their own area of level-2’s or cooperatively build one area of level-2’s.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&#039; power should not be used as a defensive power. First, he cannot build a dome to block the level-2. Secondly, he is bad at ungrounding himself, since his building power is constrained to be in the same space.&lt;br /&gt;
&lt;br /&gt;
If you managed to reach level-2, the mid-game starts here.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If you are in a disadvantageous position here, I bet Hephaestus can hardly come back since as aforementioned, his ungrounding power is very bad. Moreover, his power can’t help him to dome the level-2 built by the opponent, so you can simply do nothing but watching their workers teasing you superiorly.&lt;br /&gt;
&lt;br /&gt;
If you are in an advantageous position here, I bet Hephaestus can hardly lose this match. You should know that being aggressive doesn’t mean to build some level-3 that is easily domed by your opponent. Instead, you should quickly extend your area of level-2’s simply using your power. Remember the level-3 blocking in the early game? If your opponent did so, try to move your level-2 path to those towers and yield your win by a two-way level-3. Alternatively, if there are domes nearby, try to move your level-2 path to corner up your winning position by staying with those domes. Corner-L strategy may work here.&lt;br /&gt;
&lt;br /&gt;
If you are in a 50-50 matchup, it is still good for Hephaestus due to his brutal building power. Any level-1’s can become towers in no time. Thus, you actually create a big pressure on your opponent. Moreover, since you can use level-1’s more effectively than others. In the early game, your workers may try to separately build some level-1’s for the mid-game usage. If you did so, your level-2 workers can just extend the level-2’s path to the area with level-1’s. Your opponent surely will be threatened to stay with you. If they fail to, you win the game. During these moves, don’t be careless that you in fact leave a winning possibility for your opponent to grab.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As I said, the categorisation of stages of game is quite abstract. For Hephaestus, since the board will quickly be filled by level-2’s, the mid-game is already like a late game. In the late game, you should also grab the chance tower up some level-1’s on ground. This is what other gods cannot do. If you are in an area of level-2’s instead, Hephaestus isn’t a powerless god. Try to corner up some level-2 and threaten your opponent to block. Under some good set up, if your opponent does block you, he or she requires to build some level-3 that is accessible to you. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hephaestus-1.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, you should realize that by using workers block. You should be able to corner up A4 and C4 and secure a win, or force Demeter to go down. As a first mover, Hephaestus should immediately take the position of B3, but where to build?&lt;br /&gt;
&lt;br /&gt;
In fact the correct choice is building twice on A4. By doing so, Demeter must be threatened to block A3 by her worker, or else your worker can easily corner up the winning position by standing at A3 and B3. However, since you have built twice on A4, Demeter reaching A3 means Demeter is surrounded by level-2&#039;s, and is forced to build a level-3 for you. In this case, what can Demeter do is to build a level-3 on C1, in hope of postponing the death of her.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Opponent forcers (e.g. Apollo, Minotaur, Charon)===&lt;br /&gt;
Hephaestus is one of the best users on no-interaction strategy. Hence, Apollo could have a hard time sticking with him in order to use his power well. As long as Hephaestus moves up to a level-1 without neighboring Apollo, Apollo may be forever unable to catch up with him.&lt;br /&gt;
&lt;br /&gt;
Charon ferries opponents without level constraint, so Charon should be still good against Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Fast movers (e.g. Artemis, Triton, Hermes)===&lt;br /&gt;
Hephaestus’ early game requires distraction on opponents’ workers. However, it might be very hard against these gods, especially Hermes. Thus, the early game of Hephaestus may need altering. Try to use level-1 forfeiting strategy. Just stick with Hermes and be ready for a good mid-game play against him.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Both are also fast winners, and good users of no interaction strategy. However, Pan&#039;s winning could be harder to block compared with Hephaestus. Pan may simply block Hephaestus from winning by using one worker, while winning using another worker. In this case Hephaestus may need to stick with Pan instead.&lt;br /&gt;
&lt;br /&gt;
===Bia===&lt;br /&gt;
Bia could have a hard time against Hephaestus. Hephaestus can go anywhere as long as he applies level-2 blocking to prevent from being killed by Bia. One should really avoid this matchup in tournament setup.&lt;br /&gt;
&lt;br /&gt;
===Circe===&lt;br /&gt;
Hephaestus usually wins the early game by separating his workers, but this shouldn’t be done against Circe. In this case, level-1 forfeiting strategy may again be used by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g Pegasus/Iris/Artemis/Triton)===&lt;br /&gt;
They are not vulnerable to Hephaestus level-2 blocking and can stay with Hephaestus on the level-2 areas without any contribution to the flourishing city. Hephaestus should still have a fair match against Pegasus due to his brutal building power. He can corner up his winning position easier than Pegasus can. For Iris, it would be a hard match since it is very hard to corner up a winning position against Iris. Moreover, Iris is also a very fast winner that may instead control the pace of the game. You know, Hephaestus is bad at defending. For Artemis and Triton, they can simply use the level-2’s area contributed by Hephaestus easily, while aggressively building level-3’s to control the pace of the game.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Hephaestus needs to be aggressive. You should be the one to completely control the pace of the game, instead of following your opponent’s pace. Every level-1 you build should be fierce enough that everyone will rush to you and try to stop you from topping. Enjoy the show of all gods chasing for Hephaestus.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Hephaestus always can control the pace of the game but he is not really good against good jumpers. If available, without the opponent being a jumper, choosing him is always a good choice among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5710</id>
		<title>SantoriniPowerHephaestus</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5710"/>
		<updated>2020-09-23T02:14:36Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Late Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Hephaestus is one of the gods that I think his power actually matches him. Having his leg hurt, Hephaestus is good at smithing however. His smithing power is shown by his brute force building power, and also due to this, Hephaestus seldom requires to move from corner to corner, which matches the immobile feature of this god. Usually, you can see Hephaestus&#039; opponent running from corner to corner like a mad animal, just in hope of stopping this immobile worker from topping Santorini.  Hephaestus can build twice, but must be in the same space. Some beginners might use it in a wrong way that in fact blocks themselves. Yet, after acquiring some more experiences in this game, one may know that this power is in fact super brutal, and you won’t dare to leave Hephaestus alone. If you carelessly pay no heed to this immobile god, you may end up watching him standing on level-2’s, while blocking every of your way to go up and finally topping Santorini.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, your worker may build one additional block (not dome) on top of your first block.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your build stage. The additional block must be on your first block. First block here means the first block you build in this turn, not the first block of the whole game. Beware that you cannot build a complete tower using this power since you cannot build a dome on your second build.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Try to calculate this. On a new board, without any interaction with the opponent, which god can go up to the tower within the least turn? Artemis requires six, Demeter requires five, Hephaestus? FOUR, which is the lowest possible in the game. That’s why I call Hephaestus a brutal builder. In the early game, Hephaestus would like to build for his own victory since no one can be faster than him, as long as he is the first mover. If you are the second mover, and your opponent is not a brutal builder like Poseidon, you can simply build for yourself again, since you would also be faster to achieve the win. Therefore, Hephaestus&#039; opponent would usually use level-2 blocking on him, building up every level-1 Hephaestus built, just to prevent him from going up. Thus, the early game of Hephaestus might become a game of stopping this smithing god from moving up. If your opponent applies level-2 blocking on you in the early game, just try to move with both of your workers strategically, while using your power to build some level-2’s to block your opponent’s way, especially when you are against Bia. After several turns, one of your workers may finally become free from opponent’s watching, and get up to a level-1.&lt;br /&gt;
&lt;br /&gt;
Thus it seems to be meaningless to build up so many level-2’s while finally letting you go up to a level-1. It then raises the chance of you to go up further. Some opponents may just let you move up to level-1, while doming or level-3 blocking all your level-2’s. In this case, be aggressive. Even if your opponent domes your tower, those domes may finally help you to corner up the winning position. A fast pace is usually good for Hephaestus. Try to use both of your workers. Separately build their own area of level-2’s or cooperatively build one area of level-2’s.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&#039; power should not be used as a defensive power. First, he cannot build a dome to block the level-2. Secondly, he is bad at ungrounding himself, since his building power is constrained to be in the same space.&lt;br /&gt;
&lt;br /&gt;
If you managed to reach level-2, the mid-game starts here.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If you are in a disadvantageous position here, I bet Hephaestus can hardly come back since as aforementioned, his ungrounding power is very bad. Moreover, his power can’t help him to dome the level-2 built by the opponent, so you can simply do nothing but watching their workers teasing you superiorly.&lt;br /&gt;
&lt;br /&gt;
If you are in an advantageous position here, I bet Hephaestus can hardly lose this match. You should know that being aggressive doesn’t mean to build some level-3 that is easily domed by your opponent. Instead, you should quickly extend your area of level-2’s simply using your power. Remember the level-3 blocking in the early game? If your opponent did so, try to move your level-2 path to those towers and yield your win by a two-way level-3. Alternatively, if there are domes nearby, try to move your level-2 path to corner up your winning position by staying with those domes. Corner-L strategy may work here.&lt;br /&gt;
&lt;br /&gt;
If you are in a 50-50 matchup, it is still good for Hephaestus due to his brutal building power. Any level-1’s can become towers in no time. Thus, you actually create a big pressure on your opponent. Moreover, since you can use level-1’s more effectively than others. In the early game, your workers may try to separately build some level-1’s for the mid-game usage. If you did so, your level-2 workers can just extend the level-2’s path to the area with level-1’s. Your opponent surely will be threatened to stay with you. If they fail to, you win the game. During these moves, don’t be careless that you in fact leave a winning possibility for your opponent to grab.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As I said, the categorisation of stages of game is quite abstract. For Hephaestus, since the board will quickly be filled by level-2’s, the mid-game is already like a late game. In the late game, you should also grab the chance tower up some level-1’s on ground. This is what other gods cannot do. If you are in an area of level-2’s instead, Hephaestus isn’t a powerless god. Try to corner up some level-2 and threaten your opponent to block. Under some good set up, if your opponent does block you, he or she requires to build some level-3 that is accessible to you. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hephaestus-1.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, you should realize that by using workers block. You should be able to corner up A4 and C4 and secure a win, or force Demeter to go down. As a first mover, Hephaestus should immediately take the position of B3, but where to build?&lt;br /&gt;
&lt;br /&gt;
In fact the correct choice is building twice on A4. By doing so, Demeter must be threatened to block A3 by her worker, or else your worker can easily corner up the winning position by standing at A3 and B3. However, since you have built twice on A4, Demeter reaching A3 means Demeter is surrounded by level-2&#039;s, and is forced to build a level-3 for you. In this case, what can Demeter do is to build a level-3 on C1, in hope of postponing the death of her.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Opponent forcers (e.g. Apollo, Minotaur, Charon)===&lt;br /&gt;
Hephaestus is one of the best users on no-interaction strategy. Hence, Apollo could have a hard time sticking with him in order to use his power well. As long as Hephaestus moves up to a level-1 without neighboring Apollo, Apollo may be forever unable to catch up with him.&lt;br /&gt;
&lt;br /&gt;
Charon ferries opponents without level constraint, so Charon should be still good against Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Fast movers (e.g. Artemis, Triton, Hermes)===&lt;br /&gt;
Hephaestus’ early game requires distraction on opponents’ workers. However, it might be very hard against these gods, especially Hermes. Thus, the early game of Hephaestus may need altering. Try to use level-1 forfeiting strategy. Just stick with Hermes and be ready for a good mid-game play against him.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Both are also fast winners, and good users of no interaction strategy. However, Pan&#039;s winning could be harder to block compared with Hephaestus. Pan may simply block Hephaestus from winning by using one worker, while winning using another worker. In this case Hephaestus may need to stick with Pan instead.&lt;br /&gt;
&lt;br /&gt;
===Bia===&lt;br /&gt;
Bia could have a hard time against Hephaestus. Hephaestus can go anywhere as long as he applies level-2 blocking to prevent from being killed by Bia. One should really avoid this matchup in tournament setup.&lt;br /&gt;
&lt;br /&gt;
===Circe===&lt;br /&gt;
Hephaestus usually wins the early game by separating his workers, but this shouldn’t be done against Circe. In this case, level-1 forfeiting strategy may again be used by Hephaestus.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g Pegasus/Iris/Artemis/Triton)===&lt;br /&gt;
They are not vulnerable to Hephaestus level-2 blocking and can stay with Hephaestus on the level-2 areas without any contribution to the flourishing city. Hephaestus should still have a fair match against Pegasus due to his brutal building power. He can corner up his winning position easier than Pegasus can. For Iris, it would be a hard match since it is very hard to corner up a winning position against Iris. Moreover, Iris is also a very fast winner that may instead control the pace of the game. You know, Hephaestus is bad at defending. For Artemis and Triton, they can simply use the level-2’s area contributed by Hephaestus easily, while aggressively building level-3’s to control the pace of the game.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Hephaestus needs to be aggressive. You should be the one to completely control the pace of the game, instead of following your opponent’s pace. Every level-1 you build should be fierce enough that everyone will rush to you and try to stop you from topping. Enjoy the show of all gods chasing for Hephaestus.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Hephaestus always can control the pace of the game but he is not really good against good jumpers. If available, without the opponent being a jumper, choosing him is always a good choice among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5709</id>
		<title>SantoriniPowerHephaestus</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerHephaestus&amp;diff=5709"/>
		<updated>2020-09-23T02:09:58Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /*Hephaestus*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Hephaestus is one of the gods that I think his power actually matches him. Having his leg hurt, Hephaestus is good at smithing however. His smithing power is shown by his brute force building power, and also due to this, Hephaestus seldom requires to move from corner to corner, which matches the immobile feature of this god. Usually, you can see Hephaestus&#039; opponent running from corner to corner like a mad animal, just in hope of stopping this immobile worker from topping Santorini.  Hephaestus can build twice, but must be in the same space. Some beginners might use it in a wrong way that in fact blocks themselves. Yet, after acquiring some more experiences in this game, one may know that this power is in fact super brutal, and you won’t dare to leave Hephaestus alone. If you carelessly pay no heed to this immobile god, you may end up watching him standing on level-2’s, while blocking every of your way to go up and finally topping Santorini.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, your worker may build one additional block (not dome) on top of your first block.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your build stage. The additional block must be on your first block. First block here means the first block you build in this turn, not the first block of the whole game. Beware that you cannot build a complete tower using this power since you cannot build a dome on your second build.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Try to calculate this. On a new board, without any interaction with the opponent, which god can go up to the tower within the least turn? Artemis requires six, Demeter requires five, Hephaestus? FOUR, which is the lowest possible in the game. That’s why I call Hephaestus a brutal builder. In the early game, Hephaestus would like to build for his own victory since no one can be faster than him, as long as he is the first mover. If you are the second mover, and your opponent is not a brutal builder like Poseidon, you can simply build for yourself again, since you would also be faster to achieve the win. Therefore, Hephaestus&#039; opponent would usually use level-2 blocking on him, building up every level-1 Hephaestus built, just to prevent him from going up. Thus, the early game of Hephaestus might become a game of stopping this smithing god from moving up. If your opponent applies level-2 blocking on you in the early game, just try to move with both of your workers strategically, while using your power to build some level-2’s to block your opponent’s way, especially when you are against Bia. After several turns, one of your workers may finally become free from opponent’s watching, and get up to a level-1.&lt;br /&gt;
&lt;br /&gt;
Thus it seems to be meaningless to build up so many level-2’s while finally letting you go up to a level-1. It then raises the chance of you to go up further. Some opponents may just let you move up to level-1, while doming or level-3 blocking all your level-2’s. In this case, be aggressive. Even if your opponent domes your tower, those domes may finally help you to corner up the winning position. A fast pace is usually good for Hephaestus. Try to use both of your workers. Separately build their own area of level-2’s or cooperatively build one area of level-2’s.&lt;br /&gt;
&lt;br /&gt;
Hephaestus&#039; power should not be used as a defensive power. First, he cannot build a dome to block the level-2. Secondly, he is bad at ungrounding himself, since his building power is constrained to be in the same space.&lt;br /&gt;
&lt;br /&gt;
If you managed to reach level-2, the mid-game starts here.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If you are in a disadvantageous position here, I bet Hephaestus can hardly come back since as aforementioned, his ungrounding power is very bad. Moreover, his power can’t help him to dome the level-2 built by the opponent, so you can simply do nothing but watching their workers teasing you superiorly.&lt;br /&gt;
&lt;br /&gt;
If you are in an advantageous position here, I bet Hephaestus can hardly lose this match. You should know that being aggressive doesn’t mean to build some level-3 that is easily domed by your opponent. Instead, you should quickly extend your area of level-2’s simply using your power. Remember the level-3 blocking in the early game? If your opponent did so, try to move your level-2 path to those towers and yield your win by a two-way level-3. Alternatively, if there are domes nearby, try to move your level-2 path to corner up your winning position by staying with those domes. Corner-L strategy may work here.&lt;br /&gt;
&lt;br /&gt;
If you are in a 50-50 matchup, it is still good for Hephaestus due to his brutal building power. Any level-1’s can become towers in no time. Thus, you actually create a big pressure on your opponent. Moreover, since you can use level-1’s more effectively than others. In the early game, your workers may try to separately build some level-1’s for the mid-game usage. If you did so, your level-2 workers can just extend the level-2’s path to the area with level-1’s. Your opponent surely will be threatened to stay with you. If they fail to, you win the game. During these moves, don’t be careless that you in fact leave a winning possibility for your opponent to grab.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As I said, the categorisation of stages of game is quite abstract. For Hephaestus, since the board will quickly be filled by level-2’s, the mid-game is already like a late game. In the late game, you should also grab the chance tower up some level-1’s on ground. This is what other gods cannot do. If you are in an area of level-2’s instead, Hephaestus isn’t a powerless god. Try to corner up some level-2 and threaten your opponent to block. Under some good set up, if your opponent does block you, he or she requires to build some level-3 that is accessible to you. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Hephaestus-1.png]]&lt;br /&gt;
&lt;br /&gt;
In this case, you should realize that by using workers block. You should be able to corner up A4 and C4 and secure a win, or force Demeter to go down. As a first mover, Hephaestus should immediately take the position of B3, but where to build?&lt;br /&gt;
&lt;br /&gt;
In fact the correct choice is building twice on A4. By doing so, Demeter must be threatened to block A3 by her worker, or else your worker can easily corner up the winning position by standing at A3 and B3. However, since you have built twice on A4, Demeter reaching A3 means Demeter is surrounded by level-2&#039;s, and is forced to build a level-3 for you. In this case, what can Demeter do is to build a level-3 on C1, in hope of postponing the death of her.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5698</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5698"/>
		<updated>2020-09-22T10:37:21Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
