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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Csaphiro</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-10-14T16:02:54Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5906</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5906"/>
		<updated>2020-10-18T17:11:18Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Forbidden Island, you play as a team. Your goal is to collect all the four items. The water, the fire, the land, and the sky. If someone from your team has 4 of one card, then they can go to one of the pictures of the item and collect it. When you are done, you leave via fools landing.&lt;br /&gt;
&lt;br /&gt;
This game is one in a series with forbidden desert and forbidden sky afterward.&lt;br /&gt;
Up to 4 players. I think.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player has three actions which they may take on their turn. If it is advantageous, a player may choose to take fewer than three actions. After taking their actions players draw two cards from the treasure card deck. After resolving any waters rise cards they then draw the appropriate number of cards from the flood card deck, according to the current water level. It is then the next player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
The game is won by the players capturing all four of the treasures and returning to the Fool&#039;s Landing tile. Once all pawns are on that tile someone can play a Helicopter Lift card to win the game, regardless of whose turn it is or what phase of play it is.&lt;br /&gt;
&lt;br /&gt;
The game is lost:&lt;br /&gt;
* if Fool&#039;s Landing sinks at any point, or&lt;br /&gt;
* if both tiles for a treasure that has not yet been captured sink, or&lt;br /&gt;
* if a tile with a pawn on it sinks and that pawn cannot be rescued, or&lt;br /&gt;
* if the waters rise to the tenth water mark (indicated on the water meter with a red skull)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Adjacent here means tiles sharing an edge. tiles that touch only at corners are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move:&#039;&#039;&#039; Any player may move to an adjacent tile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore Up:&#039;&#039;&#039; Any player may flip one adjacent flooded tile (or the tile they are on if it is flooded) to its unflooded side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Give Card:&#039;&#039;&#039; Any player may give any card to another player on the &#039;&#039;same&#039;&#039; tile. You may only give regular treasure cards, not special action cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture Treasure:&#039;&#039;&#039; If a player has four matching treasure cards, and is on a tile with the same matching symbol, they may capture that treasure. The player discards the four matching cards and matching treasure is taken from the board into the player&#039;s play area. The team is now one step closer to winning the game!&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
Each player plays a different role on the expedition team. Depending on their role they have abilities that make it easier to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diver:&#039;&#039;&#039; &#039;&#039;(Black)&#039;&#039; May move through flooded or sunk tiles for one action, but must end their movement on a tile. (ie. not in a sunk tile square) Note this movement is still only through adjacent tiles, and it does not allow moving through spaces where there was never a tile, such as the open ocean around the island, or any holes in the initial setup, such as the lava in the volcano island setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; &#039;&#039;(Red)&#039;&#039; May shore up two tiles in a single action, provided they can reach both flooded tiles normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explorer:&#039;&#039;&#039; &#039;&#039;(Green)&#039;&#039; Tiles that touch at corners only are considered to be adjacent for the explorer. Thus they may both move and shore up tiles diagonally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messenger:&#039;&#039;&#039; &#039;&#039;(White)&#039;&#039; May give treasures to any player, regardless of where their pawns are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigator:&#039;&#039;&#039; &#039;&#039;(Yellow)&#039;&#039; May move another player&#039;s pawn up to two adjacent tiles for a single action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; &#039;&#039;(Blue)&#039;&#039; May move to any tile, not just adjacent tiles but only once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Cards ===&lt;br /&gt;
There are four simple treasure cards with five copies of each type: Water, Fire, Land, and Sky; which match the four treasures the team needs to find. There are also five special action cards, two sandbags and three helicopter lifts. Finally there are three waters rise cards, for a total of 28 cards in the treasure deck.&lt;br /&gt;
&lt;br /&gt;
Special Action cards can be played at any time, whether it is that player&#039;s turn or not. Indeed it is often necessary to play a special action card during another player&#039;s turn to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbags:&#039;&#039;&#039; When played allows the player to shore up any flooded tile anywhere on the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Lift:&#039;&#039;&#039; When played during the bulk of the game it allows a player to move any number of pawns from a single tile to any other tile on the board. Note the start and end tiles must be the same for all pawns moved, but you need not move all pawns from the start tile.&lt;br /&gt;
The Helicopter Lift card is also necessary at the end of the game in order to win, in which case it lifts all players off of the sinking island with their treasures, but only if all pawns are on the &amp;quot;Fool&#039;s Landing&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waters Rise:&#039;&#039;&#039; This card does not go into the players hand but is immediately discarded. The water level is then increased to the next water mark (possibly increasing the number of flood cards to be drawn) and any cards in the flood card discard pile are shuffled and placed on top of the discard deck.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Tips_forbiddenisland|Strategy Page]]&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_forbiddenisland&amp;diff=5905</id>
		<title>Tips forbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_forbiddenisland&amp;diff=5905"/>
		<updated>2020-10-18T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Move strategy discussion from game help to tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A good strategy is to shore up all of the locations that you need to play the game. These are the places for the items and fools landing. If fools landing sinks, you lose. You also should shore up any cards that help you get to the important places. If both of the places for each item sink and you haven&#039;t collected the item, you lose.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5882</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5882"/>
		<updated>2020-10-16T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Match game log terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Forbidden Island, you play as a team. Your goal is to collect all the four items. The water, the fire, the land, and the sky. If someone from your team has 4 of one card, then they can go to one of the pictures of the item and collect it. When you are done, you leave via fools landing.&lt;br /&gt;
&lt;br /&gt;
A good strategy is to shore up all of the locations that you need to play the game. These are the places for the items and fools landing. If fools landing sinks, you lose. You also should shore up any cards that help you get to the important places. If both of the places for each item sink and you haven&#039;t collected the item, you lose.&lt;br /&gt;
&lt;br /&gt;
This game is one in a series with forbidden desert and forbidden sky afterward.&lt;br /&gt;
Up to 4 players. I think.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleoflits&amp;diff=5318</id>
		<title>Tips battleoflits</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleoflits&amp;diff=5318"/>
		<updated>2020-08-20T03:32:04Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central strategy, with each piece played, is to cover as many of your opponent&#039;s symbol as possible while also covering as few of your own symbol as possible. If you&#039;re just starting, this is a good strategy for a basic game. As you get more familiar with the game there are a few more subtle aspects that can help you challenge more veteran players and win. For the purpose of these tips, Let&#039;s consider your symbols to be &#039;&#039;&#039;X&#039;&#039;&#039; and the opponent therefore playing as &#039;&#039;O&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Move Strength ==&lt;br /&gt;
Since Battle Of LITS only compares the final number of symbols visible, the actual count of symbols covered/showing doesn&#039;t matter directly. Only the difference in covered/showing symbols for each side. So we&#039;ll devise a notation for the strength of a move where positive numbers increase your lead or decrease your opponent&#039;s while negative numbers increase your opponent&#039;s lead.&lt;br /&gt;
&lt;br /&gt;
=== Covering Squares ===&lt;br /&gt;
Each piece played covers four squares, so if we consider only those squares a move that covers four &#039;&#039;O&#039;&#039;&#039;s would be a +4 move with this notation, while a move that covers 1 &#039;&#039;O&#039;&#039; and 2 &#039;&#039;&#039;X&#039;&#039;&#039; would be a -1. This is the basic strategy most players employ when starting.&lt;br /&gt;
&lt;br /&gt;
=== Protecting Squares ===&lt;br /&gt;