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  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleship]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpevo|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgo|Go]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpissac|Isaac]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplegendaryinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws:Last Man Standing]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelppolis|Polis:Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelpponte|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red 7]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go]]&lt;br /&gt;
* [[Gamehelptabult|Tabult]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Middle Ages]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpthekingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelptheruhr|The Ruhr:A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptabago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|Toe Sham Bo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpcacao|Cacao]]&lt;br /&gt;
* [[Gamehelpcharka|Charka]]&lt;br /&gt;
* [[Gamehelpcitybigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconnect6|Connect 6]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpninetynine|Ninety-Nine (Trick-taking)]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsaintpeterburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the Tide]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr Jack]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|Ninety-Nine (Addition)]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten Kapern]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5696</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5696"/>
		<updated>2020-09-22T02:51:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Pack 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A cleric can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experiences.&lt;br /&gt;
* Elixir: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monster of any type (novice ultimate), discard 1 monster of each type (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
===Promo===&lt;br /&gt;
&lt;br /&gt;
* Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5690</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5690"/>
		<updated>2020-09-21T10:58:51Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Treasures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A cleric can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experiences.&lt;br /&gt;
* Elixir: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monsters of each type (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
===Promo===&lt;br /&gt;
&lt;br /&gt;
* Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5689</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5689"/>
		<updated>2020-09-21T10:58:41Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Treasures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A cleric can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experience tokens.&lt;br /&gt;
* Elixir: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monsters of each type (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
===Promo===&lt;br /&gt;
&lt;br /&gt;
* Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5685</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5685"/>
		<updated>2020-09-21T09:16:59Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Beta Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Alpha Games&#039;&#039;&#039;&amp;lt;td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleship]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpevo|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgo|Go]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpissac|Isaac]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplegendaryinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws:Last Man Standing]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelppolis|Polis:Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelpponte|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red 7]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go]]&lt;br /&gt;
* [[Gamehelptabult|Tabult]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Middle Ages]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpthekingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelptheruhr|The Ruhr:A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptabago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|Toe Sham Bo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpcharka|Charka]]&lt;br /&gt;
* [[Gamehelpcitybigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconnect6|Connect 6]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpninetynine|Ninety-Nine (Trick-taking)]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsaintpeterburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the Tide]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr Jack]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|Ninety-Nine (Addition)]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten Kapern]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5681</id>
		<title>Gamehelpofftherails</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5681"/>
		<updated>2020-09-21T05:39:49Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Solo Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Objective ==&lt;br /&gt;
The objective of the game is to collect jewels and leave their minecarts underailed while escaping the chasm.&lt;br /&gt;
&lt;br /&gt;
Options in game setup are&lt;br /&gt;
* Bumper carts: You don&#039;t loose gems when hit.&lt;br /&gt;
* Chasm die: Use a 8-side die to determine where do the mine collapse.&lt;br /&gt;
* Game length: Very short (13 deposit cards), short (17), medium (21), long (25).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
Each turn, players can perform up to 4 of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Place a straight or corner track tile&lt;br /&gt;
* Upgrade a track tile&lt;br /&gt;
* Place a new minecart on the board&lt;br /&gt;
* Increase or decrease a minecart&#039;s speed&lt;br /&gt;
&lt;br /&gt;
=== Move Minecart&#039;s Phase ===&lt;br /&gt;
After a player completes his/her action phase, he/she must move each of their minecarts on the board a number of connected tracks equal to their speed.&lt;br /&gt;
* If the minecart passes one or more deposits, he/she must pick up one gem per space. Rocks must be collected first.&lt;br /&gt;
* If the minecart ends its movement on a deposit, he/she must pick up two gems to fill their minecart. The minecart can only hold at most 5 gems at a time.&lt;br /&gt;
* If the minecart causes a collision, the movement ends immediately. Minecarts carrying no gems are derailed. Opposing minecarts must drop half of their gems. The front-first minecarts faces opposite the collision.&lt;br /&gt;
* If a minecart cannot move onto a connected track or move into the mine, it derails.&lt;br /&gt;
* If a minecart enters any square on the surface, its hold is transferred into the player&#039;s stockpile and counts towards the score.&lt;br /&gt;
* If a player finished a mission, he/she may take a mission card, which counts towards the score.&lt;br /&gt;
&lt;br /&gt;
=== Deposits Phase ===&lt;br /&gt;
The active player draws the top deposit card and generate deposit accordingly. If the chasm card is drawn, every player gets a final normal turn, then the chasm begins.&lt;br /&gt;
&lt;br /&gt;
== The Chasm ==&lt;br /&gt;
This is the beginning of the end game! Your goblins have disturbed too many deposits and the mines are going to collapse into the chasm!&lt;br /&gt;
* The player who draws the chasm card puts it next to them.&lt;br /&gt;
* After each player gets a final normal turn, that player draws the chasm deck to see which mines have collasped. Place a chasm token on each of them.&lt;br /&gt;
* No player can move onto or place tracks on the chasm spaces.&lt;br /&gt;
* During each deposit phase, players draw and place chasm tokens instead. If a chasm token is placed on a minecart, the minecart and the gems in it is removed from the game.&lt;br /&gt;
* The game is over when all minecarts have left the board or all chasm tokens have been placed. Any minecarts still on the board after the final token is placed are derailed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* Each rock is worth 0 points, ruby 1, emerald 2, gold 3 and diamonds are 4.&lt;br /&gt;
* The player with the most rubies gain 5 points. If multiple players are tied, they all get the points.&lt;br /&gt;
* Each underailed minecart is worth 3 points.&lt;br /&gt;
* Each mission card is worth 4 points.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player with the most gems is the winner. If there is still a tie, the player with the least number of rocks wins. If there is still a tie, the players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
* The aim of the game is to deliver at least one gems of each type in the stage of chasm.&lt;br /&gt;
* Every mine square has a single gem. You also have one minecart of each colour. &lt;br /&gt;
* The game is simliar to the chasm phase, except when the chasm card is drawn, the chasm stop collasping for a turn. The card is shuffle back into the deck.&lt;br /&gt;
* The jewels should be deliver to the matching colour exit, if possible.&lt;br /&gt;
* The game ends with a major victory if two or more jewels of each type are delivered to the matching exit.&lt;br /&gt;
* A victory is achieved if one of each type of jewel are delivered to the matching exit.&lt;br /&gt;
* You get a partial victory if one of each type of jewel are delivered to the wrong exit.&lt;br /&gt;
* You lose when all the minecarts are derailed or all chasm tokens are on the board.&lt;br /&gt;
* You score 1 point per jewel, 10 points per set of wrongly delivered jewels and 100 points per set of correctly delivered jewels.&lt;br /&gt;
&lt;br /&gt;
== Mission Cards ==&lt;br /&gt;
Here are a list of the 11 mission cards. In each game number of players+1 mission cards are drawn. Each of them scores 4 points at the end of the game.&lt;br /&gt;
* Behind Enemy&#039;s Lines: Stockpile at least 1 jewel by leaving from an opponent&#039;s surface.&lt;br /&gt;
* Bumper Carts: Derail an opponent&#039;s minecart in a collision.&lt;br /&gt;
* Diamonds aren&#039;t Forever: Stockpile 1 diamond in a turn from a single minecart.&lt;br /&gt;
* Dirty Goblins: Given to the player with the most rocks in their stockpile.&lt;br /&gt;
* Gem Collector: Fill a minecart with 5 precious jewels.&lt;br /&gt;
* Green Fingers: Stockpile 2 emeralds in a turn from a single minecart.&lt;br /&gt;
* Head to Head: Cause a head-on collision.&lt;br /&gt;
* Jewel Heist: Cause an opponent&#039;s minecart to drop at least 1 jewel.&lt;br /&gt;
* Red Leader: Stockpile 4 rubies in a turn from a single minecart.&lt;br /&gt;
* The Spice of Life: Have at least 1 gem of each type in your stockpile.&lt;br /&gt;
* There&#039;s Gold in them their Hills: Stockpile 2 gold in a turn from a single minecart.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5680</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5680"/>
		<updated>2020-09-21T05:27:44Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Pack 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A fighter can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experience tokens.&lt;br /&gt;
* Potion: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Guild Leader/Guild Master: Start with 8 dices (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monsters of each type (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5679</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5679"/>
		<updated>2020-09-21T02:00:49Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Some brutal builders (e.g. Hestia, Hephaestus, Poseidon) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Demeter.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponent&#039;s reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes&#039;s lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so. With such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5678</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5678"/>
		<updated>2020-09-21T02:00:30Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Another good mover with move-up constraint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Demeter.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponent&#039;s reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes&#039;s lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so, with such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5677</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5677"/>
		<updated>2020-09-21T01:59:13Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Game Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Demeter.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponent&#039;s reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so, with such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5676</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5676"/>
		<updated>2020-09-21T01:58:07Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Demeter.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponente reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so, with such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5675</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5675"/>
		<updated>2020-09-21T01:57:52Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[Image:Demeter.png]]&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponente reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so, with such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5674</id>
		<title>SantoriniPowerDemeter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerDemeter&amp;diff=5674"/>
		<updated>2020-09-21T01:57:25Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /*Demeter*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Demeter is a quick builder in many people’s eyes. With her double builds, she can create a lot of opportunities to win the game. Moreover, she can easily create two-way level-3 towers and guarantee to win in the late game. Here we would investigate how to use her build wisely.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
&lt;br /&gt;
In your build stage, your worker may build one additional time, but not on the same space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens in your build stage. Moreover, it is a “may” statement. You can build only one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
&lt;br /&gt;
===Early game===&lt;br /&gt;
In early game, just always build two level-1’s as long as they are free from your opponents’ touch. What you shouldn’t do is to go to the middle of the board and start building like crazy. You want to go to the corner and if possible, the corner farthest away from the opponent workers. This way you can move up to level-1 quickly at the beginning of the game. If the opponent goes in the opposite direction from you and tries to build to their victory, they will lose because you can build much faster. Thus, Demeter is a very good “no-interaction” strategy user. Basically, try to get on to a level-1 without an opponent worker trying to get on a level-1. You can almost guarantee this by moving to the corner and putting two level-1 blocks out of the opponente reach. Then, if he tries to block you with a level-2, there is still a level-1 left. Also, if he tries to put a level 1 next to the other level 1’s, you could move up on one of them and build a second level on the other two, which in turns block your opponent from moving into your area of buildings.&lt;br /&gt;
&lt;br /&gt;
Therefore, as an opponent of demeter, you would not be willing to do those mentioned above. However, you do need to stick with Demeter, or else she will go to the top instantly. Hey, so building something next to Demeter is bad, while sticking with her is the only chance to win against her. Is it very confusing? Don’t forget that you have your own god power. Your god power is the only key to playing against Demeter. Without god power, I bet one can never stand a chance against the goddess of harvest. In the matchup part, I would mention several gods that can do well against Demeter in the early game.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
In the mid game you will want to get to level-2 without the opponent getting there. Otherwise the opponent can stay with you and you no longer have the builder advantage. Demeter is the best stay away from your opponent, especially when you are taking the lead to the top. If you do stay away from your opponent, you can build safe level 2’s easily and get on the top. You can quickly create the “corner-L” and secure a win. Also. since you have 2 builds, it will be pretty easy to prevent anyone else from getting up there. Use your level-2 as a block if you are in an advantageous position. If you are sticking with your opponent on the same level, use your build wisely instead. Your build may become the prey of your opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
In the late game, you should notice that on a big area of level-2’s, there should be much chance to create two-way towers for Demeter due to her builder power. Thus, your opponent will just always stand next to you to prevent such things from happening. In this case, try to be aggressive with good planning. Keep building towers and threaten your opponent to move as you expect, you may finally find a perfect place for you to have two-way towers. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Demeter-1.png]]&lt;br /&gt;
&lt;br /&gt;
With Demeter (C2) as the first-mover here, you definitely want to move to (D3) to build two-way towers to win. However, the position of your opponent does not allow you to do so. In this case, remember, be aggressive. In fact, moving up and building at the corner (E1), Demeter can threaten the opponent to move away the two level-2’s, and then move to D3 to build two-way towers on D4 and E4, securing a win.&lt;br /&gt;
&lt;br /&gt;
Thus, the late game of Demeter is actually super powerful. As an opponent, try not to allow such a big area of level-2’s existing on the board. During the mid-game, you should be ready to tower up some level-2, forcing Demeter to dome them may create some asymmetry in the board, which is unfavorable to Demeter late game.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good mover without move-up constraint (e.g. Artemis, Triton)===&lt;br /&gt;
These two gods could be a good counter to Demeter early game. In the early game, Demeter usually builds in the corner but Triton would be super glad to see so. For Artemis, it is not only because Artemis reaching level-1 is unstoppable. The weak builder power from Artemis might be compensated by her opponent, Demeter. Thus, when facing Artemis, try not to build like crazy or else the thriving Santorini created by Demeter will be topped by Artemis instead. Thus, for Demeter, this matchup requires more thinking but still a fair match.&lt;br /&gt;
&lt;br /&gt;
===Another good mover with move-up constraint===&lt;br /&gt;
What I mean is actually Hermes. Hermes will have a headache facing Demeter. Hermes lightning speed comes from not moving-up. Thus, simply 5 horizontal level-1’s on the board could block Hermes from going from the South to the North. Yea the example is so exaggerated that it should not happen in a matchup with Demeter. However, what I mean is Demeter can simply build level-1’s while blocking Hermes from reaching her area of focus. I would usually avoid this matchup since Hermes would be in a super disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
===Some brutal builders (e.g. Hestia, Hephaestus, Poseidon)===&lt;br /&gt;
The mentioned builders are packed with something that Demeter does not have, which is the power to build twice at the same tile, and I call them “brutal builders”. This could be very important especially under the “no-interaction” strategy. You should notice that, on a new board, Hephaestus only requires 4 turns to reach the top, while Demeter requires 5 (which is the one smaller than no power). Thus, these builders can really ignore Demeter and just build for themselves. In this case, Demeter needs to stick with them instead and create a big platform of level-1’s to ready for their instant level-3. Thus, we see that the seemingly perfect early game strategy by Demeter would not be applicable on these three gods. Demeter may be quite frustrated in the early game.&lt;br /&gt;
&lt;br /&gt;
Prometheus could build twice on the same tile too, but he requires a platform of same levels to do so, with such constraint, I didn’t put Prometheus in this counter list. I think Prometheus vs Demeter would be a 50:50 match in any stage of the game.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
As I said, without any god power, Demeter is really hard to stop. Chronus does not really have an active god power, so he would have a hard time against Demeter. Avoid this matchup to save poor Chronus.&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
Hippolyta ruins Demeter’s early game strategy since Demeter cannot easily build 2 level-1’s for her own favour. In this matchup, Demeter will seldom find her god power useful against Hippolyta.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Err… Urania again as a big counter for a god. Demeter early-game strategy is usually corner building, while Urania does not have a corner. She can simply build on the other side while interacting with Demeter. In this case, Demeter would be super disadvantaged since Urania can use her building, but she cannot use the building on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Demeter is easy to use since the early game strategy can be applied in most matchup, and her power is too powerful that you MUST ACQUIRE a god power to beat her. &lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
As long as you are not against brutal builders, or Urania, I really recommend you to choose Demeter among the two gods available.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5661</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5661"/>
		<updated>2020-09-18T02:52:39Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level. You have a maximum of 3 level 4 tools.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round, or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings or Civilization, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;br /&gt;
* At the end of the game, the player with the most mammoth tile scores 10 points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5660</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5660"/>
		<updated>2020-09-18T02:48:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Game End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level. You have a maximum of 3 level 4 tools.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round, or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;br /&gt;
* At the end of the game, the player with the most mammoth tile scores 10 points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5659</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5659"/>
		<updated>2020-09-18T02:46:19Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Use the Actions of Your Placed People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level. You have a maximum of 3 level 4 tools.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round&lt;br /&gt;
or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;br /&gt;
* At the end of the game, the player with the most mammoth tile scores 10 points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5658</id>
		<title>Gamehelpofftherails</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5658"/>
		<updated>2020-09-18T00:48:01Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Objective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Objective ==&lt;br /&gt;
The objective of the game is to collect jewels and leave their minecarts underailed while escaping the chasm.&lt;br /&gt;
&lt;br /&gt;
Options in game setup are&lt;br /&gt;