Each play also has the potential to protect squares as well. The Red L, Blue S, and Green T all have 1 (for L) or 2 (for S and T) squares that can no longer be covered once the piece is played. We&#039;ll call those protected squares. If a piece played puts an &#039;&#039;&#039;X&#039;&#039;&#039; in a protected square, let&#039;s increase the value of that move by 1, just as if it had covered an &#039;&#039;O&#039;&#039;. Likewise if it protects an &#039;&#039;O&#039;&#039; we&#039;ll decrease the value of that move by 1. So placing an S in the following board section so that it covers all of the &#039;&#039;O&#039;&#039;s would count as a +6 move.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| O || O || X&lt;br /&gt;
|-&lt;br /&gt;
| X || O || O&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are other ways to protect squares as well. By taking advantage of the edge of the board so that no piece fits in between it and the piece you played. I is often a good piece for these moves. Sometimes also using up the last of a the only piece that will fit in a particular spot can also protect your symbols, or at least remove a particularly strong move for your opponent elsewhere on the board.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also more nuanced aspects to this as well. A square could be protected by two separate pieces, but the second piece played didn&#039;t affect the score with that protected square, so it wouldn&#039;t be counted in the strength of the move. Each piece also has semi-protected squares along it&#039;s straight edges, since only one of the two &#039;&#039;&#039;X&#039;&#039;&#039; squares next to an I square can be covered. The number system breaks down if you try to take all of this into account, but it&#039;s still a place to start.&lt;br /&gt;
&lt;br /&gt;
=== Exposing Squares ===&lt;br /&gt;
Each piece placed, in the beginning of the game through the middle, often also allows new squares to be reached on subsequent rounds that couldn&#039;t have been reached before. To expand on the above example let&#039;s consider the following corner of a board. In this case the squares with I have been covered by a Yellow I tile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| X || X || O || O || X || I&lt;br /&gt;
|-&lt;br /&gt;
| X || O || X || O || O || I&lt;br /&gt;
|-&lt;br /&gt;
| X ||   ||   ||   ||   || I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The +6 play for the S we considered above now exposes a -5 play of an L for your opponent. The move is still slightly to your advantage but nowhere near as strong. A slightly stronger move here is to play the +4 T, covering three &#039;&#039;O&#039;&#039; and an empty square while protecting 1 &#039;&#039;&#039;X&#039;&#039;&#039; and an empty square. That forces your opponent to cover at least one &#039;&#039;O&#039;&#039; themselves in order to take any &#039;&#039;&#039;X&#039;&#039;&#039;, as well as protect one &#039;&#039;&#039;X&#039;&#039;&#039; if they play an L or S. Reducing their best move from a -5 to a -2.&lt;br /&gt;
&lt;br /&gt;
There are other more subtle ways pieces played can affect the board. Using up all five of a particular tile for instance might end the game early or, as mentioned earlier, protect squares not even close to where the piece was played.  BGA helpfully highlights which squares can be covered by a piece both on your turn and your opponent&#039;s turns. Watch which squares become protected when you play a piece and which squares can newly be attacked to help get a feel for the full effects of a move.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
Battle of LITS employs a Pie Rule where the second player can choose to switch sides and become the first player if they think the first move puts them at too much of a disadvantage. As such, a good first move is somewhat difficult to quantify. That said, some general advice.&lt;br /&gt;
&lt;br /&gt;
The players usually place 6, 7 or 8 tiles each during the match. Thus the matches often end in an &#039;&#039;&#039;Even&#039;&#039;&#039; number of total tiles placed. Since the player who goes 2nd during the match then usually will place the last piece in the game... and equal score gives the win to the player who puts the last tile... Choosing to go 2nd &#039;&#039;can&#039;&#039; be smart. But ONLY if going 2nd looks like a win or draw.... It can be somewhat difficult to judge these things, especially when you&#039;re first starting.&lt;br /&gt;
&lt;br /&gt;
Many players, upon learning of the Pie Rule, will then make a neutral (0 value) move when they have to place the first piece. This usually means your opponent will agree to go second and you get to keep that move, but it also gives them the opportunity to set the pace of the game. You will all but inevitably be starting with a deficit of -3 or more on your next turn when you make a neutral start.&lt;br /&gt;
&lt;br /&gt;
For similar reasons starting with a +3 or higher move can be dangerous, as the stronger your opening, the more likely it is that your opponent will take one look and choose to go first, meaning once again you are starting with a -3 or higher deficit to overcome. The point is to try to make the game more fair, not to try to give all the first player advantage to the second player.&lt;br /&gt;