* Bumper carts: You don&#039;t loose gems when hit.&lt;br /&gt;
* Chasm die: Use a 8-side die to determine where do the mine collapse.&lt;br /&gt;
* Game length: Very short (13 deposit cards), short (17), medium (21), long (25).&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
Each turn, players can perform up to 4 of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Place a straight or corner track tile&lt;br /&gt;
* Upgrade a track tile&lt;br /&gt;
* Place a new minecart on the board&lt;br /&gt;
* Increase or decrease a minecart&#039;s speed&lt;br /&gt;
&lt;br /&gt;
=== Move Minecart&#039;s Phase ===&lt;br /&gt;
After a player completes his/her action phase, he/she must move each of their minecarts on the board a number of connected tracks equal to their speed.&lt;br /&gt;
* If the minecart passes one or more deposits, he/she must pick up one gem per space. Rocks must be collected first.&lt;br /&gt;
* If the minecart ends its movement on a deposit, he/she must pick up two gems to fill their minecart. The minecart can only hold at most 5 gems at a time.&lt;br /&gt;
* If the minecart causes a collision, the movement ends immediately. Minecarts carrying no gems are derailed. Opposing minecarts must drop half of their gems. The front-first minecarts faces opposite the collision.&lt;br /&gt;
* If a minecart cannot move onto a connected track or move into the mine, it derails.&lt;br /&gt;
* If a minecart enters any square on the surface, its hold is transferred into the player&#039;s stockpile and counts towards the score.&lt;br /&gt;
* If a player finished a mission, he/she may take a mission card, which counts towards the score.&lt;br /&gt;
&lt;br /&gt;
=== Deposits Phase ===&lt;br /&gt;
The active player draws the top deposit card and generate deposit accordingly. If the chasm card is drawn, every player gets a final normal turn, then the chasm begins.&lt;br /&gt;
&lt;br /&gt;
== The Chasm ==&lt;br /&gt;
This is the beginning of the end game! Your goblins have disturbed too many deposits and the mines are going to collapse into the chasm!&lt;br /&gt;
* The player who draws the chasm card puts it next to them.&lt;br /&gt;
* After each player gets a final normal turn, that player draws the chasm deck to see which mines have collasped. Place a chasm token on each of them.&lt;br /&gt;
* No player can move onto or place tracks on the chasm spaces.&lt;br /&gt;
* During each deposit phase, players draw and place chasm tokens instead. If a chasm token is placed on a minecart, the minecart and the gems in it is removed from the game.&lt;br /&gt;
* The game is over when all minecarts have left the board or all chasm tokens have been placed. Any minecarts still on the board after the final token is placed are derailed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* Each rock is worth 0 points, ruby 1, emerald 2, gold 3 and diamonds are 4.&lt;br /&gt;
* The player with the most rubies gain 5 points. If multiple players are tied, they all get the points.&lt;br /&gt;
* Each underailed minecart is worth 3 points.&lt;br /&gt;
* Each mission card is worth 4 points.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player with the most gems is the winner. If there is still a tie, the player with the least number of rocks wins. If there is still a tie, the players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
* The aim of the game is to deliver at least one gems of each type in the stage of chasm.&lt;br /&gt;
* Every mine square has a single gem. You also have one minecart of each colour. &lt;br /&gt;
* The game is simliar to the chasm phase, except when the chasm card is drawn, the chasm stop collasping for a turn. The card is shuffle back into the deck.&lt;br /&gt;
* The jewels should be deliver to the matching colour exit, if possible.&lt;br /&gt;
* The game ends with a major victory if two or more jewels of each type are delivered to the matching exit.&lt;br /&gt;
* A victory is achieved if one of each type of jewel are delivered to the matching exit.&lt;br /&gt;
* You get a partial victory if one of each type of jewel are delivered to the wrong exit.&lt;br /&gt;
* You lose when all the minecarts are derailed or all chasm tokens are on the board.&lt;br /&gt;
&lt;br /&gt;
== Mission Cards ==&lt;br /&gt;
Here are a list of the 11 mission cards. In each game number of players+1 mission cards are drawn. Each of them scores 4 points at the end of the game.&lt;br /&gt;
* Behind Enemy&#039;s Lines: Stockpile at least 1 jewel by leaving from an opponent&#039;s surface.&lt;br /&gt;
* Bumper Carts: Derail an opponent&#039;s minecart in a collision.&lt;br /&gt;
* Diamonds aren&#039;t Forever: Stockpile 1 diamond in a turn from a single minecart.&lt;br /&gt;
* Dirty Goblins: Given to the player with the most rocks in their stockpile.&lt;br /&gt;
* Gem Collector: Fill a minecart with 5 precious jewels.&lt;br /&gt;
* Green Fingers: Stockpile 2 emeralds in a turn from a single minecart.&lt;br /&gt;
* Head to Head: Cause a head-on collision.&lt;br /&gt;
* Jewel Heist: Cause an opponent&#039;s minecart to drop at least 1 jewel.&lt;br /&gt;
* Red Leader: Stockpile 4 rubies in a turn from a single minecart.&lt;br /&gt;
* The Spice of Life: Have at least 1 gem of each type in your stockpile.&lt;br /&gt;
* There&#039;s Gold in them their Hills: Stockpile 2 gold in a turn from a single minecart.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5651</id>
		<title>SantoriniPowerAtlas</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5651"/>
		<updated>2020-09-17T06:11:14Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Atlas.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Atlas could be a joke for newbies as some newbies will just keep building domes and finally trap themselves, or someone will just keep building domes and forget to move up for winning. However, it is actually a very formidable god to play against. In early game, as long as one of his workers stays at the center, he can go wherever to block your moving by a dome. When you think you are securing a win in a corner, he just builds a dome from the ground level and blocks your innocent worker. You can simply win by blocking both of the opponent’s workers using Atlas. Moreover, there is a special winning strategy for Atlas, it is to dome one of your workers on an alone island. That means no one can go and block your win. In the following review, we would focus on the normal strategy of Atlas.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, (instead of your normal build), your worker may build a dome at any level.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
I don&#039;t think this explanation is not clear enough. To me, Selene’s and Morpheus power mentioned the sentence “instead of your normal build”, but this isn’t mentioned in Atlas’s power. However, both of Atlas and Selene’s powers are alternative builds. That means if you activate the power, you cannot normally build, but you build with the description instead. Moreover, “at any level” means you can simply place a dome on ground, level-1, level-2 or level-3.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Atlas is neither a good builder nor a good mover. If you want to simply keep building and moving up without any interaction with your opponent, Atlas could be a bad choice. Thus in the early game, you should always have at least one worker around your opponent (and at best only one). If the opponent is already on level-1, you can ignore the level-1 they recently built. It would not be a big threat and you should grab this chance to move up another worker. Yet, try to dome the level-2 your opponent builds. The reason behind is, doming a level-2 is simply wasting your opponent two building turns, but doming a level-1 is actually using your own single turn to waste one turn of your opponent. &lt;br /&gt;
&lt;br /&gt;
Moreover, keep an eye on the cornered worker, Atlas can easily trap a cornered worker by doming ONLY 3 SPACES. With this corner-blocking skill, your smart opponent would try to keep away from corners. Thus, Atlas is actually the best user of corner-winning strategy. Your opponent would be less willing to reach a corner to block your way.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It depends on the situation of the game, if you are on the disadvantageous position, where both of your workers are still on ground level, try to block the way of your opponent’s level-2 worker. You may be able to force him to move down by blocking all other possible routes, and so the game will be back to a situation like the early game. If you are in a 50-50 situation, try to keep one of your workers around the opponent’s mover, not letting them build more level-2 and hence they may just need to move down to create a new platform for winning. During these blocking, remember to keep the momentum of your other worker to move up! Do not let your workers both on the ground in the late game! If you are in an advantageous position, Atlas skill could easily secure your win. You can dome all opponent’s ways to block your win and corner-up your winning position.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
If both of your workers are still on ground level… GG, since your opponent could easily use level-2 to corner up their winning position. If at least one of your workers stays with the opponent, Atlas skill could become handy here. In late game, sometimes our moves are confined by the “MUST move and build” rule. Some moves in the late game would force us to build a level-3 for the opponent and guarantee a loss. Atlas will not encounter this problem because he can simply build a dome instead of a level-3. In the late game, try to use domes to force your opponent to make some unwanted moves.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good builders (e.g. Demeter, Terpsichore, Castor &amp;amp; Pollux, Prometheus, Hestia, Morpheus, Poseidon)===&lt;br /&gt;
A good player should never corner yourself against Atlas, hence your winning position is usually in the inner space instead. Demeter and Hestia are good builders even in the inner space. Recall the level-2 blocking strategy from Atlas? Atlas cannot perform this strategy well on Demeter because Demeter can simply set up a two-way for herself to move up to level-2. &lt;br /&gt;
&lt;br /&gt;
For Atlas, facing this two-way situation, think deeper and dome the level-2 that favours your opponent more. For example, Demeter moves up to a level-1 E2 and builds two level-2 on E1 and E3. Blocking E3 would be a good choice since Demeter would then move up to a corner space if she really wants to move up, which then makes her vulnerable to corner-trapping. Do not try to ignore the opponent’s mover. You are never faster than a good builder.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Atlas cannot easily block her but may block himself instead. Urania is not vulnerable to corner-trapping and pausing the momentum of Urania would be a very hard work for Atlas.&lt;br /&gt;
For Atlas, use your domes wisely. Be more careful for the position of your worker. Always keeping a worker at the center may help you to block all possible routes for Urania to move up. A ridiculous strategy could come handy: block every perimeter space and Urania power would become useless.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
Chronus would be overwhelmed by Atlas ability. When using Chronus against Atlas, just play as if you do not have any power, since Atlas can simply build domes everywhere, shutting down the possibilities to build 5 complete towers on the board. I don’t really recommend this matchup in tournament setup. Avoid it.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Matchup against Zeus could be quite different. It is hard to block Zeus from going to level-2, so the level-2 blocking strategy by Atlas is no longer useful. &lt;br /&gt;
&lt;br /&gt;
For Atlas, as you can’t really block Zeus from moving up to level-2, you can just let Zeus stay on level-2. However, it is still useful to dome a level-2 or a level-3 as it is using a single turn to destroy what your opponent has done in several turns.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Atlas’ domes should never be a joke, but a nightmare to your opponent. Keep your worker at the best position so that you can block every of your opponent’s best moves. Remember that his ability is useful in all stages of the game, so you need to be very careful on every dome to be created.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A. &lt;br /&gt;
&lt;br /&gt;
Atlas is useful on most of the matchup and there is no perfect counter on Atlas. Choosing Atlas from the two gods available is never a bad choice for you!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5650</id>
		<title>SantoriniPowerAtlas</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5650"/>
		<updated>2020-09-17T06:11:00Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[Image:Atlas.png]]&lt;br /&gt;
Atlas could be a joke for newbies as some newbies will just keep building domes and finally trap themselves, or someone will just keep building domes and forget to move up for winning. However, it is actually a very formidable god to play against. In early game, as long as one of his workers stays at the center, he can go wherever to block your moving by a dome. When you think you are securing a win in a corner, he just builds a dome from the ground level and blocks your innocent worker. You can simply win by blocking both of the opponent’s workers using Atlas. Moreover, there is a special winning strategy for Atlas, it is to dome one of your workers on an alone island. That means no one can go and block your win. In the following review, we would focus on the normal strategy of Atlas.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, (instead of your normal build), your worker may build a dome at any level.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
I don&#039;t think this explanation is not clear enough. To me, Selene’s and Morpheus power mentioned the sentence “instead of your normal build”, but this isn’t mentioned in Atlas’s power. However, both of Atlas and Selene’s powers are alternative builds. That means if you activate the power, you cannot normally build, but you build with the description instead. Moreover, “at any level” means you can simply place a dome on ground, level-1, level-2 or level-3.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Atlas is neither a good builder nor a good mover. If you want to simply keep building and moving up without any interaction with your opponent, Atlas could be a bad choice. Thus in the early game, you should always have at least one worker around your opponent (and at best only one). If the opponent is already on level-1, you can ignore the level-1 they recently built. It would not be a big threat and you should grab this chance to move up another worker. Yet, try to dome the level-2 your opponent builds. The reason behind is, doming a level-2 is simply wasting your opponent two building turns, but doming a level-1 is actually using your own single turn to waste one turn of your opponent. &lt;br /&gt;
&lt;br /&gt;
Moreover, keep an eye on the cornered worker, Atlas can easily trap a cornered worker by doming ONLY 3 SPACES. With this corner-blocking skill, your smart opponent would try to keep away from corners. Thus, Atlas is actually the best user of corner-winning strategy. Your opponent would be less willing to reach a corner to block your way.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It depends on the situation of the game, if you are on the disadvantageous position, where both of your workers are still on ground level, try to block the way of your opponent’s level-2 worker. You may be able to force him to move down by blocking all other possible routes, and so the game will be back to a situation like the early game. If you are in a 50-50 situation, try to keep one of your workers around the opponent’s mover, not letting them build more level-2 and hence they may just need to move down to create a new platform for winning. During these blocking, remember to keep the momentum of your other worker to move up! Do not let your workers both on the ground in the late game! If you are in an advantageous position, Atlas skill could easily secure your win. You can dome all opponent’s ways to block your win and corner-up your winning position.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
If both of your workers are still on ground level… GG, since your opponent could easily use level-2 to corner up their winning position. If at least one of your workers stays with the opponent, Atlas skill could become handy here. In late game, sometimes our moves are confined by the “MUST move and build” rule. Some moves in the late game would force us to build a level-3 for the opponent and guarantee a loss. Atlas will not encounter this problem because he can simply build a dome instead of a level-3. In the late game, try to use domes to force your opponent to make some unwanted moves.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good builders (e.g. Demeter, Terpsichore, Castor &amp;amp; Pollux, Prometheus, Hestia, Morpheus, Poseidon)===&lt;br /&gt;
A good player should never corner yourself against Atlas, hence your winning position is usually in the inner space instead. Demeter and Hestia are good builders even in the inner space. Recall the level-2 blocking strategy from Atlas? Atlas cannot perform this strategy well on Demeter because Demeter can simply set up a two-way for herself to move up to level-2. &lt;br /&gt;
&lt;br /&gt;
For Atlas, facing this two-way situation, think deeper and dome the level-2 that favours your opponent more. For example, Demeter moves up to a level-1 E2 and builds two level-2 on E1 and E3. Blocking E3 would be a good choice since Demeter would then move up to a corner space if she really wants to move up, which then makes her vulnerable to corner-trapping. Do not try to ignore the opponent’s mover. You are never faster than a good builder.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Atlas cannot easily block her but may block himself instead. Urania is not vulnerable to corner-trapping and pausing the momentum of Urania would be a very hard work for Atlas.&lt;br /&gt;
For Atlas, use your domes wisely. Be more careful for the position of your worker. Always keeping a worker at the center may help you to block all possible routes for Urania to move up. A ridiculous strategy could come handy: block every perimeter space and Urania power would become useless.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
Chronus would be overwhelmed by Atlas ability. When using Chronus against Atlas, just play as if you do not have any power, since Atlas can simply build domes everywhere, shutting down the possibilities to build 5 complete towers on the board. I don’t really recommend this matchup in tournament setup. Avoid it.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Matchup against Zeus could be quite different. It is hard to block Zeus from going to level-2, so the level-2 blocking strategy by Atlas is no longer useful. &lt;br /&gt;
&lt;br /&gt;
For Atlas, as you can’t really block Zeus from moving up to level-2, you can just let Zeus stay on level-2. However, it is still useful to dome a level-2 or a level-3 as it is using a single turn to destroy what your opponent has done in several turns.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Atlas’ domes should never be a joke, but a nightmare to your opponent. Keep your worker at the best position so that you can block every of your opponent’s best moves. Remember that his ability is useful in all stages of the game, so you need to be very careful on every dome to be created.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A. &lt;br /&gt;
&lt;br /&gt;
Atlas is useful on most of the matchup and there is no perfect counter on Atlas. Choosing Atlas from the two gods available is never a bad choice for you!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5649</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5649"/>
		<updated>2020-09-17T06:07:57Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Late Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-1.png]]&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-2.png]]&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5648</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5648"/>
		<updated>2020-09-17T06:07:33Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Late Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
[[Image:Apollo-1.png]]&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
[[Image:Apollo-2.png]]&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5647</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5647"/>
		<updated>2020-09-17T05:31:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Mammoth Herd */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round&lt;br /&gt;
or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;br /&gt;
* At the end of the game, the player with the most mammoth tile scores 10 points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5646</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=5646"/>
		<updated>2020-09-17T05:30:34Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round&lt;br /&gt;
or&lt;br /&gt;
* There are insufficient Civilization cards to fill the 4 spots at the beginning of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the civilization deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. &lt;br /&gt;
* Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===Mammoth Herd===&lt;br /&gt;
* At the beginning of each round, a mammoth appears on the resource shown by the top-most bonus tile.&lt;br /&gt;
* Players who place their people there can also spend 1 food per person to tame the mammoth.&lt;br /&gt;
* Each player who place people to tame the mammoth roll 1 dice per person.&lt;br /&gt;
* The player with the highest single dice is the mammoth tamer. Others are challengers.&lt;br /&gt;
* The mammoth tamer can choose to take the 1 or all bonus. Others take the all bonus.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5619</id>
		<title>SantoriniPowerAtlas</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=5619"/>
		<updated>2020-09-16T09:36:42Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /*Atlas*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Atlas could be a joke for newbies as some newbies will just keep building domes and finally trap themselves, or someone will just keep building domes and forget to move up for winning. However, it is actually a very formidable god to play against. In early game, as long as one of his workers stays at the center, he can go wherever to block your moving by a dome. When you think you are securing a win in a corner, he just builds a dome from the ground level and blocks your innocent worker. You can simply win by blocking both of the opponent’s workers using Atlas. Moreover, there is a special winning strategy for Atlas, it is to dome one of your workers on an alone island. That means no one can go and block your win. In the following review, we would focus on the normal strategy of Atlas.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, (instead of your normal build), your worker may build a dome at any level.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
I don&#039;t think this explanation is not clear enough. To me, Selene’s and Morpheus power mentioned the sentence “instead of your normal build”, but this isn’t mentioned in Atlas’s power. However, both of Atlas and Selene’s powers are alternative builds. That means if you activate the power, you cannot normally build, but you build with the description instead. Moreover, “at any level” means you can simply place a dome on ground, level-1, level-2 or level-3.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Atlas is neither a good builder nor a good mover. If you want to simply keep building and moving up without any interaction with your opponent, Atlas could be a bad choice. Thus in the early game, you should always have at least one worker around your opponent (and at best only one). If the opponent is already on level-1, you can ignore the level-1 they recently built. It would not be a big threat and you should grab this chance to move up another worker. Yet, try to dome the level-2 your opponent builds. The reason behind is, doming a level-2 is simply wasting your opponent two building turns, but doming a level-1 is actually using your own single turn to waste one turn of your opponent. &lt;br /&gt;
&lt;br /&gt;
Moreover, keep an eye on the cornered worker, Atlas can easily trap a cornered worker by doming ONLY 3 SPACES. With this corner-blocking skill, your smart opponent would try to keep away from corners. Thus, Atlas is actually the best user of corner-winning strategy. Your opponent would be less willing to reach a corner to block your way.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It depends on the situation of the game, if you are on the disadvantageous position, where both of your workers are still on ground level, try to block the way of your opponent’s level-2 worker. You may be able to force him to move down by blocking all other possible routes, and so the game will be back to a situation like the early game. If you are in a 50-50 situation, try to keep one of your workers around the opponent’s mover, not letting them build more level-2 and hence they may just need to move down to create a new platform for winning. During these blocking, remember to keep the momentum of your other worker to move up! Do not let your workers both on the ground in the late game! If you are in an advantageous position, Atlas skill could easily secure your win. You can dome all opponent’s ways to block your win and corner-up your winning position.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
If both of your workers are still on ground level… GG, since your opponent could easily use level-2 to corner up their winning position. If at least one of your workers stays with the opponent, Atlas skill could become handy here. In late game, sometimes our moves are confined by the “MUST move and build” rule. Some moves in the late game would force us to build a level-3 for the opponent and guarantee a loss. Atlas will not encounter this problem because he can simply build a dome instead of a level-3. In the late game, try to use domes to force your opponent to make some unwanted moves.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good builders (e.g. Demeter, Terpsichore, Castor &amp;amp; Pollux, Prometheus, Hestia, Morpheus, Poseidon)===&lt;br /&gt;
A good player should never corner yourself against Atlas, hence your winning position is usually in the inner space instead. Demeter and Hestia are good builders even in the inner space. Recall the level-2 blocking strategy from Atlas? Atlas cannot perform this strategy well on Demeter because Demeter can simply set up a two-way for herself to move up to level-2. &lt;br /&gt;
&lt;br /&gt;
For Atlas, facing this two-way situation, think deeper and dome the level-2 that favours your opponent more. For example, Demeter moves up to a level-1 E2 and builds two level-2 on E1 and E3. Blocking E3 would be a good choice since Demeter would then move up to a corner space if she really wants to move up, which then makes her vulnerable to corner-trapping. Do not try to ignore the opponent’s mover. You are never faster than a good builder.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Atlas cannot easily block her but may block himself instead. Urania is not vulnerable to corner-trapping and pausing the momentum of Urania would be a very hard work for Atlas.&lt;br /&gt;
For Atlas, use your domes wisely. Be more careful for the position of your worker. Always keeping a worker at the center may help you to block all possible routes for Urania to move up. A ridiculous strategy could come handy: block every perimeter space and Urania power would become useless.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
Chronus would be overwhelmed by Atlas ability. When using Chronus against Atlas, just play as if you do not have any power, since Atlas can simply build domes everywhere, shutting down the possibilities to build 5 complete towers on the board. I don’t really recommend this matchup in tournament setup. Avoid it.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Matchup against Zeus could be quite different. It is hard to block Zeus from going to level-2, so the level-2 blocking strategy by Atlas is no longer useful. &lt;br /&gt;
&lt;br /&gt;
For Atlas, as you can’t really block Zeus from moving up to level-2, you can just let Zeus stay on level-2. However, it is still useful to dome a level-2 or a level-3 as it is using a single turn to destroy what your opponent has done in several turns.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Atlas’ domes should never be a joke, but a nightmare to your opponent. Keep your worker at the best position so that you can block every of your opponent’s best moves. Remember that his ability is useful in all stages of the game, so you need to be very careful on every dome to be created.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A. &lt;br /&gt;
&lt;br /&gt;
Atlas is useful on most of the matchup and there is no perfect counter on Atlas. Choosing Atlas from the two gods available is never a bad choice for you!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5618</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Help&amp;diff=5618"/>
		<updated>2020-09-16T07:47:15Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;5&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Beta Games&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Alpha Games&#039;&#039;&#039;&amp;lt;td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpsevenwonders|7 Wonders]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelpapocalypseazcc|Apocalypse at the Zoo of Carson City]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpalveole|Alveole]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbarbu|Barbu]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleship|Battleship]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpblooms|Blooms]]&lt;br /&gt;
* [[Gamehelpbobail|Bobail]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpbriscola|Briscola]]&lt;br /&gt;
* [[Gamehelpbubbleepop|Bubblee Pop]]&lt;br /&gt;
* [[Gamehelpbuttons|Buttons]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]]&lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]]&lt;br /&gt;
* [[Gamehelpcaribbeanallfours|Caribbean All Fours]]&lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcelestia|Celestia]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcircleoflife|Circle of Life]]&lt;br /&gt;
* [[Gamehelpclansofcaledonia|Clans of Caledonia]]&lt;br /&gt;
* [[Gamehelpcoinche|Coinche]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpconnectfour|Connect Four]]&lt;br /&gt;
* [[Gamehelpcoupcitystate|Coup]]&lt;br /&gt;
* [[Gamehelpcrazyfarmers|Crazy Farmers]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdiceforge|Dice Forge]]&lt;br /&gt;
* [[Gamehelpdjambi|Djambi]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdownforce|Downforce]]&lt;br /&gt;
* [[Gamehelpdragoncastle|Dragon Castle]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonkeeper|Dragon Keeper: The Dungeon]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpdungeontwister|Dungeon Twister]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
* [[Gamehelpeminentdomain|Eminent Domain]]&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpevo|Evo: The &amp;quot;Game no Name&amp;quot;]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpfinity|Finity]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpforsale|For Sale]]&lt;br /&gt;
* [[Gamehelpfourcolorcards|Four Color Cards]]&lt;br /&gt;
* [[Gamehelpfrenchtarot|French Tarot]]&lt;br /&gt;
* [[Gamehelpgaia|Gaia]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgo|Go]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgorami|GORami]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpguildes|Guildes]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphacktrick|Hack Trick]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelphypnosia|Hypnosia]]&lt;br /&gt;
* [[Gamehelpicecoldicehockey|Ice Cold Ice Hockey]]&lt;br /&gt;
* [[Gamehelpincangold|Incan Gold]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpinnovation|Innovation]]&lt;br /&gt;
* [[Gamehelpissac|Isaac]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpjumpgate|Jump Gate]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkabaleo|Kabaleo]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkingdomino|Kingdomino]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkrosmasterarena|Krosmaster Arena]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpkqj|KQJ]]&lt;br /&gt;
* [[Gamehelplagranja|La Granja]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplegendaryinventors|Legendary Inventors]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
* [[Gamehelplinesofaction|Lines of Action]]&lt;br /&gt;
* [[Gamehelplogger|Logger]]&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelploveletter|Love Letter]]&lt;br /&gt;
* [[Gamehelpluckynumbers|Lucky Numbers]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmammalath|Mammalath]]&lt;br /&gt;
* [[Gamehelpmarram|Marram]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnile|Nile]]&lt;br /&gt;
* [[Gamehelpninemensmorris|Nine Men&#039;s Morris]]&lt;br /&gt;
* [[Gamehelpnippon|Nippon]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpnotalone|Not Alone]]&lt;br /&gt;
* [[Gamehelpnxs|NXS]]&lt;br /&gt;
* [[Gamehelpohhell|Oh Hell!]]&lt;br /&gt;
* [[Gamehelporigin|Origin]]&lt;br /&gt;
* [[Gamehelpoutlaws|Outlaws:Last Man Standing]]&lt;br /&gt;
* [[Gamehelppalace|Palace]]&lt;br /&gt;
* [[Gamehelppapayoo|Papayoo]]&lt;br /&gt;
* [[Gamehelppennypress|Penny Press]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppi|P.I.]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelppolis|Polis:Fight for Hegemony]]&lt;br /&gt;
* [[Gamehelpponte|Ponte del Diavolo]]&lt;br /&gt;
* [[Gamehelppotionexplosion|Potion Explosion]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelprallymangt|Rallyman: GT]]&lt;br /&gt;
* [[Gamehelpredseven|Red 7]]&lt;br /&gt;
* [[Gamehelprememberwhen|Remember When]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelprollforthegalaxy|Roll for the Galaxy]]&lt;br /&gt;
* [[Gamehelprussianrailroads|Russian Railroads]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpsaintpoker|Saint Poker]]&lt;br /&gt;
* [[Gamehelpsantorini|Santorini]]&lt;br /&gt;
* [[Gamehelpsapiens|Sapiens]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsiam|Siam]]&lt;br /&gt;
* [[Gamehelpsignorie|Signorie]]&lt;br /&gt;
* [[Gamehelpskat|Skat]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpsolo|Solo]]&lt;br /&gt;
* [[Gamehelpsoluna|Soluna]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelpsushigo|Sushi Go]]&lt;br /&gt;
* [[Gamehelptabult|Tabult]]&lt;br /&gt;
* [[Gamehelptakaraisland|Takara Island]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptaluva|Taluva]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelpteatime|Tea Time]]&lt;br /&gt;
* [[Gamehelpteotihuacan|Teotihuacan: City of Gods]]&lt;br /&gt;
* [[Gamehelpterramystica|Terra Mystica]]&lt;br /&gt;
* [[Gamehelpbattleforhill|The Battle for Hill 218]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Antiquity]]&lt;br /&gt;
* [[Gamehelpthebuilders|The Builders:Middle Ages]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpthekingsguild|The King&#039;s Guild]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelptheruhr|The Ruhr:A Story of Coal Trade]]&lt;br /&gt;
* [[Gamehelpmarcopolo|The Voyages of Marco Polo]]&lt;br /&gt;
* [[Gamehelpwerewolves|The Werewolves of Miller&#039;s Hollow]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptiki|Tiki]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptabago|Tobago]]&lt;br /&gt;
* [[Gamehelptock|Tock]]&lt;br /&gt;
* [[Gamehelptoeshambo|Toe Sham Bo]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpveggiegarden|Veggie Garden]]&lt;br /&gt;
* [[Gamehelpveletas|Veletas]]&lt;br /&gt;
* [[Gamehelpwhisttwentytwo|Whist 22]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
* [[Gamehelpyokohama|Yokohama]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpbigtimesoccer|Big Time Soccer]]&lt;br /&gt;
* [[Gamehelpbutterfly|Butterfly]]&lt;br /&gt;
* [[Gamehelpcharka|Charka]]&lt;br /&gt;
* [[Gamehelpcitybigshoulders|City of the Big Shoulders]]&lt;br /&gt;
* [[Gamehelpconsonar|Con Sonar!]]&lt;br /&gt;
* [[Gamehelpconnect6|Connect 6]]&lt;br /&gt;
* [[Gamehelpflamingpyramids|Flaming Pyramids]]&lt;br /&gt;
* [[Gamehelphungariantarokk|Hungarian Tarokk]]&lt;br /&gt;
* [[Gamehelpkami|Kami]]&lt;br /&gt;
* [[Gamehelpkingdombuilder|Kingdom Builder]]&lt;br /&gt;
* [[Gamehelpmarcopolotwo|Marco Polo II: In the Service of the Khan]]&lt;br /&gt;
* [[Gamehelpninetynine|Ninety-Nine (Trick-taking)]]&lt;br /&gt;
* [[Gamehelpofftherails|Off the Rails]]&lt;br /&gt;
* [[Gamehelpohseven|Oh-Seven]]&lt;br /&gt;
* [[Gamehelppresident|President]]&lt;br /&gt;
* [[Gamehelproomtwentyfive|Room 25]]&lt;br /&gt;
* [[Gamehelpsaintpeterburg|Saint Petersburg]]&lt;br /&gt;
* [[Gamehelpsmallislands|Small Islands]]&lt;br /&gt;
* [[Gamehelptrekkingtheworld|Trekking the World]]&lt;br /&gt;
* [[Gamehelpturnthetide|Turn the Tide]]&lt;br /&gt;
* [[Gamehelpxanadu|Xanadu]]&lt;br /&gt;
* [[Gamehelpyspahan|Yspahan]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpfistfulofgold|A Fistful of Gold]]&lt;br /&gt;
* [[Gamehelpbandido|Bandido]]&lt;br /&gt;
* [[Gamehelpcribbage|Cribbage]]&lt;br /&gt;
* [[Gamehelpdungeonroll|Dungeon Roll]]&lt;br /&gt;
* [[Gamehelpfleet|Fleet]]&lt;br /&gt;
* [[Gamehelpklaverjassen|Klaverjassen]]&lt;br /&gt;
* [[Gamehelpmarrakech|Marrakech]]&lt;br /&gt;
* [[Gamehelpmartiandice|Martian Dice]]&lt;br /&gt;
* [[Gamehelpmrjack|Mr Jack]]&lt;br /&gt;
* [[Gamehelpninetynineaddition|Ninety-Nine (Addition)]]&lt;br /&gt;
* [[Gamehelppedro|Pedro]]&lt;br /&gt;
* [[Gamehelppiratenkapern|Piraten Kapern]]&lt;br /&gt;
* [[Gamehelppinochle|Pinochle]]&lt;br /&gt;
* [[Gamehelpspades|Spades]]&lt;br /&gt;
* [[Gamehelpyokai|Yokai]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5615</id>
		<title>Gamehelpcoltexpress</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5615"/>
		<updated>2020-09-16T01:50:59Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Phase 2: Stealin&amp;#039;! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the game and sequence of play ==&lt;br /&gt;
To win, you must become the richest Bandit in the Old West. To reach this goal, you will try to get more Loot than your opponents...without being hit by too many bullets! The best shooter will receive the title of Gunslinger, worth $1000.&lt;br /&gt;
&lt;br /&gt;
There are five Rounds in a game. Each Round has two phases:&lt;br /&gt;
* Phase 1 : Schemin&#039;! The players play their Action cards into a common deck in the center of the table.&lt;br /&gt;
* Phase 2 : Stealin&#039;! The Action cards played during Phase 1 are performed.&lt;br /&gt;
&lt;br /&gt;
The game ends after five Rounds. Each player then adds up the value of the Loot tokens they have stolen. The Gunslinger prize is awarded to the player(s) who shot the most bullets. It is worth $1000.&lt;br /&gt;
&lt;br /&gt;
The richest player wins the game. In case of a tie, the winner is the tied player who has received the fewest Bullet cards from other players and Events during the game.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Round ===&lt;br /&gt;
At the beginning of a Round, each player shuffles their personal deck (made of the 10 Action cards of their colour) and draws six cards. These cards form that player&#039;s Hand.&lt;br /&gt;
&lt;br /&gt;
The Round card shows the number of turns (the number of Card icons) there will be during this phase.&lt;br /&gt;
It also shows how the turns will go :&lt;br /&gt;
* Standard turn - The Action cards must be played face-up during the current turn.&lt;br /&gt;
* Tunnel - The Action cards must be played face-down during the current turn.&lt;br /&gt;
* Speeding-Up - During the current turn, each player plays twice (taking 6 cards or playing two cards in a row or taking 3 cards and playing a card).&lt;br /&gt;
* Switching - The current turn is played counter-clockwise, starting with the First Player.&lt;br /&gt;
&lt;br /&gt;
Some Round cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin&#039;! See the tooltip of the Round card for more details.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Schemin&#039;! ===&lt;br /&gt;
Starting with the First Player, each player plays their turn, followed by the next player in clockwise order.&lt;br /&gt;
On his turn, a player has to:&lt;br /&gt;
* either play an Action card face-up (unless otherwise specified) from his Hand to the common deck;&lt;br /&gt;
* or take 3 additional cards from his deck and add them to his Hand.&lt;br /&gt;
The Schemin&#039;! phase ends when the number of turns indicated on the Round card has been completed. Any unplayed cards remaining in a player&#039;s Hand are placed back on the top of his personal deck.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Stealin&#039;! ===&lt;br /&gt;
The deck of Action cards that had been created during the Schemin&#039;! phase is turned over, without changing the order of the cards.&lt;br /&gt;
The Bandits&#039; Actions are performed, one by one, starting with the top card (i.e., in the order they have been played). Once performed, the Action card is given back to the player to whom it belongs. That player puts it back on his personal deck. Any Action programmed during the Schemin&#039;! phase is now obligatory. During the Stealin&#039;! phase, each player must use his action, if it is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Round ===&lt;br /&gt;
Each player shuffles all his cards (10 Action cards and any Bullet cards he has been hit with in previous Rounds). Then he places his deck to the right of his Character card.&lt;br /&gt;
The player on the First Player&#039;s left becomes the new First Player and a new Round now begins.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* Angry Marshal: The Marshal shoots the Bandits on the roof of his Car, then move one car towards the Caboose.&lt;br /&gt;
* Braking: All Bandits on roofs move one Car forward towards the Locomotive.&lt;br /&gt;
* Hostage-Taking of the Conductor: Each Bandit who is either in the Locomotive or on its roof receives $250 ransom.&lt;br /&gt;
* Marshal&#039;s Revenge: Each Bandit on the roof loses the least valuable Purse he has.&lt;br /&gt;
* Passengers&#039; Rebellion: All Bandits who are inside the Cars get a Neutral Bullet each.&lt;br /&gt;
* Pickpocketing: Each alone Bandit takes a Purse from that spot.&lt;br /&gt;
* Swivel Arm: All the Bandits that are on roofs move to the roof of the Caboose.&lt;br /&gt;
* Take It All!: Place the second Strongbox inside the Marshal&#039;s car.&lt;br /&gt;
&lt;br /&gt;
== The Action Cards and the Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move your Bandit:&lt;br /&gt;
# from one Car to the next adjacent Car, forwards or backwards, if he is inside the Train; or&lt;br /&gt;
# A distance ranging from one to three Cars (your choice), forwards or backwards, if he is on the roof.&lt;br /&gt;
The Locomotive is considered to be a Car. You can be in it or on it. If you have plotted this Action, your Bandit cannot stay where he is: you must move him.&lt;br /&gt;
&lt;br /&gt;
=== Floor Change ===&lt;br /&gt;
Switch the position of your Bandit from&lt;br /&gt;
# The interior to the roof of the Car on which he&#039;s standing ;&lt;br /&gt;
# or move his from the roof of the Car he&#039;s in to its interior.&lt;br /&gt;
&lt;br /&gt;
=== The Marshal ===&lt;br /&gt;
Move the Marshal inside the train a distance of one Car in the direction of your choice. (See &amp;quot;The Marshal&amp;quot;, to find out what happens if the Marshal meets a Bandit).&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Choose one of your opponents to be your target and give him one of your Bullet cards. The targeted player places the Bullet card he has received on his deck. You cannot target a Bandit who is on the same spot as you.&lt;br /&gt;
# When you are inside the train, you can shoot a Bandit who is in the interior of an adjacent Car, either to the rear of your Car or ahead of it. Bandits who are more than one Car away cannot be shot.&lt;br /&gt;
# When you are on the roof, however, you can shoot a Bandit who is in your Line of Sight and on the roof of any Car other than your own, regardless of the distance. A Bandit is in Line of Sight if there is no other Bandit between you and him. Two Bandits on the roof of the same Car are considered as being side by side, and not located one behind the other: you choose which one gets hit.&lt;br /&gt;
If there is no target to be shot, keep your Bullet card: the Fire action will have no effect. If you successfully fire your 6 Bullet cards during the game, your Fire actions will have no further effect.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Take the Loot token of your choice from the Car where you are currently located and place it face-down on your Character card. If your Bandit is on the roof of a Car, he cannot rob inside it, and vice versa. If there is no Loot where your Bandit is, then the Robbery action has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Punch ===&lt;br /&gt;
Choose a target among the Bandits who are on the same Car and same floor as you are. The targeted Bandit loses a Loot token if he has one: choose a Loot token from his Character card and place it on the floor where your Bandit pawn is located. If you choose a Purse token, you are not allowed to look at its value. Then, move the targeted Bandit to the same floor of an adjacent Car (either forwards or backwards,&lt;br /&gt;
your choice in most of the Cars; backwards if you are in the Engine and forwards if you are in the Caboose).&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
* Ghost: You can play the first card of each round face-down.&lt;br /&gt;
* Cheyenne: You can take the Purse he losts when punching a Bandit.&lt;br /&gt;
* Django: You can make him move one Car in the direction of fire when you shoot a Bandit.&lt;br /&gt;
* Belle: You cannot be the target of a Fire or Punch if there is another Bandit who can be targeted.&lt;br /&gt;
* Tuco: You can shoot a Bandit who is on the roof of the same Car as you are.&lt;br /&gt;
* Doc: At the beginning of each round, you draw seven cards instead of six.&lt;br /&gt;
&lt;br /&gt;
== The Marshal ==&lt;br /&gt;
Caution! When a Bandit enters a Car where the Marshal&lt;br /&gt;
is, or when the Marshal enters a Car where Bandits&lt;br /&gt;
are, they must escape up to the roof of the Car (even&lt;br /&gt;
if they have just come down from there). A Bandit can&lt;br /&gt;
never stay inside the Car where the Marshal is located.&lt;br /&gt;
Additionally, each one of those Bandits immediately&lt;br /&gt;
receives a Neutral Bullet card which must be placed&lt;br /&gt;
on each player&#039;s personal deck.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
* At the end of the Schemin&#039;! Phase, you are allowed to keep in your Hand the cards you are interested in holding for next Round. Discard all Bullet cards. Discard all Action cards that you are not interested in.&lt;br /&gt;
* During the Stealin&#039;! phase, place the performed Action cards you get back from the First Player on your discard deck. The Bullet cards you received that turn from your opponents, however, go on top of your draw deck, face-down.&lt;br /&gt;
* At the beginning of each Round, draw cards from your draw deck and fill your Hand up to six cards.&lt;br /&gt;
* Each time your draw deck is depleted and you have to draw cards, shuffle the discard deck to make a new draw deck. You can look through your discard at any time.&lt;br /&gt;
&lt;br /&gt;
== Set-Up for two players ==&lt;br /&gt;
There are four Cars, and each player chooses a team of two Characters.&lt;br /&gt;
One Bandit pawn from each team is placed inside the two&lt;br /&gt;
Cars at the rear of the train.&lt;br /&gt;
Each Character of your team starts with a separate deck of six Bullet cards and a $250 Purse on each of them.&lt;br /&gt;
From among the Action cards of each Character, every duplicate is discarded as well as the Marshal card from one of your Characters.&lt;br /&gt;
You will have&lt;br /&gt;
11 cards remaining in your Hand: 2 Fire (1 for each&lt;br /&gt;
Character), 2 Punch (1 for each Character), 2 Move&lt;br /&gt;
(1 for each Character), 2 Floor Change (1 for each&lt;br /&gt;
Character), 2 Robbery (1 for each Character) and 1&lt;br /&gt;
Marshal. Shuffle all of them to make your draw deck.&lt;br /&gt;
Each player then plays with the mixed Action cards&lt;br /&gt;
of the two Bandits.&lt;br /&gt;
&lt;br /&gt;
The game with two players is played with the Expert&lt;br /&gt;
Variant described earlier. The goal of the game is to&lt;br /&gt;
have the richest team at the end of the game. However,&lt;br /&gt;
no one wins the title of Gunslinger in the 2-player game.&lt;br /&gt;
When a Bandit is shot, the Bullet card is placed on&lt;br /&gt;
the top of the player&#039;s draw deck. It may very well&lt;br /&gt;
happen that a Bandit will inadvertently shoot his own&lt;br /&gt;
teammate!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
(This summary is made of excerpts Ludonaute&#039;s rules for Colt Express.)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5614</id>
		<title>Gamehelpcoltexpress</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5614"/>
		<updated>2020-09-16T01:50:32Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Object of the game and sequence of play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the game and sequence of play ==&lt;br /&gt;
To win, you must become the richest Bandit in the Old West. To reach this goal, you will try to get more Loot than your opponents...without being hit by too many bullets! The best shooter will receive the title of Gunslinger, worth $1000.&lt;br /&gt;
&lt;br /&gt;
There are five Rounds in a game. Each Round has two phases:&lt;br /&gt;
* Phase 1 : Schemin&#039;! The players play their Action cards into a common deck in the center of the table.&lt;br /&gt;
* Phase 2 : Stealin&#039;! The Action cards played during Phase 1 are performed.&lt;br /&gt;
&lt;br /&gt;
The game ends after five Rounds. Each player then adds up the value of the Loot tokens they have stolen. The Gunslinger prize is awarded to the player(s) who shot the most bullets. It is worth $1000.&lt;br /&gt;
&lt;br /&gt;
The richest player wins the game. In case of a tie, the winner is the tied player who has received the fewest Bullet cards from other players and Events during the game.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Round ===&lt;br /&gt;
At the beginning of a Round, each player shuffles their personal deck (made of the 10 Action cards of their colour) and draws six cards. These cards form that player&#039;s Hand.&lt;br /&gt;
&lt;br /&gt;
The Round card shows the number of turns (the number of Card icons) there will be during this phase.&lt;br /&gt;
It also shows how the turns will go :&lt;br /&gt;
* Standard turn - The Action cards must be played face-up during the current turn.&lt;br /&gt;
* Tunnel - The Action cards must be played face-down during the current turn.&lt;br /&gt;
* Speeding-Up - During the current turn, each player plays twice (taking 6 cards or playing two cards in a row or taking 3 cards and playing a card).&lt;br /&gt;
* Switching - The current turn is played counter-clockwise, starting with the First Player.&lt;br /&gt;
&lt;br /&gt;
Some Round cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin&#039;! See the tooltip of the Round card for more details.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Schemin&#039;! ===&lt;br /&gt;
Starting with the First Player, each player plays their turn, followed by the next player in clockwise order.&lt;br /&gt;
On his turn, a player has to:&lt;br /&gt;
* either play an Action card face-up (unless otherwise specified) from his Hand to the common deck;&lt;br /&gt;
* or take 3 additional cards from his deck and add them to his Hand.&lt;br /&gt;
The Schemin&#039;! phase ends when the number of turns indicated on the Round card has been completed. Any unplayed cards remaining in a player&#039;s Hand are placed back on the top of his personal deck.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Stealin&#039;! ===&lt;br /&gt;
The deck of Action cards that had been created during the Schemin&#039;! phase is turned over, without changing the order of the cards.&lt;br /&gt;
The Bandits&#039; Actions are performed, one by one, starting with the top card (i.e., in the order they have been played).&lt;br /&gt;
Once performed, the Action card is given back to the player to whom it belongs. That player puts it back on&lt;br /&gt;
his personal deck. Any Action programmed during the Schemin&#039;! phase is now obligatory. During the Stealin&#039;! phase, each player must use his action, if it is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Round ===&lt;br /&gt;
Each player shuffles all his cards (10 Action cards and any Bullet cards he has been hit with in previous Rounds). Then he places his deck to the right of his Character card.&lt;br /&gt;
The player on the First Player&#039;s left becomes the new First Player and a new Round now begins.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* Angry Marshal: The Marshal shoots the Bandits on the roof of his Car, then move one car towards the Caboose.&lt;br /&gt;
* Braking: All Bandits on roofs move one Car forward towards the Locomotive.&lt;br /&gt;
* Hostage-Taking of the Conductor: Each Bandit who is either in the Locomotive or on its roof receives $250 ransom.&lt;br /&gt;
* Marshal&#039;s Revenge: Each Bandit on the roof loses the least valuable Purse he has.&lt;br /&gt;
* Passengers&#039; Rebellion: All Bandits who are inside the Cars get a Neutral Bullet each.&lt;br /&gt;
* Pickpocketing: Each alone Bandit takes a Purse from that spot.&lt;br /&gt;
* Swivel Arm: All the Bandits that are on roofs move to the roof of the Caboose.&lt;br /&gt;
* Take It All!: Place the second Strongbox inside the Marshal&#039;s car.&lt;br /&gt;
&lt;br /&gt;
== The Action Cards and the Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move your Bandit:&lt;br /&gt;
# from one Car to the next adjacent Car, forwards or backwards, if he is inside the Train; or&lt;br /&gt;
# A distance ranging from one to three Cars (your choice), forwards or backwards, if he is on the roof.&lt;br /&gt;
The Locomotive is considered to be a Car. You can be in it or on it. If you have plotted this Action, your Bandit cannot stay where he is: you must move him.&lt;br /&gt;
&lt;br /&gt;
=== Floor Change ===&lt;br /&gt;
Switch the position of your Bandit from&lt;br /&gt;
# The interior to the roof of the Car on which he&#039;s standing ;&lt;br /&gt;
# or move his from the roof of the Car he&#039;s in to its interior.&lt;br /&gt;
&lt;br /&gt;
=== The Marshal ===&lt;br /&gt;
Move the Marshal inside the train a distance of one Car in the direction of your choice. (See &amp;quot;The Marshal&amp;quot;, to find out what happens if the Marshal meets a Bandit).&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Choose one of your opponents to be your target and give him one of your Bullet cards. The targeted player places the Bullet card he has received on his deck. You cannot target a Bandit who is on the same spot as you.&lt;br /&gt;
# When you are inside the train, you can shoot a Bandit who is in the interior of an adjacent Car, either to the rear of your Car or ahead of it. Bandits who are more than one Car away cannot be shot.&lt;br /&gt;
# When you are on the roof, however, you can shoot a Bandit who is in your Line of Sight and on the roof of any Car other than your own, regardless of the distance. A Bandit is in Line of Sight if there is no other Bandit between you and him. Two Bandits on the roof of the same Car are considered as being side by side, and not located one behind the other: you choose which one gets hit.&lt;br /&gt;
If there is no target to be shot, keep your Bullet card: the Fire action will have no effect. If you successfully fire your 6 Bullet cards during the game, your Fire actions will have no further effect.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Take the Loot token of your choice from the Car where you are currently located and place it face-down on your Character card. If your Bandit is on the roof of a Car, he cannot rob inside it, and vice versa. If there is no Loot where your Bandit is, then the Robbery action has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Punch ===&lt;br /&gt;
Choose a target among the Bandits who are on the same Car and same floor as you are. The targeted Bandit loses a Loot token if he has one: choose a Loot token from his Character card and place it on the floor where your Bandit pawn is located. If you choose a Purse token, you are not allowed to look at its value. Then, move the targeted Bandit to the same floor of an adjacent Car (either forwards or backwards,&lt;br /&gt;
your choice in most of the Cars; backwards if you are in the Engine and forwards if you are in the Caboose).&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
* Ghost: You can play the first card of each round face-down.&lt;br /&gt;
* Cheyenne: You can take the Purse he losts when punching a Bandit.&lt;br /&gt;
* Django: You can make him move one Car in the direction of fire when you shoot a Bandit.&lt;br /&gt;
* Belle: You cannot be the target of a Fire or Punch if there is another Bandit who can be targeted.&lt;br /&gt;
* Tuco: You can shoot a Bandit who is on the roof of the same Car as you are.&lt;br /&gt;
* Doc: At the beginning of each round, you draw seven cards instead of six.&lt;br /&gt;
&lt;br /&gt;
== The Marshal ==&lt;br /&gt;
Caution! When a Bandit enters a Car where the Marshal&lt;br /&gt;
is, or when the Marshal enters a Car where Bandits&lt;br /&gt;
are, they must escape up to the roof of the Car (even&lt;br /&gt;
if they have just come down from there). A Bandit can&lt;br /&gt;
never stay inside the Car where the Marshal is located.&lt;br /&gt;
Additionally, each one of those Bandits immediately&lt;br /&gt;
receives a Neutral Bullet card which must be placed&lt;br /&gt;
on each player&#039;s personal deck.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
* At the end of the Schemin&#039;! Phase, you are allowed to keep in your Hand the cards you are interested in holding for next Round. Discard all Bullet cards. Discard all Action cards that you are not interested in.&lt;br /&gt;
* During the Stealin&#039;! phase, place the performed Action cards you get back from the First Player on your discard deck. The Bullet cards you received that turn from your opponents, however, go on top of your draw deck, face-down.&lt;br /&gt;
* At the beginning of each Round, draw cards from your draw deck and fill your Hand up to six cards.&lt;br /&gt;
* Each time your draw deck is depleted and you have to draw cards, shuffle the discard deck to make a new draw deck. You can look through your discard at any time.&lt;br /&gt;
&lt;br /&gt;
== Set-Up for two players ==&lt;br /&gt;
There are four Cars, and each player chooses a team of two Characters.&lt;br /&gt;
One Bandit pawn from each team is placed inside the two&lt;br /&gt;
Cars at the rear of the train.&lt;br /&gt;
Each Character of your team starts with a separate deck of six Bullet cards and a $250 Purse on each of them.&lt;br /&gt;
From among the Action cards of each Character, every duplicate is discarded as well as the Marshal card from one of your Characters.&lt;br /&gt;
You will have&lt;br /&gt;
11 cards remaining in your Hand: 2 Fire (1 for each&lt;br /&gt;
Character), 2 Punch (1 for each Character), 2 Move&lt;br /&gt;
(1 for each Character), 2 Floor Change (1 for each&lt;br /&gt;
Character), 2 Robbery (1 for each Character) and 1&lt;br /&gt;
Marshal. Shuffle all of them to make your draw deck.&lt;br /&gt;
Each player then plays with the mixed Action cards&lt;br /&gt;
of the two Bandits.&lt;br /&gt;
&lt;br /&gt;
The game with two players is played with the Expert&lt;br /&gt;
Variant described earlier. The goal of the game is to&lt;br /&gt;
have the richest team at the end of the game. However,&lt;br /&gt;
no one wins the title of Gunslinger in the 2-player game.&lt;br /&gt;
When a Bandit is shot, the Bullet card is placed on&lt;br /&gt;
the top of the player&#039;s draw deck. It may very well&lt;br /&gt;
happen that a Bandit will inadvertently shoot his own&lt;br /&gt;
teammate!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
(This summary is made of excerpts Ludonaute&#039;s rules for Colt Express.)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5613</id>
		<title>Gamehelpcoltexpress</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5613"/>
		<updated>2020-09-16T01:48:10Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* The Action Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the game and sequence of play ==&lt;br /&gt;
To win, you must become the richest Bandit in the&lt;br /&gt;
Old West. To reach this goal, you will try to get more&lt;br /&gt;
Loot than your opponents...without being hit by too&lt;br /&gt;
many bullets! The best shooter will receive the title of&lt;br /&gt;
Gunslinger, worth $1000.&lt;br /&gt;
&lt;br /&gt;
There are five Rounds in a game. Each Round has&lt;br /&gt;
two phases:&lt;br /&gt;
* Phase 1 : Schemin&#039;! The players play their Action cards into a common deck in the center of the table.&lt;br /&gt;
* Phase 2 : Stealin&#039;! The Action cards played during Phase 1 are performed.&lt;br /&gt;
&lt;br /&gt;
The game ends after five Rounds.&lt;br /&gt;
Each player then adds up the value of the Loot tokens&lt;br /&gt;
they have stolen.&lt;br /&gt;
The Gunslinger prize is awarded to the player(s) who&lt;br /&gt;
shot the most bullets. It is worth $1000.&lt;br /&gt;
&lt;br /&gt;
The richest player wins the game. In case of a tie, the&lt;br /&gt;
winner is the tied player who has received the fewest&lt;br /&gt;
Bullet cards from other players and Events during&lt;br /&gt;
the game.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Round ===&lt;br /&gt;
At the beginning of a Round, each player shuffles&lt;br /&gt;
their personal deck (made of the 10 Action cards of their colour)&lt;br /&gt;
and draws six cards. These cards form that player&#039;s Hand.&lt;br /&gt;
&lt;br /&gt;
The Round card shows the number of turns (the&lt;br /&gt;
number of Card icons) there will be during this phase.&lt;br /&gt;
It also shows how the turns will go :&lt;br /&gt;
* Standard turn - The Action cards must be played face-up during the current turn.&lt;br /&gt;
* Tunnel - The Action cards must be played face-down during the current turn.&lt;br /&gt;
* Speeding-Up - During the current turn, each player plays twice (taking 6 cards or playing two cards in a row or taking 3 cards and playing a card).&lt;br /&gt;
* Switching - The current turn is played counter-clockwise, starting with the First Player.&lt;br /&gt;
&lt;br /&gt;
Some Round cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin&#039;! See the tooltip of the Round card for more details.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Schemin&#039;! ===&lt;br /&gt;
Starting with the First Player, each player plays their&lt;br /&gt;
turn, followed by the next player in clockwise order.&lt;br /&gt;
On his turn, a player has to:&lt;br /&gt;
* either play an Action card face-up (unless otherwise specified) from his Hand to the common deck;&lt;br /&gt;
* or take 3 additional cards from his deck and add them to his Hand.&lt;br /&gt;
The Schemin&#039;! phase ends when the number of turns&lt;br /&gt;
indicated on the Round card has been completed.&lt;br /&gt;
Any unplayed cards remaining in a player&#039;s Hand are&lt;br /&gt;
placed back on the top of his personal deck.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Stealin&#039;! ===&lt;br /&gt;
The deck of Action cards that&lt;br /&gt;
had been created during the Schemin&#039;! phase is turned over, without changing the order of the cards.&lt;br /&gt;
The Bandits&#039; Actions are performed, one by one,&lt;br /&gt;
starting with the top card (i.e., in the order they have&lt;br /&gt;
been played).&lt;br /&gt;
Once performed, the Action card is given back to the&lt;br /&gt;
player to whom it belongs. That player puts it back on&lt;br /&gt;
his personal deck.&lt;br /&gt;
Any Action programmed during the&lt;br /&gt;
Schemin&#039;! phase is now obligatory. During&lt;br /&gt;
the Stealin&#039;! phase, each player must use&lt;br /&gt;
his action, if it is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Round ===&lt;br /&gt;
Each player shuffles all his cards (10 Action cards and any Bullet cards he has been hit with in previous Rounds). Then he places his deck to the right of his Character card.&lt;br /&gt;
The player on the First Player&#039;s left becomes the new First Player and a new Round now begins.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* Angry Marshal: The Marshal shoots the Bandits on the roof of his Car, then move one car towards the Caboose.&lt;br /&gt;
* Braking: All Bandits on roofs move one Car forward towards the Locomotive.&lt;br /&gt;
* Hostage-Taking of the Conductor: Each Bandit who is either in the Locomotive or on its roof receives $250 ransom.&lt;br /&gt;
* Marshal&#039;s Revenge: Each Bandit on the roof loses the least valuable Purse he has.&lt;br /&gt;
* Passengers&#039; Rebellion: All Bandits who are inside the Cars get a Neutral Bullet each.&lt;br /&gt;
* Pickpocketing: Each alone Bandit takes a Purse from that spot.&lt;br /&gt;
* Swivel Arm: All the Bandits that are on roofs move to the roof of the Caboose.&lt;br /&gt;
* Take It All!: Place the second Strongbox inside the Marshal&#039;s car.&lt;br /&gt;
&lt;br /&gt;
== The Action Cards and the Powers ==&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move your Bandit:&lt;br /&gt;
# from one Car to the next adjacent Car, forwards or backwards, if he is inside the Train; or&lt;br /&gt;
# A distance ranging from one to three Cars (your choice), forwards or backwards, if he is on the roof.&lt;br /&gt;
The Locomotive is considered to be a Car. You can be in it or on it. If you have plotted this Action, your Bandit cannot stay where he is: you must move him.&lt;br /&gt;
&lt;br /&gt;
=== Floor Change ===&lt;br /&gt;
Switch the position of your Bandit from&lt;br /&gt;
# The interior to the roof of the Car on which he&#039;s standing ;&lt;br /&gt;
# or move his from the roof of the Car he&#039;s in to its interior.&lt;br /&gt;
&lt;br /&gt;
=== The Marshal ===&lt;br /&gt;
Move the Marshal inside the train a distance of one Car in the direction of your choice. (See &amp;quot;The Marshal&amp;quot;, to find out what happens if the Marshal meets a Bandit).&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Choose one of your opponents to be your target and give him one of your Bullet cards. The targeted player places the Bullet card he has received on his deck. You cannot target a Bandit who is on the same spot as you.&lt;br /&gt;
# When you are inside the train, you can shoot a Bandit who is in the interior of an adjacent Car, either to the rear of your Car or ahead of it. Bandits who are more than one Car away cannot be shot.&lt;br /&gt;
# When you are on the roof, however, you can shoot a Bandit who is in your Line of Sight and on the roof of any Car other than your own, regardless of the distance. A Bandit is in Line of Sight if there is no other Bandit between you and him. Two Bandits on the roof of the same Car are considered as being side by side, and not located one behind the other: you choose which one gets hit.&lt;br /&gt;
If there is no target to be shot, keep your Bullet card: the Fire action will have no effect. If you successfully fire your 6 Bullet cards during the game, your Fire actions will have no further effect.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Take the Loot token of your choice from the Car where you are currently located and place it face-down on your Character card. If your Bandit is on the roof of a Car, he cannot rob inside it, and vice versa. If there is no Loot where your Bandit is, then the Robbery action has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Punch ===&lt;br /&gt;
Choose a target among the Bandits who are on the same Car and same floor as you are. The targeted Bandit loses a Loot token if he has one: choose a Loot token from his Character card and place it on the floor where your Bandit pawn is located. If you choose a Purse token, you are not allowed to look at its value. Then, move the targeted Bandit to the same floor of an adjacent Car (either forwards or backwards,&lt;br /&gt;
your choice in most of the Cars; backwards if you are in the Engine and forwards if you are in the Caboose).&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
* Ghost: You can play the first card of each round face-down.&lt;br /&gt;
* Cheyenne: You can take the Purse he losts when punching a Bandit.&lt;br /&gt;
* Django: You can make him move one Car in the direction of fire when you shoot a Bandit.&lt;br /&gt;
* Belle: You cannot be the target of a Fire or Punch if there is another Bandit who can be targeted.&lt;br /&gt;
* Tuco: You can shoot a Bandit who is on the roof of the same Car as you are.&lt;br /&gt;
* Doc: At the beginning of each round, you draw seven cards instead of six.&lt;br /&gt;
&lt;br /&gt;
== The Marshal ==&lt;br /&gt;
Caution! When a Bandit enters a Car where the Marshal&lt;br /&gt;
is, or when the Marshal enters a Car where Bandits&lt;br /&gt;
are, they must escape up to the roof of the Car (even&lt;br /&gt;
if they have just come down from there). A Bandit can&lt;br /&gt;
never stay inside the Car where the Marshal is located.&lt;br /&gt;
Additionally, each one of those Bandits immediately&lt;br /&gt;
receives a Neutral Bullet card which must be placed&lt;br /&gt;
on each player&#039;s personal deck.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
* At the end of the Schemin&#039;! Phase, you are allowed to keep in your Hand the cards you are interested in holding for next Round. Discard all Bullet cards. Discard all Action cards that you are not interested in.&lt;br /&gt;
* During the Stealin&#039;! phase, place the performed Action cards you get back from the First Player on your discard deck. The Bullet cards you received that turn from your opponents, however, go on top of your draw deck, face-down.&lt;br /&gt;
* At the beginning of each Round, draw cards from your draw deck and fill your Hand up to six cards.&lt;br /&gt;
* Each time your draw deck is depleted and you have to draw cards, shuffle the discard deck to make a new draw deck. You can look through your discard at any time.&lt;br /&gt;
&lt;br /&gt;
== Set-Up for two players ==&lt;br /&gt;
There are four Cars, and each player chooses a team of two Characters.&lt;br /&gt;
One Bandit pawn from each team is placed inside the two&lt;br /&gt;
Cars at the rear of the train.&lt;br /&gt;
Each Character of your team starts with a separate deck of six Bullet cards and a $250 Purse on each of them.&lt;br /&gt;
From among the Action cards of each Character, every duplicate is discarded as well as the Marshal card from one of your Characters.&lt;br /&gt;
You will have&lt;br /&gt;
11 cards remaining in your Hand: 2 Fire (1 for each&lt;br /&gt;
Character), 2 Punch (1 for each Character), 2 Move&lt;br /&gt;
(1 for each Character), 2 Floor Change (1 for each&lt;br /&gt;
Character), 2 Robbery (1 for each Character) and 1&lt;br /&gt;
Marshal. Shuffle all of them to make your draw deck.&lt;br /&gt;
Each player then plays with the mixed Action cards&lt;br /&gt;
of the two Bandits.&lt;br /&gt;
&lt;br /&gt;
The game with two players is played with the Expert&lt;br /&gt;
Variant described earlier. The goal of the game is to&lt;br /&gt;
have the richest team at the end of the game. However,&lt;br /&gt;
no one wins the title of Gunslinger in the 2-player game.&lt;br /&gt;
When a Bandit is shot, the Bullet card is placed on&lt;br /&gt;
the top of the player&#039;s draw deck. It may very well&lt;br /&gt;
happen that a Bandit will inadvertently shoot his own&lt;br /&gt;
teammate!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
(This summary is made of excerpts Ludonaute&#039;s rules for Colt Express.)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5612</id>
		<title>Gamehelpcoltexpress</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoltexpress&amp;diff=5612"/>
		<updated>2020-09-16T01:39:03Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Ending the Round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the game and sequence of play ==&lt;br /&gt;
To win, you must become the richest Bandit in the&lt;br /&gt;
Old West. To reach this goal, you will try to get more&lt;br /&gt;
Loot than your opponents...without being hit by too&lt;br /&gt;
many bullets! The best shooter will receive the title of&lt;br /&gt;
Gunslinger, worth $1000.&lt;br /&gt;
&lt;br /&gt;
There are five Rounds in a game. Each Round has&lt;br /&gt;
two phases:&lt;br /&gt;
* Phase 1 : Schemin&#039;! The players play their Action cards into a common deck in the center of the table.&lt;br /&gt;
* Phase 2 : Stealin&#039;! The Action cards played during Phase 1 are performed.&lt;br /&gt;
&lt;br /&gt;
The game ends after five Rounds.&lt;br /&gt;
Each player then adds up the value of the Loot tokens&lt;br /&gt;
they have stolen.&lt;br /&gt;
The Gunslinger prize is awarded to the player(s) who&lt;br /&gt;
shot the most bullets. It is worth $1000.&lt;br /&gt;
&lt;br /&gt;
The richest player wins the game. In case of a tie, the&lt;br /&gt;
winner is the tied player who has received the fewest&lt;br /&gt;
Bullet cards from other players and Events during&lt;br /&gt;
the game.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Round ===&lt;br /&gt;
At the beginning of a Round, each player shuffles&lt;br /&gt;
their personal deck (made of the 10 Action cards of their colour)&lt;br /&gt;
and draws six cards. These cards form that player&#039;s Hand.&lt;br /&gt;
&lt;br /&gt;
The Round card shows the number of turns (the&lt;br /&gt;
number of Card icons) there will be during this phase.&lt;br /&gt;
It also shows how the turns will go :&lt;br /&gt;
* Standard turn - The Action cards must be played face-up during the current turn.&lt;br /&gt;
* Tunnel - The Action cards must be played face-down during the current turn.&lt;br /&gt;
* Speeding-Up - During the current turn, each player plays twice (taking 6 cards or playing two cards in a row or taking 3 cards and playing a card).&lt;br /&gt;
* Switching - The current turn is played counter-clockwise, starting with the First Player.&lt;br /&gt;
&lt;br /&gt;
Some Round cards make Events happen. These Events always take place at the end of the Round, after Phase 2: Stealin&#039;! See the tooltip of the Round card for more details.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Schemin&#039;! ===&lt;br /&gt;
Starting with the First Player, each player plays their&lt;br /&gt;
turn, followed by the next player in clockwise order.&lt;br /&gt;
On his turn, a player has to:&lt;br /&gt;
* either play an Action card face-up (unless otherwise specified) from his Hand to the common deck;&lt;br /&gt;
* or take 3 additional cards from his deck and add them to his Hand.&lt;br /&gt;
The Schemin&#039;! phase ends when the number of turns&lt;br /&gt;
indicated on the Round card has been completed.&lt;br /&gt;
Any unplayed cards remaining in a player&#039;s Hand are&lt;br /&gt;
placed back on the top of his personal deck.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Stealin&#039;! ===&lt;br /&gt;
The deck of Action cards that&lt;br /&gt;
had been created during the Schemin&#039;! phase is turned over, without changing the order of the cards.&lt;br /&gt;
The Bandits&#039; Actions are performed, one by one,&lt;br /&gt;
starting with the top card (i.e., in the order they have&lt;br /&gt;
been played).&lt;br /&gt;
Once performed, the Action card is given back to the&lt;br /&gt;
player to whom it belongs. That player puts it back on&lt;br /&gt;
his personal deck.&lt;br /&gt;
Any Action programmed during the&lt;br /&gt;
Schemin&#039;! phase is now obligatory. During&lt;br /&gt;
the Stealin&#039;! phase, each player must use&lt;br /&gt;
his action, if it is still possible.&lt;br /&gt;
&lt;br /&gt;
=== Ending the Round ===&lt;br /&gt;
Each player shuffles all his cards (10 Action cards and any Bullet cards he has been hit with in previous Rounds). Then he places his deck to the right of his Character card.&lt;br /&gt;
The player on the First Player&#039;s left becomes the new First Player and a new Round now begins.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
* Angry Marshal: The Marshal shoots the Bandits on the roof of his Car, then move one car towards the Caboose.&lt;br /&gt;
* Braking: All Bandits on roofs move one Car forward towards the Locomotive.&lt;br /&gt;
* Hostage-Taking of the Conductor: Each Bandit who is either in the Locomotive or on its roof receives $250 ransom.&lt;br /&gt;
* Marshal&#039;s Revenge: Each Bandit on the roof loses the least valuable Purse he has.&lt;br /&gt;
* Passengers&#039; Rebellion: All Bandits who are inside the Cars get a Neutral Bullet each.&lt;br /&gt;
* Pickpocketing: Each alone Bandit takes a Purse from that spot.&lt;br /&gt;
* Swivel Arm: All the Bandits that are on roofs move to the roof of the Caboose.&lt;br /&gt;
* Take It All!: Place the second Strongbox inside the Marshal&#039;s car.&lt;br /&gt;
&lt;br /&gt;
== The Action Cards ==&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move your Bandit:&lt;br /&gt;
# from one Car to the next adjacent Car, forwards or backwards, if he is inside the Train; or&lt;br /&gt;
# A distance ranging from one to three Cars (your choice), forwards or backwards, if he is on the roof.&lt;br /&gt;
The Locomotive is considered to be a Car. You can be&lt;br /&gt;
in it or on it.&lt;br /&gt;
If you have plotted this Action, your&lt;br /&gt;
Bandit cannot stay where he is: you&lt;br /&gt;
must move him.&lt;br /&gt;
&lt;br /&gt;
=== Floor Change ===&lt;br /&gt;
Switch the position of your Bandit from&lt;br /&gt;
# The interior to the roof of the Car on which he&#039;s standing ;&lt;br /&gt;
# or move his from the roof of the Car he&#039;s in to its interior.&lt;br /&gt;
&lt;br /&gt;
=== The Marshal ===&lt;br /&gt;
Move the Marshal inside the train a distance of one&lt;br /&gt;
Car in the direction of your choice. (See &amp;quot;The&lt;br /&gt;
Marshal&amp;quot;, to find out what happens if the&lt;br /&gt;
Marshal meets a Bandit).&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Choose one of your opponents to be your target and&lt;br /&gt;
give him one of your Bullet cards. The targeted player&lt;br /&gt;
places the Bullet card he has received on his deck.&lt;br /&gt;
You cannot target a Bandit who is on the same spot&lt;br /&gt;
as you.&lt;br /&gt;
# When you are inside the train, you can shoot a Bandit who is in the interior of an adjacent Car, either to the rear of your Car or ahead of it. Bandits who are more than one Car away cannot be shot.&lt;br /&gt;
# When you are on the roof, however, you can shoot a Bandit who is in your Line of Sight and on the roof of any Car other than your own, regardless of the distance. A Bandit is in Line of Sight if there is no other Bandit between you and him. Two Bandits on the roof of the same Car are considered as being side by side, and not located one behind the other: you choose which one gets hit.&lt;br /&gt;
If there is no target to be shot, keep your Bullet card:&lt;br /&gt;
the Fire action will have no effect.&lt;br /&gt;
If you successfully fire your 6 Bullet cards during the game, your&lt;br /&gt;
Fire actions will have no further effect.&lt;br /&gt;
&lt;br /&gt;
=== Robbery ===&lt;br /&gt;
Take the Loot token of your choice from the Car where&lt;br /&gt;
you are currently located and place it face-down on&lt;br /&gt;
your Character card.&lt;br /&gt;
If your Bandit is on the roof of a Car, he cannot rob&lt;br /&gt;
inside it, and vice versa.&lt;br /&gt;
If there is no Loot where your Bandit is, then&lt;br /&gt;
the Robbery action has no effect.&lt;br /&gt;
&lt;br /&gt;
=== Punch ===&lt;br /&gt;
Choose a target among the Bandits who are on the same&lt;br /&gt;
Car and same floor as you are.&lt;br /&gt;
The targeted Bandit loses a Loot token if he has one:&lt;br /&gt;
choose a Loot token from his Character card and place&lt;br /&gt;
it on the floor where your Bandit pawn is located. If&lt;br /&gt;
you choose a Purse token, you are not allowed to look&lt;br /&gt;
at its value.&lt;br /&gt;
Then, move the targeted Bandit to the same floor of an&lt;br /&gt;
adjacent Car (either forwards or backwards,&lt;br /&gt;
your choice in most of the Cars; backwards if&lt;br /&gt;
you are in the Engine and forwards if you are&lt;br /&gt;
in the Caboose).&lt;br /&gt;
&lt;br /&gt;
== The Marshal ==&lt;br /&gt;
Caution! When a Bandit enters a Car where the Marshal&lt;br /&gt;
is, or when the Marshal enters a Car where Bandits&lt;br /&gt;
are, they must escape up to the roof of the Car (even&lt;br /&gt;
if they have just come down from there). A Bandit can&lt;br /&gt;
never stay inside the Car where the Marshal is located.&lt;br /&gt;
Additionally, each one of those Bandits immediately&lt;br /&gt;
receives a Neutral Bullet card which must be placed&lt;br /&gt;
on each player&#039;s personal deck.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
* At the end of the Schemin&#039;! Phase, you are allowed to keep in your Hand the cards you are interested in holding for next Round. Discard all Bullet cards. Discard all Action cards that you are not interested in.&lt;br /&gt;
* During the Stealin&#039;! phase, place the performed Action cards you get back from the First Player on your discard deck. The Bullet cards you received that turn from your opponents, however, go on top of your draw deck, face-down.&lt;br /&gt;
* At the beginning of each Round, draw cards from your draw deck and fill your Hand up to six cards.&lt;br /&gt;
* Each time your draw deck is depleted and you have to draw cards, shuffle the discard deck to make a new draw deck. You can look through your discard at any time.&lt;br /&gt;
&lt;br /&gt;
== Set-Up for two players ==&lt;br /&gt;
There are four Cars, and each player chooses a team of two Characters.&lt;br /&gt;
One Bandit pawn from each team is placed inside the two&lt;br /&gt;
Cars at the rear of the train.&lt;br /&gt;
Each Character of your team starts with a separate deck of six Bullet cards and a $250 Purse on each of them.&lt;br /&gt;
From among the Action cards of each Character, every duplicate is discarded as well as the Marshal card from one of your Characters.&lt;br /&gt;
You will have&lt;br /&gt;
11 cards remaining in your Hand: 2 Fire (1 for each&lt;br /&gt;
Character), 2 Punch (1 for each Character), 2 Move&lt;br /&gt;
(1 for each Character), 2 Floor Change (1 for each&lt;br /&gt;
Character), 2 Robbery (1 for each Character) and 1&lt;br /&gt;
Marshal. Shuffle all of them to make your draw deck.&lt;br /&gt;
Each player then plays with the mixed Action cards&lt;br /&gt;
of the two Bandits.&lt;br /&gt;
&lt;br /&gt;
The game with two players is played with the Expert&lt;br /&gt;
Variant described earlier. The goal of the game is to&lt;br /&gt;
have the richest team at the end of the game. However,&lt;br /&gt;
no one wins the title of Gunslinger in the 2-player game.&lt;br /&gt;
When a Bandit is shot, the Bullet card is placed on&lt;br /&gt;
the top of the player&#039;s draw deck. It may very well&lt;br /&gt;
happen that a Bandit will inadvertently shoot his own&lt;br /&gt;
teammate!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
(This summary is made of excerpts Ludonaute&#039;s rules for Colt Express.)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpfistfulofgold&amp;diff=5606</id>
		<title>Gamehelpfistfulofgold</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpfistfulofgold&amp;diff=5606"/>
		<updated>2020-09-15T05:15:37Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Special Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The players are cowboys facing one another in a duel. The game plays out in a number of rounds which each consist of a number of duels in which both players place a card with a value that will beat the opponents.  &lt;br /&gt;
&lt;br /&gt;
==The Rounds==&lt;br /&gt;
* There are 3 rounds.&lt;br /&gt;
* In each round, each player takes 9 cards and discards 2.&lt;br /&gt;
* In the first round, there are 6 duels.&lt;br /&gt;
* In the second round, there are 5.&lt;br /&gt;
* In the third round, there are 4.&lt;br /&gt;
&lt;br /&gt;
==Turn Sequence==&lt;br /&gt;
* The players secretly pick a card which is placed in front of them simultaneously.&lt;br /&gt;
* You may not place a card of an immediately higher (+1) value than you previously played.&lt;br /&gt;
* This represents one duel and the winner will receive a certain amount of gold to be outlined below.&lt;br /&gt;
&lt;br /&gt;
==End of a Round==&lt;br /&gt;
* The round ends when all but 1 cards have been played.&lt;br /&gt;
* The person with the most gold wins the round.&lt;br /&gt;
* The players take back the cards they have played and the following round is played with one less duel.&lt;br /&gt;
* The first person to win two or three rounds wins the game.&lt;br /&gt;
&lt;br /&gt;
==Winning and Scoring a Duel==&lt;br /&gt;
* The highest card wins the duel if the difference between the cards is no more than 3.&lt;br /&gt;
* The lowest card wins the duel if the difference is more than 3.&lt;br /&gt;
* Equal cards is a tie.  Nobody wins and 2 gold is placed between the cards.&lt;br /&gt;
* The winner of the duel scores as much gold as the difference between the cards&lt;br /&gt;
* The numbers you will win and lose against are displayed on the card.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
* 6: If you are the first to play the 6 then you may take all gold from tied duels.&lt;br /&gt;
* 7(pink): The round finished if this is at least the 3th duel.&lt;br /&gt;
* 7(green): Each duel won in this round earns you 1 gold, starting from the next round.&lt;br /&gt;
* 8(pink): If your opponent plays a 1 against this card, you win 3 gold.&lt;br /&gt;
* 8(green): Take back a discarded card and show it to your opponent. Discard 2 cards at the end of this round.&lt;br /&gt;
* Dynamite: Wins against 1-4 but loses against 5-8. The winner of a duel with dynamite gets 3 gold.&lt;br /&gt;
* Other cards will enable you play special actions, such as taking back discarded cards, as printed on the card.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5590</id>
		<title>SantoriniPowerArtemis</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5590"/>
		<updated>2020-09-14T06:01:26Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
For me, Artemis is the first god I have met in this game. At the first glance, her power is so simple that I don’t think she is a good god. However, to all those who have faced Artemis, you should have questioned yourself: how can I win with my opponent being Artemis? With a good positioning of workers, she can just go everywhere on the board and dome your winning position! Moreover, unlike Hermes, her moving power is not confined to moving up and down, so she can move up two levels in one turn. Thus, moving down to the ground is not really a big cost for Artemis, she can simply come back within one turn. So how can we set up for Artemis or to counter her?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
During your move stage, your worker may move one additional time, but not back to its initial space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your move stage. Moreover, it is a “may” statement, so you can move one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
For most of the gods, in the early game, players usually would not build a level-1 next to your worker, or your worker can simply take the advantage by moving up. Some players love to build one space away from the opponent’s worker. However in this case, the opponent can simply move next to the new block and build up to a level-2 (level-2 blocking strategy). Thus, a player would usually build at a space where the opponent’s worker cannot even touch the new block by moving one space. &lt;br /&gt;
&lt;br /&gt;
However, this strategy does not work well on Artemis. In early game, unless both workers of Artemis stay in the corner, no matter where you build, Artemis should be able come and block your path, or even take advantage of your level-1. Thus, using Artemis is like a guaranteed level-1 start: if you cannot take advantage of your opponent’s building, just move one of your workers away from the crowd and set up a new platform (I personally do not recommend this one especially facing good builders. Artemis is not fast enough to move up compared to most of the builders gods), or to use level-2 blocking strategy until you can use your opponent level-1. If your opponent is careful enough to not let you go up to a level-1, you can simply build a level-1 next to the level-2’s area, just after the turn that your opponent did the same. Your opponent may not be brave enough to go up since Artemis must be the faster one to reach level-2. You would find Artemis unstoppable to move to a higher level.&lt;br /&gt;
&lt;br /&gt;
For the opponent of Artemis, I would recommend building a level-1 such that, as long as Artemis reaches that level-1, she needs to build another level-1 for you. For example, having your worker at C4 building at C5. In this case, if Artemis moves up to C5, she needs to build at B5, D5, B4 or D4, which are all accessible by you. Yes this is level-1 forfeiting strategy mentioned in the intro. Moreover, ignoring Artemis and setting up a new platform for winning is still possible against Artemis since she is never a good builder. She cannot show her power without high-rise buildings around, so you may just let her move up without threat.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It is rare that Artemis is in a disadvantageous position here. In the mid-game, using the similar logic as your early game, you should be able to have at least one of your workers on level-2. If you really played badly in the early game such that both of the workers are grounded, use your super turbo to keep building level-1 next to your opponent’s level-2’s. Your opponent should not be fast enough to block all your way to move up to level-2’s. For example, there are level-2’s on E2 E3 E4, her opponent&#039;s worker on E3 and hers on C3.&lt;br /&gt;
&lt;br /&gt;
Artemis can move to D2 to build a level-1 on E1. If the opponent builds it up, just move to D4 and build another level-1. Keep moving north and south alternatively and your opponent should finally be outplayed by you, letting you to move up helplessly. Remember that Artemis only requires one turn to come back from the ground. Do not try to leave your opponent and set up some new platform. Artemis is not a good builder and can never catch up with your superior opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
I think this is the weakest stage of Artemis, where domes start to appear, though she is still powerful. As we know, without domes and workers, Artemis should be able to move to anywhere on the board, as long as her worker is in the inner space. Thus, the only way to protect your winning position from Artemis is by domes and your workers. However, if level-2 are everywhere on the board, leaving the crowd and building a far-away level-3 could help Artemis to secure a win.&lt;br /&gt;
&lt;br /&gt;
Thus, as an opponent of Artemis, try to “capture” the corner. Using two workers and a dome is already enough to block Artemis from touching your winning tower. However, in order to defend an Artemis win, you need to separate your workers so that you won’t be left alone by the fast-moving Artemis. Try to dome the level-2 area such that you can lock Artemis in a small area. &lt;br /&gt;
&lt;br /&gt;
As Artemis, try to set up the building such that level-2’s are not only concentrated on one side of the board. In order to utilize your turbo power, a straight rectangular 5x2 level-2 area is better than a square 3x3 level-2 area.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Domers (e.g. Atlas, Selene)===&lt;br /&gt;
Artemis has no solution on opponents&#039; workers blocks, unlike Apollo or Minotaur. Thus, Atlas and Selene can easily corner up a winning position by domes and their workers. Moreover, due to the lack of building power, Artemis is quite vulnerable to a level-2 doming strategy by Domers. However, Artemis could still use her quick moving ability to stay away from Atlas and Selene.&lt;br /&gt;
&lt;br /&gt;
===Hermes===&lt;br /&gt;
I personally like Artemis more. Hermes on the ground is easier to be kept grounded than Artemis, since using Hermes power means not moving up. However, Hermes is able to move further, and even not move or move with both workers. Thus, in the late game where both workers are on level-2, Artemis is not as swift as Hermes does. The winning key is in the early game and mid-game. As long as Artemis did well and was in an advantageous position by the late game, Artemis could easily block most of Herme&#039;s’ routes.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Artemis is super effective on Pan. Pan is vulnerable to level-2 blocking due to his lack of active power. Moreover, as long as level-2 blocking is applied on Pan in the early game. That level-2’s area might become the winning area of Artemis since Artemis only needs only a single turn to rush up the level-2 and even top Santorini.&lt;br /&gt;
&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
Aphrodite cannot do much on Artemis since Artemis can move to wherever, as long as her last move is next to Aphrodite. However, I did lose to Aphrodite using Artemis. The strong Aphrodite player simply separated the two workers, cornering herself at A1, building a level-3 at A2, with a dome at B1 and grounded me at B2. Due to Aphrodite’s power, my closest worker cannot dome her winning position, but needs to move to another Aphrodite’s worker instead. However, it requires a lot of setup and I still think Aphrodite would have a bad time against Artemis.&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is super brutal in early game. As long as he keeps away from you in early game, he can guarantee a win. However, it would be super hard for Poseidon to keep away from Artemis, as she is really a fast mover. Without the “moving up” constraint, a careless Poseidon player could simply forfeit the whole flourishing setup to the hand of Artemis.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Artemis is a very good god for beginners to choose, having an easy-to-understand power. However, it is still a very powerful god. Winning Artemis is usually a long effort and is in the late game. By the late game, having Artemis to move up is unavoidable, but its moving ability is still constrained by the opponent&#039;s workers and domes. As Artemis, place your workers carefully at the end of each turn such that your opponent cannot corner up their winning position. Remember to set up the buildings so that you can utilize the fast-moving ability of Artemis!&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B. &lt;br /&gt;
&lt;br /&gt;
The biggest threat on Artemis are domers. Without good build power, Artemis can have a bad time against domers especially Atlas, where both of his workers can dome Artemis work, and doom her whole game. As its building power is low, try to take advantage of your opponent’s building instead!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5589</id>
		<title>SantoriniPowerArtemis</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5589"/>
		<updated>2020-09-14T06:00:57Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
[[Image:Artemis.png]]&lt;br /&gt;
For me, Artemis is the first god I have met in this game. At the first glance, her power is so simple that I don’t think she is a good god. However, to all those who have faced Artemis, you should have questioned yourself: how can I win with my opponent being Artemis? With a good positioning of workers, she can just go everywhere on the board and dome your winning position! Moreover, unlike Hermes, her moving power is not confined to moving up and down, so she can move up two levels in one turn. Thus, moving down to the ground is not really a big cost for Artemis, she can simply come back within one turn. So how can we set up for Artemis or to counter her?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
During your move stage, your worker may move one additional time, but not back to its initial space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your move stage. Moreover, it is a “may” statement, so you can move one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
For most of the gods, in the early game, players usually would not build a level-1 next to your worker, or your worker can simply take the advantage by moving up. Some players love to build one space away from the opponent’s worker. However in this case, the opponent can simply move next to the new block and build up to a level-2 (level-2 blocking strategy). Thus, a player would usually build at a space where the opponent’s worker cannot even touch the new block by moving one space. &lt;br /&gt;
&lt;br /&gt;
However, this strategy does not work well on Artemis. In early game, unless both workers of Artemis stay in the corner, no matter where you build, Artemis should be able come and block your path, or even take advantage of your level-1. Thus, using Artemis is like a guaranteed level-1 start: if you cannot take advantage of your opponent’s building, just move one of your workers away from the crowd and set up a new platform (I personally do not recommend this one especially facing good builders. Artemis is not fast enough to move up compared to most of the builders gods), or to use level-2 blocking strategy until you can use your opponent level-1. If your opponent is careful enough to not let you go up to a level-1, you can simply build a level-1 next to the level-2’s area, just after the turn that your opponent did the same. Your opponent may not be brave enough to go up since Artemis must be the faster one to reach level-2. You would find Artemis unstoppable to move to a higher level.&lt;br /&gt;
&lt;br /&gt;
For the opponent of Artemis, I would recommend building a level-1 such that, as long as Artemis reaches that level-1, she needs to build another level-1 for you. For example, having your worker at C4 building at C5. In this case, if Artemis moves up to C5, she needs to build at B5, D5, B4 or D4, which are all accessible by you. Yes this is level-1 forfeiting strategy mentioned in the intro. Moreover, ignoring Artemis and setting up a new platform for winning is still possible against Artemis since she is never a good builder. She cannot show her power without high-rise buildings around, so you may just let her move up without threat.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It is rare that Artemis is in a disadvantageous position here. In the mid-game, using the similar logic as your early game, you should be able to have at least one of your workers on level-2. If you really played badly in the early game such that both of the workers are grounded, use your super turbo to keep building level-1 next to your opponent’s level-2’s. Your opponent should not be fast enough to block all your way to move up to level-2’s. For example, there are level-2’s on E2 E3 E4, her opponent&#039;s worker on E3 and hers on C3.&lt;br /&gt;
&lt;br /&gt;
Artemis can move to D2 to build a level-1 on E1. If the opponent builds it up, just move to D4 and build another level-1. Keep moving north and south alternatively and your opponent should finally be outplayed by you, letting you to move up helplessly. Remember that Artemis only requires one turn to come back from the ground. Do not try to leave your opponent and set up some new platform. Artemis is not a good builder and can never catch up with your superior opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
I think this is the weakest stage of Artemis, where domes start to appear, though she is still powerful. As we know, without domes and workers, Artemis should be able to move to anywhere on the board, as long as her worker is in the inner space. Thus, the only way to protect your winning position from Artemis is by domes and your workers. However, if level-2 are everywhere on the board, leaving the crowd and building a far-away level-3 could help Artemis to secure a win.&lt;br /&gt;
&lt;br /&gt;
Thus, as an opponent of Artemis, try to “capture” the corner. Using two workers and a dome is already enough to block Artemis from touching your winning tower. However, in order to defend an Artemis win, you need to separate your workers so that you won’t be left alone by the fast-moving Artemis. Try to dome the level-2 area such that you can lock Artemis in a small area. &lt;br /&gt;
&lt;br /&gt;
As Artemis, try to set up the building such that level-2’s are not only concentrated on one side of the board. In order to utilize your turbo power, a straight rectangular 5x2 level-2 area is better than a square 3x3 level-2 area.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Domers (e.g. Atlas, Selene)===&lt;br /&gt;
Artemis has no solution on opponents&#039; workers blocks, unlike Apollo or Minotaur. Thus, Atlas and Selene can easily corner up a winning position by domes and their workers. Moreover, due to the lack of building power, Artemis is quite vulnerable to a level-2 doming strategy by Domers. However, Artemis could still use her quick moving ability to stay away from Atlas and Selene.&lt;br /&gt;
&lt;br /&gt;
===Hermes===&lt;br /&gt;
I personally like Artemis more. Hermes on the ground is easier to be kept grounded than Artemis, since using Hermes power means not moving up. However, Hermes is able to move further, and even not move or move with both workers. Thus, in the late game where both workers are on level-2, Artemis is not as swift as Hermes does. The winning key is in the early game and mid-game. As long as Artemis did well and was in an advantageous position by the late game, Artemis could easily block most of Herme&#039;s’ routes.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Artemis is super effective on Pan. Pan is vulnerable to level-2 blocking due to his lack of active power. Moreover, as long as level-2 blocking is applied on Pan in the early game. That level-2’s area might become the winning area of Artemis since Artemis only needs only a single turn to rush up the level-2 and even top Santorini.&lt;br /&gt;
&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
Aphrodite cannot do much on Artemis since Artemis can move to wherever, as long as her last move is next to Aphrodite. However, I did lose to Aphrodite using Artemis. The strong Aphrodite player simply separated the two workers, cornering herself at A1, building a level-3 at A2, with a dome at B1 and grounded me at B2. Due to Aphrodite’s power, my closest worker cannot dome her winning position, but needs to move to another Aphrodite’s worker instead. However, it requires a lot of setup and I still think Aphrodite would have a bad time against Artemis.&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is super brutal in early game. As long as he keeps away from you in early game, he can guarantee a win. However, it would be super hard for Poseidon to keep away from Artemis, as she is really a fast mover. Without the “moving up” constraint, a careless Poseidon player could simply forfeit the whole flourishing setup to the hand of Artemis.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Artemis is a very good god for beginners to choose, having an easy-to-understand power. However, it is still a very powerful god. Winning Artemis is usually a long effort and is in the late game. By the late game, having Artemis to move up is unavoidable, but its moving ability is still constrained by the opponent&#039;s workers and domes. As Artemis, place your workers carefully at the end of each turn such that your opponent cannot corner up their winning position. Remember to set up the buildings so that you can utilize the fast-moving ability of Artemis!&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B. &lt;br /&gt;
&lt;br /&gt;
The biggest threat on Artemis are domers. Without good build power, Artemis can have a bad time against domers especially Atlas, where both of his workers can dome Artemis work, and doom her whole game. As its building power is low, try to take advantage of your opponent’s building instead!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAthena&amp;diff=5588</id>
		<title>SantoriniPowerAthena</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerAthena&amp;diff=5588"/>
		<updated>2020-09-14T05:49:49Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /*Athena*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Other than Artemis, Athena is one of the three gods I have met in my first game. As a beginner, we were not as eager as now to move up, so I did not realize the strength of Athena. However, after realizing the high win rate of Athena among all the gods I have played, I started to look into the power of the goddess of wisdom. Simply put, the most common method of winning is moving up to the third floor, but Athena stops that simply by moving up herself. As we know, a grounded worker requires at least three turns to achieve a win, but Athena can lengthen this turns requirement by moving up. Athena could be super annoying during most of the matchup. However the number of times to move up is quite limited, so when should we use them? Truly, you need to move up wisely, packed with your pure wisdom.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
During opponent’s turn, if one of your workers moved up on your last turn, opponent workers cannot move up this turn.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Opponent blocking&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
This happens in the opponent&#039;s turn. During their turns, the system will check if your worker has moved up in your last turn. If so, their workers simply cannot move up, even for Pegasus and Iris. Beware that if Athena’s worker moved up during Dionysus’ turn, the power will not be activated since the moving up is not happening in your last turn. However, if you have moved up the turn just before Dionysus using your worker, your worker can still move up during Dionysus&#039;s turn, since they are your workers, not opponent&#039;s workers.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
In the early game, everyone wants to be the one who is the first on level-1. For the user of Athena, you should be more eager to be the first one. Thus, as a second mover, Athena is a very good user of level-2 blocking in early game: building up every block your opponent builds to a level-2. Beware that your opponent should also be very careful on every moving-up possibility of you since it may destroy their whole set up, so they may still apply the same early game strategy on you. However in this case, it may set up a perfect environment for Athena to win in the late game. Having so many level-2’s may eventually provide too much possibility for Athena to move up from level-1, and hinder your movement.&lt;br /&gt;
&lt;br /&gt;
Assuming a level-2 blocking in the early game, at the end someone (maybe Athena, or her opponent) would be blocked by workers or level-2 so they can no longer apply this strategy. In this case, as Athena, quickly build a level-1 next to some level-2’s area. If your opponent does move up this turn, he risks at least two turns of not moving up and watching you to go up hopelessly.&lt;br /&gt;
&lt;br /&gt;
Moreover, Athena should not blindly move up. Your moving up is like a Hero Power, though being able to recover in the game. Only move up when your opponent can do so too. If you move up in the turn while your level-1 opponent is still surrounded by a level-1 area, you fail to show your wisdom. For a second-mover Athena, try to build two level-1’s first so that you can move up without any loss of momentum, while blocking every of your opponent’s moving-up. For example, move up to the level-1 and build a level-2. Then move up the level-2 and build a level-2 again. It can immediately bring Athena to an advantageous position.&lt;br /&gt;
&lt;br /&gt;
Remember that the effect of blocking to move up is not related to the distance between workers. Even if you and the opponents are far away building for yourself, your every moving-ups are hindering your opponents. Thus, most of Athena&#039;s moves are interacting with your opponents. Unlike Atlas or Apollo, Athena does not need to stick with your opponent to interact with them. Hence, Athena is actually one of the best users of no-interaction early game strategy. With both setting up for themselves, Athena could crush most of the gods using this strategy.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
This should be the most intelligent part Athena could show. As long as Athena moves up, every block you build would be an obstacle for your grounded opponent. While building up your newly built block would be super favorable for your winning, your opponent would simply ignore that block and let your other worker move up defenselessly. If your opponent is incautious of your no-interaction strategy in early game, Athena could win in the mid-game. By moving up and using a level-2 as a dome for your opponent.&lt;br /&gt;
&lt;br /&gt;
Another strategy in mid-game is to move up and build a tower next to your opponent, this may sometimes threaten your opponent since he cannot go up but only to dome your tower.&lt;br /&gt;
&lt;br /&gt;
If you are in a seemingly disadvantageous position in the mid-game, where both of your workers are still on the ground level. Don’t worry, an area full of level-2’s is now the best platform for you to show your wisdom. Build a safe level-1 next to the level-2’s area, while keep moving up in later turns.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Late game is super unfavorable to Athena, where both workers are on the high levels already, meaning that Athena can seldom use her power again. In this case, some players would like to move down Athena in order to use her power. Your opponent can then grab this chance and block the path of your poor inferior Athena. Athena may no longer come back to the level-2’s area. Thus, as Athena, try to win in the mid-game. As the opponent of Athena, try to bring the game to a late game where Athena can seldom use her power. In the late game, it would become a fight between gods and the powerless Athena.&lt;br /&gt;
&lt;br /&gt;
If your Athena are unlucky to be in the late game, don’t give up. I do recommend you to move down so that you can use the “fake-dome” and “tower-next-to-the-opponent” strategy mentioned above again. Yet during the move-down, try to move to the level-1 that you can have n-way back to level-2’s. In this way, you can guarantee to demonstrate your wisdom again to your opponent.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Apollo/Minotaur===&lt;br /&gt;
Both the god of music and a monster cannot withstand the overwhelming wisdom from Athena. Apollo’s threatening strategy in the early game would become less effective, by standing next to the level-1. Athena can simply go up, saying “Hi” to Apollo while Apollo can do nothing on her! Luckily, Apollo did well in most of the mid-game Athena’s strategies especially for the “tower-next-to-the-opponent” strategy, since Apollo could simply swap the position and dome the winning position.&lt;br /&gt;
&lt;br /&gt;
===Domers (e.g. Atlas and Selene)===&lt;br /&gt;
Athena’s moving up would be blocked by domers. Thus, during the match against domers, Athena should use her power to set up blocks so that your opponent cannot easily reach your area of focus. This would be hard since Athena is not really a good builder…&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Athena’s moving up could block Pan’s winning. Under no-interaction strategy, no matter Pan is the first or second mover, Athena can perfectly block the moving up of Pan. For second-mover Athena, simply build two level-1 first. In this case you can keep going up without any loss of momentum.&lt;br /&gt;
&lt;br /&gt;
===Good builders (esp. Demeter)===&lt;br /&gt;
Demeter is a good builder but building too many level-1 may be favorable to Athena, as it may become a support for Athena unstoppably moving up. For other good builders, try to avoid building too many level 1’s.&lt;br /&gt;
&lt;br /&gt;
===Hypnus===&lt;br /&gt;
Athena vs Hypnus is a good matchup. Everytime Athena uses her power, she may risk a chance of locking her worker too. Yet, under no-interaction strategy, Hypnus should be outplayed by Athena as long as Athena set up well. The two level-1’s strategy is not enough for Athena to keep moving up, try a three level-1’s strategy instead.&lt;br /&gt;
&lt;br /&gt;
===Persephone===&lt;br /&gt;
Persephone level-1 distracting strategy may not work well on Athena. Sometimes, Persephone can build a tower while leaving a level-1 open for your opponent, so that your opponent needs to move up to the level-1 without doming your tower. However, Athena moving up to level-1 means Persephone being not able to win too! Thus, their matchup is a fair and fun match.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Athena’s early game moving-up does not work well on Zeus since Zeus can simply move up to level-2 by his power. However, those mid-game strategies still work well on Zeus.&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
Athena’s moving up power would be limited to 4 times against Hades. Yet, Hades has not much power to block Athena’s mid-game strategy.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
It is easier said than done. Athena’s power is undoubtedly powerful, but it is not an easy god to play with. Setting up is more important than going up for Athena. Grounded Athena can comeback easily in the mid-game, but level-2’s Athena might actually be a joke for your opponent. Try to be ready for your wisdom every time you play Athena!&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A.&lt;br /&gt;
&lt;br /&gt;
There is no perfect counter for Athena. Choosing her among the two gods available is never a bad choice for you.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5587</id>
		<title>SantoriniPowerArtemis</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=5587"/>
		<updated>2020-09-14T05:43:35Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
For me, Artemis is the first god I have met in this game. At the first glance, her power is so simple that I don’t think she is a good god. However, to all those who have faced Artemis, you should have questioned yourself: how can I win with my opponent being Artemis? With a good positioning of workers, she can just go everywhere on the board and dome your winning position! Moreover, unlike Hermes, her moving power is not confined to moving up and down, so she can move up two levels in one turn. Thus, moving down to the ground is not really a big cost for Artemis, she can simply come back within one turn. So how can we set up for Artemis or to counter her?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
During your move stage, your worker may move one additional time, but not back to its initial space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your move stage. Moreover, it is a “may” statement, so you can move one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
For most of the gods, in the early game, players usually would not build a level-1 next to your worker, or your worker can simply take the advantage by moving up. Some players love to build one space away from the opponent’s worker. However in this case, the opponent can simply move next to the new block and build up to a level-2 (level-2 blocking strategy). Thus, a player would usually build at a space where the opponent’s worker cannot even touch the new block by moving one space. &lt;br /&gt;
&lt;br /&gt;
However, this strategy does not work well on Artemis. In early game, unless both workers of Artemis stay in the corner, no matter where you build, Artemis should be able come and block your path, or even take advantage of your level-1. Thus, using Artemis is like a guaranteed level-1 start: if you cannot take advantage of your opponent’s building, just move one of your workers away from the crowd and set up a new platform (I personally do not recommend this one especially facing good builders. Artemis is not fast enough to move up compared to most of the builders gods), or to use level-2 blocking strategy until you can use your opponent level-1. If your opponent is careful enough to not let you go up to a level-1, you can simply build a level-1 next to the level-2’s area, just after the turn that your opponent did the same. Your opponent may not be brave enough to go up since Artemis must be the faster one to reach level-2. You would find Artemis unstoppable to move to a higher level.&lt;br /&gt;
&lt;br /&gt;
For the opponent of Artemis, I would recommend building a level-1 such that, as long as Artemis reaches that level-1, she needs to build another level-1 for you. For example, having your worker at C4 building at C5. In this case, if Artemis moves up to C5, she needs to build at B5, D5, B4 or D4, which are all accessible by you. Yes this is level-1 forfeiting strategy mentioned in the intro. Moreover, ignoring Artemis and setting up a new platform for winning is still possible against Artemis since she is never a good builder. She cannot show her power without high-rise buildings around, so you may just let her move up without threat.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It is rare that Artemis is in a disadvantageous position here. In the mid-game, using the similar logic as your early game, you should be able to have at least one of your workers on level-2. If you really played badly in the early game such that both of the workers are grounded, use your super turbo to keep building level-1 next to your opponent’s level-2’s. Your opponent should not be fast enough to block all your way to move up to level-2’s. For example, there are level-2’s on E2 E3 E4, her opponent&#039;s worker on E3 and hers on C3.&lt;br /&gt;
&lt;br /&gt;
Artemis can move to D2 to build a level-1 on E1. If the opponent builds it up, just move to D4 and build another level-1. Keep moving north and south alternatively and your opponent should finally be outplayed by you, letting you to move up helplessly. Remember that Artemis only requires one turn to come back from the ground. Do not try to leave your opponent and set up some new platform. Artemis is not a good builder and can never catch up with your superior opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
I think this is the weakest stage of Artemis, where domes start to appear, though she is still powerful. As we know, without domes and workers, Artemis should be able to move to anywhere on the board, as long as her worker is in the inner space. Thus, the only way to protect your winning position from Artemis is by domes and your workers. However, if level-2 are everywhere on the board, leaving the crowd and building a far-away level-3 could help Artemis to secure a win.&lt;br /&gt;
&lt;br /&gt;
Thus, as an opponent of Artemis, try to “capture” the corner. Using two workers and a dome is already enough to block Artemis from touching your winning tower. However, in order to defend an Artemis win, you need to separate your workers so that you won’t be left alone by the fast-moving Artemis. Try to dome the level-2 area such that you can lock Artemis in a small area. &lt;br /&gt;
&lt;br /&gt;
As Artemis, try to set up the building such that level-2’s are not only concentrated on one side of the board. In order to utilize your turbo power, a straight rectangular 5x2 level-2 area is better than a square 3x3 level-2 area.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Domers (e.g. Atlas, Selene)===&lt;br /&gt;
Artemis has no solution on opponents&#039; workers blocks, unlike Apollo or Minotaur. Thus, Atlas and Selene can easily corner up a winning position by domes and their workers. Moreover, due to the lack of building power, Artemis is quite vulnerable to a level-2 doming strategy by Domers. However, Artemis could still use her quick moving ability to stay away from Atlas and Selene.&lt;br /&gt;
&lt;br /&gt;
===Hermes===&lt;br /&gt;
I personally like Artemis more. Hermes on the ground is easier to be kept grounded than Artemis, since using Hermes power means not moving up. However, Hermes is able to move further, and even not move or move with both workers. Thus, in the late game where both workers are on level-2, Artemis is not as swift as Hermes does. The winning key is in the early game and mid-game. As long as Artemis did well and was in an advantageous position by the late game, Artemis could easily block most of Herme&#039;s’ routes.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Artemis is super effective on Pan. Pan is vulnerable to level-2 blocking due to his lack of active power. Moreover, as long as level-2 blocking is applied on Pan in the early game. That level-2’s area might become the winning area of Artemis since Artemis only needs only a single turn to rush up the level-2 and even top Santorini.&lt;br /&gt;
&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
Aphrodite cannot do much on Artemis since Artemis can move to wherever, as long as her last move is next to Aphrodite. However, I did lose to Aphrodite using Artemis. The strong Aphrodite player simply separated the two workers, cornering herself at A1, building a level-3 at A2, with a dome at B1 and grounded me at B2. Due to Aphrodite’s power, my closest worker cannot dome her winning position, but needs to move to another Aphrodite’s worker instead. However, it requires a lot of setup and I still think Aphrodite would have a bad time against Artemis.&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is super brutal in early game. As long as he keeps away from you in early game, he can guarantee a win. However, it would be super hard for Poseidon to keep away from Artemis, as she is really a fast mover. Without the “moving up” constraint, a careless Poseidon player could simply forfeit the whole flourishing setup to the hand of Artemis.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Artemis is a very good god for beginners to choose, having an easy-to-understand power. However, it is still a very powerful god. Winning Artemis is usually a long effort and is in the late game. By the late game, having Artemis to move up is unavoidable, but its moving ability is still constrained by the opponent&#039;s workers and domes. As Artemis, place your workers carefully at the end of each turn such that your opponent cannot corner up their winning position. Remember to set up the buildings so that you can utilize the fast-moving ability of Artemis!&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B. &lt;br /&gt;
&lt;br /&gt;
The biggest threat on Artemis are domers. Without good build power, Artemis can have a bad time against domers especially Atlas, where both of his workers can dome Artemis work, and doom her whole game. As its building power is low, try to take advantage of your opponent’s building instead!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=5585</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=5585"/>
		<updated>2020-09-14T02:13:58Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Potion effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;Pool&amp;quot; holding flask (which can hold at most three but can hold any color). If there is available space in your pool you must fill it with marbles from your hand before ending your turn. Any marbles left afterwards in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
The game is setup with (#Players + 2) skill tokens from the start. When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends. If someone scores a Skill Token even after they have been depleted in the last round they will still get the score for that Skill token.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, all tied players (starting from the first player in turn order) each one at a time take one marble from the dispenser to try to trigger an explosion. The player who takes the most marbles this way is the winner.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
*Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track.&lt;br /&gt;
*Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered.&lt;br /&gt;
*Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool.&lt;br /&gt;
*Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered.&lt;br /&gt;
*Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered.&lt;br /&gt;
*Potion of Prismatic Joy: You can place all Ingredients (up to 3) in your flask&#039;s ingredient Pool on any holes of your incomplete Potions, regardless of their color.&lt;br /&gt;
*Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered.&lt;br /&gt;
*Sands of Time: Activate again the effect of 1 Potion you already used.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5582</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5582"/>
		<updated>2020-09-13T23:30:24Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Pack 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A fighter can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experience tokens.&lt;br /&gt;
* Potion: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dices and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monsters of each type (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5561</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5561"/>
		<updated>2020-09-11T00:45:32Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Pack 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A fighter can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experience tokens.&lt;br /&gt;
* Potion: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dices (ultimate)&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5560</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=5560"/>
		<updated>2020-09-11T00:44:52Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Pack 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to fight different monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dices to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dices equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party dices and dungeon dices.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dices. The number of dungeon dices also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A fighter can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A fighter can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Return all dungeon dices to the active supply, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair is worth 2 additional experience tokens.&lt;br /&gt;
* Potion: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (Use as many times as you like) and ultimate ability (Use once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heros===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice + 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice + champions defeat extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dices in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dices to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master ultimate),&lt;br /&gt;
&lt;br /&gt;
==Ranking==&lt;br /&gt;
This is used when playing with solo mode. Play three rounds with the normal rules and go for the best score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5546</id>
		<title>Gamehelpofftherails</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpofftherails&amp;diff=5546"/>
		<updated>2020-09-10T02:22:25Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Solo Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Objective ==&lt;br /&gt;
The objective of the game is to collect jewels and leave their minecarts underailed while escaping the chasm.&lt;br /&gt;
&lt;br /&gt;
Options in game setup are&lt;br /&gt;
Bumper Carts : don&#039;t loose gems when hit&lt;br /&gt;
Calapse die : token determines which mine die determines space adjacent to that mine&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
Each turn, players can perform up to 4 of the following actions:&lt;br /&gt;
&lt;br /&gt;
* Place a straight or corner track tile&lt;br /&gt;
* Upgrade a track tile&lt;br /&gt;
* Place a new minecart on the board&lt;br /&gt;
* Increase or decrease a minecart&#039;s speed&lt;br /&gt;
&lt;br /&gt;
=== Move Minecart&#039;s Phase ===&lt;br /&gt;
After a player completes his/her action phase, he/she must move each of their minecarts on the board a number of connected tracks equal to their speed.&lt;br /&gt;
* If the minecart passes one or more deposits, he/she must pick up one gem per space. Rocks must be collected first.&lt;br /&gt;
* If the minecart ends its movement on a deposit, he/she must pick up two gems to fill their minecart. The minecart can only hold at most 5 gems at a time.&lt;br /&gt;
* If the minecart causes a collision, the movement ends immediately. Minecarts carrying no gems are derailed. Opposing minecarts must drop half of their gems. The front-first minecarts faces opposite the collision.&lt;br /&gt;
* If a minecart cannot move onto a connected track or move into the mine, it derails.&lt;br /&gt;
* If a minecart enters any square on the surface, its hold is transferred into the player&#039;s stockpile and counts towards the score.&lt;br /&gt;
* If a player finished a mission, he/she may take a mission card, which counts towards the score.&lt;br /&gt;
&lt;br /&gt;
=== Deposits Phase ===&lt;br /&gt;
The active player draws the top deposit card and generate deposit accordingly. If the chasm card is drawn, every player gets a final normal turn, then the chasm begins.&lt;br /&gt;
&lt;br /&gt;
== The Chasm ==&lt;br /&gt;
This is the beginning of the end game! Your goblins have disturbed too many deposits and the mines are going to collapse into the chasm!&lt;br /&gt;
* The player who draws the chasm card puts it next to them.&lt;br /&gt;
* After each player gets a final normal turn, that player draws the chasm deck to see which mines have collasped. Place a chasm token on each of them.&lt;br /&gt;
* No player can move onto or place tracks on the chasm spaces.&lt;br /&gt;
* During each deposit phase, players draw and place chasm tokens instead. If a chasm token is placed on a minecart, the minecart and the gems in it is removed from the game.&lt;br /&gt;
* The game is over when all minecarts have left the board or all chasm tokens have been placed. Any minecarts still on the board after the final token is placed are derailed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
* Each rock is worth 0 points, ruby 1, emerald 2, gold 3 and diamonds are 4.&lt;br /&gt;
* The player with the most rubies gain 5 points. If multiple players are tied, they all get the points.&lt;br /&gt;
* Each underailed minecart is worth 3 points.&lt;br /&gt;
* Each mission card is worth 4 points.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the player with the most gems is the winner. If there is still a tie, the player with the least number of rocks wins. If there is still a tie, the players share the victory.&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
* The aim of the game is to deliver at least one gems of each type in the stage of chasm.&lt;br /&gt;
* Every mine square has a single gem. You also have one minecart of each colour. &lt;br /&gt;
* The game is simliar to the chasm phase, except when the chasm card is drawn, the chasm stop collasping for a turn. The card is shuffle back into the deck.&lt;br /&gt;
* The jewels should be deliver to the matching colour exit, if possible.&lt;br /&gt;
* The game ends with a major victory if two or more jewels of each type are delivered to the matching exit.&lt;br /&gt;
* A victory is achieved if one of each type of jewel are delivered to the matching exit.&lt;br /&gt;
* You get a partial victory if one of each type of jewel are delivered to the wrong exit.&lt;br /&gt;
* You lose when all the minecarts are derailed or all chasm tokens are on the board.&lt;br /&gt;
&lt;br /&gt;
== Mission Cards ==&lt;br /&gt;
Here are a list of the 11 mission cards. In each game number of players+1 mission cards are drawn. Each of them scores 4 points at the end of the game.&lt;br /&gt;
* Behind Enemy&#039;s Lines: Stockpile at least 1 jewel by leaving from an opponent&#039;s surface.&lt;br /&gt;
* Bumper Carts: Derail an opponent&#039;s minecart in a collision.&lt;br /&gt;
* Diamonds aren&#039;t Forever: Stockpile 1 diamond in a turn from a single minecart.&lt;br /&gt;
* Dirty Goblins: Given to the player with the most rocks in their stockpile.&lt;br /&gt;
* Gem Collector: Fill a minecart with 5 precious jewels.&lt;br /&gt;
* Green Fingers: Stockpile 2 emeralds in a turn from a single minecart.&lt;br /&gt;
* Head to Head: Cause a head-on collision.&lt;br /&gt;
* Jewel Heist: Cause an opponent&#039;s minecart to drop at least 1 jewel.&lt;br /&gt;
* Red Leader: Stockpile 4 rubies in a turn from a single minecart.&lt;br /&gt;
* The Spice of Life: Have at least 1 gem of each type in your stockpile.&lt;br /&gt;
* There&#039;s Gold in them their Hills: Stockpile 2 gold in a turn from a single minecart.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=5544</id>
		<title>Fullguidesantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=5544"/>
		<updated>2020-09-09T05:11:08Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* About Us */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Us==&lt;br /&gt;
Hi everyone. I (shcowcow) and my team is now developing a full guide of all gods in Santorini. We will publish once every 3 days in BGA Wiki. Therefore, to maintain this speed we need a lot of help.&lt;br /&gt;
&lt;br /&gt;
If you fullfill any of these, please leave a message in our group and help us:&lt;br /&gt;
* Good at editing Wikipedias or IT&lt;br /&gt;
* Good at Santorini strategies&lt;br /&gt;
* Has an influnce on game developers&lt;br /&gt;
&lt;br /&gt;
Thank you. Here are also some links to related websites.&lt;br /&gt;
* Link to our group: https://boardgamearena.com/group?id=6898114&lt;br /&gt;
* Link to our plan: https://boardgamearena.com/bug?id=23140&lt;br /&gt;
* Link to the forum: https://boardgamearena.com/forum/viewtopic.php?f=262&amp;amp;t=17293&lt;br /&gt;
&lt;br /&gt;
==Link to Strategies==&lt;br /&gt;
Here are all the links to the strategies of each god.&lt;br /&gt;
* [[Tips santorini|Santorini Strategies]]&lt;br /&gt;
&lt;br /&gt;
===Simple Gods===&lt;br /&gt;
* [[SantoriniPowerApollo|Apollo: God of Music]]&lt;br /&gt;
* [[SantoriniPowerArtemis|Artemis: Goddess of the Hunt]]&lt;br /&gt;
* [[SantoriniPowerAthena|Athena: Goddess of Wisdom]]&lt;br /&gt;
* [[SantoriniPowerAtlas|Atlas: Titan Shouldering the Heavens]]&lt;br /&gt;
* [[SantoriniPowerDemeter|Demeter: Goddess of the Harvest]]&lt;br /&gt;
* [[SantoriniPowerHephaestus|Hephaestus: God of Blacksmiths]]&lt;br /&gt;
* [[SantoriniPowerHermes|Hermes: God of Travel]]&lt;br /&gt;
* [[SantoriniPowerMinotaur|Minotaur: Bull-headed Monster]]&lt;br /&gt;
* [[SantoriniPowerPan|Pan: God of the Wild]]&lt;br /&gt;
* [[SantoriniPowerPrometheus|Prometheus: Titan Benefactor of Mankind]]&lt;br /&gt;
&lt;br /&gt;
===Advanced Gods===&lt;br /&gt;
* [[SantoriniPowerAphrodite|Aphrodite: Goddess of Love]]&lt;br /&gt;
* [[SantoriniPowerAres|Ares: God of War]]&lt;br /&gt;
* [[SantoriniPowerBia|Bia: Goddess of Violence]]&lt;br /&gt;
* [[SantoriniPowerChaos|Chaos: Primordial Nothingness]]&lt;br /&gt;
* [[SantoriniPowerCharon|Charon: Ferryman to the Underworld]]&lt;br /&gt;
* [[SantoriniPowerChronus|Chronus: God of Time]]&lt;br /&gt;
* [[SantoriniPowerCirce|Circe: Divine Enchantress]]&lt;br /&gt;
* [[SantoriniPowerDionysus|Dionysus: God of Wine]]&lt;br /&gt;
* [[SantoriniPowerEros|Eros: God of Desire]]&lt;br /&gt;
* [[SantoriniPowerHera|Hera: Goddess of Marriage]]&lt;br /&gt;
* [[SantoriniPowerHestia|Hestia: Goddess of Hearth and Home]]&lt;br /&gt;
* [[SantoriniPowerHypnus|Hypnus: God of Sleep]]&lt;br /&gt;
* [[SantoriniPowerLimus|Limus: Goddess of Famine]]&lt;br /&gt;
* [[SantoriniPowerMedusa|Medusa: Petrifying Gorgon]]&lt;br /&gt;
* [[SantoriniPowerMorpheus|Morpheus: God of Dreams]]&lt;br /&gt;
* [[SantoriniPowerPersephone|Persephone: Goddess of Spring Growth]]&lt;br /&gt;
* [[SantoriniPowerPoseidon|Poseidon: God of the Sea]]&lt;br /&gt;
* [[SantoriniPowerSelene|Selene: Goddess of the Moon]]&lt;br /&gt;
* [[SantoriniPowerTriton|Triton: God of the Waves]]&lt;br /&gt;
* [[SantoriniPowerZeus|Zeus: God of the Sky]]&lt;br /&gt;
&lt;br /&gt;
===Golden Fleece Gods===&lt;br /&gt;
* [[SantoriniPowerClio|Clio: Muse of History]]&lt;br /&gt;
* [[SantoriniPowerEuropa|Europa &amp;amp; Talus: Queen and Guardian Automaton]]&lt;br /&gt;
* [[SantoriniPowerGaea|Gaea: Goddess of the Earth]]&lt;br /&gt;
* [[SantoriniPowerGraeae|Graeae: The Gray Hags]]&lt;br /&gt;
* [[SantoriniPowerHades|Hades: God of the Underworld]]&lt;br /&gt;
* [[SantoriniPowerHarpies|Harpies: Winged Menaces]]&lt;br /&gt;
* [[SantoriniPowerTerpsichore|Terpsichore: Muse of Dancing]]&lt;br /&gt;
* [[SantoriniPowerUrania|Urania: Muse of Astronomy]]&lt;br /&gt;
&lt;br /&gt;
===Promo Gods===&lt;br /&gt;
* [[SantoriniPowerAsteria|Asteria: Goddess of Falling Stars]]&lt;br /&gt;
* [[SantoriniPowerCastor|Castor &amp;amp; Pollux: Mortal and Divine Brothers]]&lt;br /&gt;
* [[SantoriniPowerEris|Eris: Goddess of Discord]]&lt;br /&gt;
* [[SantoriniPowerHippolyta|Hippolyta: Queen of the Amazons]]&lt;br /&gt;
* [[SantoriniPowerHydra|Hydra: Many Headed Monster]]&lt;br /&gt;
* [[SantoriniPowerIris|Iris: Goddess of Rainbow]]&lt;br /&gt;
* [[SantoriniPowerMaenads|Maenads: Raving Ones]]&lt;br /&gt;
* [[SantoriniPowerNyx|Nyx: Goddess of Night]]&lt;br /&gt;
* [[SantoriniPowerPegasus|Pegasus: Winged Horse]]&lt;br /&gt;
* [[SantoriniPowerProteus|Proteus: Shapeshifting Sea God]]&lt;br /&gt;
* [[SantoriniPowerScylla|Scylla: Menacing Sea Monster]]&lt;br /&gt;
* [[SantoriniPowerTyche|Tyche: Goddess of Fortune]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
* [[SantoriniPowerAchilles|Achilles: Volatile Warrior]]&lt;br /&gt;
* [[SantoriniPowerAdonis|Adonis: Devastalingly Handsome]]&lt;br /&gt;
* [[SantoriniPowerAtalanta|Atalanta: Swift Huntress]]&lt;br /&gt;
* [[SantoriniPowerBellerophon|Bellerophon: Tamer of Pegasus]]&lt;br /&gt;
* [[SantoriniPowerHeracles|Heracles: Doer of Great Deeds]]&lt;br /&gt;
* [[SantoriniPowerJason|Jason: Leader of the Argonauts]]&lt;br /&gt;
* [[SantoriniPowerMedea|Medea: Powerful Sorceress]]&lt;br /&gt;
* [[SantoriniPowerOdysseus|Odysseus: Cunning Leader]]&lt;br /&gt;
* [[SantoriniPowerPolyphemus|Polyphemus: Gigantic Cyclops]]&lt;br /&gt;
* [[SantoriniPowerTheseus|Theseus: Slayer of the Minotaur]]&lt;br /&gt;
&lt;br /&gt;
==Update Log==&lt;br /&gt;
* 5th Sept 2020 Update: Apollo&lt;br /&gt;
* 8th Sept 2020 Update: Artemis&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5543</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5543"/>
		<updated>2020-09-09T05:06:56Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=5542</id>
		<title>Fullguidesantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=5542"/>
		<updated>2020-09-09T05:06:23Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* About Us */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Us==&lt;br /&gt;
Hi everyone. I (shcowcow) and my team is now developing a full guide of all gods in Santorini. We will publish once every 3 days in BGA Wiki. Therefore, to maintain this speed we need a lot of help.&lt;br /&gt;
&lt;br /&gt;
If you fullfill any of these, please leave a message in our group and help us:&lt;br /&gt;
* Good at editing Wikipedias or IT&lt;br /&gt;
* Good at Santorini strategies&lt;br /&gt;
* Has an influnce on game developers&lt;br /&gt;
&lt;br /&gt;
Thank you. Here are also some links to related websites.&lt;br /&gt;
&lt;br /&gt;
==Link to Strategies==&lt;br /&gt;
Here are all the links to the strategies of each god.&lt;br /&gt;
* [[Tips santorini|Santorini Strategies]]&lt;br /&gt;
&lt;br /&gt;
===Simple Gods===&lt;br /&gt;
* [[SantoriniPowerApollo|Apollo: God of Music]]&lt;br /&gt;
* [[SantoriniPowerArtemis|Artemis: Goddess of the Hunt]]&lt;br /&gt;
* [[SantoriniPowerAthena|Athena: Goddess of Wisdom]]&lt;br /&gt;
* [[SantoriniPowerAtlas|Atlas: Titan Shouldering the Heavens]]&lt;br /&gt;
* [[SantoriniPowerDemeter|Demeter: Goddess of the Harvest]]&lt;br /&gt;
* [[SantoriniPowerHephaestus|Hephaestus: God of Blacksmiths]]&lt;br /&gt;
* [[SantoriniPowerHermes|Hermes: God of Travel]]&lt;br /&gt;
* [[SantoriniPowerMinotaur|Minotaur: Bull-headed Monster]]&lt;br /&gt;
* [[SantoriniPowerPan|Pan: God of the Wild]]&lt;br /&gt;
* [[SantoriniPowerPrometheus|Prometheus: Titan Benefactor of Mankind]]&lt;br /&gt;
&lt;br /&gt;
===Advanced Gods===&lt;br /&gt;
* [[SantoriniPowerAphrodite|Aphrodite: Goddess of Love]]&lt;br /&gt;
* [[SantoriniPowerAres|Ares: God of War]]&lt;br /&gt;
* [[SantoriniPowerBia|Bia: Goddess of Violence]]&lt;br /&gt;
* [[SantoriniPowerChaos|Chaos: Primordial Nothingness]]&lt;br /&gt;
* [[SantoriniPowerCharon|Charon: Ferryman to the Underworld]]&lt;br /&gt;
* [[SantoriniPowerChronus|Chronus: God of Time]]&lt;br /&gt;
* [[SantoriniPowerCirce|Circe: Divine Enchantress]]&lt;br /&gt;
* [[SantoriniPowerDionysus|Dionysus: God of Wine]]&lt;br /&gt;
* [[SantoriniPowerEros|Eros: God of Desire]]&lt;br /&gt;
* [[SantoriniPowerHera|Hera: Goddess of Marriage]]&lt;br /&gt;
* [[SantoriniPowerHestia|Hestia: Goddess of Hearth and Home]]&lt;br /&gt;
* [[SantoriniPowerHypnus|Hypnus: God of Sleep]]&lt;br /&gt;
* [[SantoriniPowerLimus|Limus: Goddess of Famine]]&lt;br /&gt;
* [[SantoriniPowerMedusa|Medusa: Petrifying Gorgon]]&lt;br /&gt;
* [[SantoriniPowerMorpheus|Morpheus: God of Dreams]]&lt;br /&gt;
* [[SantoriniPowerPersephone|Persephone: Goddess of Spring Growth]]&lt;br /&gt;
* [[SantoriniPowerPoseidon|Poseidon: God of the Sea]]&lt;br /&gt;
* [[SantoriniPowerSelene|Selene: Goddess of the Moon]]&lt;br /&gt;
* [[SantoriniPowerTriton|Triton: God of the Waves]]&lt;br /&gt;
* [[SantoriniPowerZeus|Zeus: God of the Sky]]&lt;br /&gt;
&lt;br /&gt;
===Golden Fleece Gods===&lt;br /&gt;
* [[SantoriniPowerClio|Clio: Muse of History]]&lt;br /&gt;
* [[SantoriniPowerEuropa|Europa &amp;amp; Talus: Queen and Guardian Automaton]]&lt;br /&gt;
* [[SantoriniPowerGaea|Gaea: Goddess of the Earth]]&lt;br /&gt;
* [[SantoriniPowerGraeae|Graeae: The Gray Hags]]&lt;br /&gt;
* [[SantoriniPowerHades|Hades: God of the Underworld]]&lt;br /&gt;
* [[SantoriniPowerHarpies|Harpies: Winged Menaces]]&lt;br /&gt;
* [[SantoriniPowerTerpsichore|Terpsichore: Muse of Dancing]]&lt;br /&gt;
* [[SantoriniPowerUrania|Urania: Muse of Astronomy]]&lt;br /&gt;
&lt;br /&gt;
===Promo Gods===&lt;br /&gt;
* [[SantoriniPowerAsteria|Asteria: Goddess of Falling Stars]]&lt;br /&gt;
* [[SantoriniPowerCastor|Castor &amp;amp; Pollux: Mortal and Divine Brothers]]&lt;br /&gt;
* [[SantoriniPowerEris|Eris: Goddess of Discord]]&lt;br /&gt;
* [[SantoriniPowerHippolyta|Hippolyta: Queen of the Amazons]]&lt;br /&gt;
* [[SantoriniPowerHydra|Hydra: Many Headed Monster]]&lt;br /&gt;
* [[SantoriniPowerIris|Iris: Goddess of Rainbow]]&lt;br /&gt;
* [[SantoriniPowerMaenads|Maenads: Raving Ones]]&lt;br /&gt;
* [[SantoriniPowerNyx|Nyx: Goddess of Night]]&lt;br /&gt;
* [[SantoriniPowerPegasus|Pegasus: Winged Horse]]&lt;br /&gt;
* [[SantoriniPowerProteus|Proteus: Shapeshifting Sea God]]&lt;br /&gt;
* [[SantoriniPowerScylla|Scylla: Menacing Sea Monster]]&lt;br /&gt;
* [[SantoriniPowerTyche|Tyche: Goddess of Fortune]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
* [[SantoriniPowerAchilles|Achilles: Volatile Warrior]]&lt;br /&gt;
* [[SantoriniPowerAdonis|Adonis: Devastalingly Handsome]]&lt;br /&gt;
* [[SantoriniPowerAtalanta|Atalanta: Swift Huntress]]&lt;br /&gt;
* [[SantoriniPowerBellerophon|Bellerophon: Tamer of Pegasus]]&lt;br /&gt;
* [[SantoriniPowerHeracles|Heracles: Doer of Great Deeds]]&lt;br /&gt;
* [[SantoriniPowerJason|Jason: Leader of the Argonauts]]&lt;br /&gt;
* [[SantoriniPowerMedea|Medea: Powerful Sorceress]]&lt;br /&gt;
* [[SantoriniPowerOdysseus|Odysseus: Cunning Leader]]&lt;br /&gt;
* [[SantoriniPowerPolyphemus|Polyphemus: Gigantic Cyclops]]&lt;br /&gt;
* [[SantoriniPowerTheseus|Theseus: Slayer of the Minotaur]]&lt;br /&gt;
&lt;br /&gt;
==Update Log==&lt;br /&gt;
* 5th Sept 2020 Update: Apollo&lt;br /&gt;
* 8th Sept 2020 Update: Artemis&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5541</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5541"/>
		<updated>2020-09-09T04:56:27Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5540</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=5540"/>
		<updated>2020-09-09T04:55:51Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
</feed>