&lt;br /&gt;
An opening move of +1 or +2 is usually a pretty safe start, unless the board really doesn&#039;t offer any such moves. This means that if your opponent chooses to go second, you can still end up not to far behind, and if they choose to go first you can potentially make up the difference and come out ahead again after your first move. When choosing where to place that first piece it is very worth considering what you would do were you forced to be the second player in this game as well as how you would respond to such a move. If you can think further along by all means, but I&#039;ve found that two moves is more that I can reliably predict anyway. &lt;br /&gt;
&lt;br /&gt;
For the second player, the choice to go first or second follows more or less the same logic. Would giving the other player a move to start, of off the piece played, that they know they get to keep, put them at a significant lead? If yes then go second and make that move. If not, then maybe see if the first player is in a better position.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5309</id>
		<title>Gamehelppresident</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5309"/>
		<updated>2020-08-18T20:51:05Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Grammar for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The goal of the President is to be the first to get rid off all of the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Number of players : 4-8 players.&lt;br /&gt;
&lt;br /&gt;
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.&lt;br /&gt;
&lt;br /&gt;
A player can play a single card or a set of cards of equal rank : &lt;br /&gt;
*Double – a pair of cards of the same value (ex. 2 Kings).&lt;br /&gt;
*Triple – three cards of the same value (ex. 3 fours).&lt;br /&gt;
*Quadruple – four cards of the same value (ex. 4 sevens).&lt;br /&gt;
&lt;br /&gt;
The first player of the round sets how many cards should be played for the entire pile.&lt;br /&gt;
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.&lt;br /&gt;
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.&lt;br /&gt;
&lt;br /&gt;
The next player must play the same number of cards as the previous player. &lt;br /&gt;
To play, the next player must play a higher rank card (or a higher rank group of cards for double, triple or quadruple).&amp;lt;br&amp;gt;&lt;br /&gt;
*A Joker is a &amp;quot;trump&amp;quot; card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2&#039;s)&lt;br /&gt;
Or pass if he can not play.&lt;br /&gt;
Or pass even if he can, therefore will not be able to play anymore during this pile.&lt;br /&gt;
&lt;br /&gt;
If a player played his last card, and no other player can play (or pass even if he can play). The next player available clockwise will start next pile.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The game will continue until there is a single player left with at least a card in his hand.&lt;br /&gt;
&lt;br /&gt;
The first player to get rid off all of his cards will become the &#039;&#039;President&#039;&#039; in the following round. &lt;br /&gt;
The second player to get rid off all of his cards will become the &#039;&#039;Prime-Minister&#039;&#039; in the following round.&lt;br /&gt;
The before last player to get rid off all of his cards will become the &#039;&#039;Peasant&#039;&#039; in the following round.&lt;br /&gt;
The last player to get rid off all of his cards will become the &#039;&#039;Beggar&#039;&#039; in the following round.&lt;br /&gt;
Any other players will be considered neutral and will become &#039;&#039;Citizen(s)&#039;&#039; in the following round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before next round starts :&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; must give his two highest cards to the &#039;&#039;President&#039;&#039;. And the &#039;&#039;President&#039;&#039; must give back 2 cards of his choice to the &#039;&#039;Beggar&#039;&#039;.&lt;br /&gt;
The &#039;&#039;Peasant&#039;&#039; must give his highest card to the &#039;&#039;Prime-Minister&#039;&#039;. And the &#039;&#039;Prime-Minister&#039;&#039; must give back 1 card of his choice to the &#039;&#039;Peasant&#039;&#039;.&lt;br /&gt;
Any &#039;&#039;Citizen(s)&#039;&#039; do not exchange cards.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; will be the first player to start the next round.&lt;br /&gt;
&lt;br /&gt;
=== Revolution ===&lt;br /&gt;
&lt;br /&gt;
When a player plays four cards of the same rank, the hierarchy of all the cards are reversed. For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3. If another revolution is played, the order would switch back to normal.&lt;br /&gt;
&lt;br /&gt;
== Optional rules ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skip&#039;&#039;&#039; - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped. You can&#039;t skip with the best card (2 or 3 in case of revolution and jokers).&lt;br /&gt;
&lt;br /&gt;
== Points ==&lt;br /&gt;
&lt;br /&gt;
Each player starts with a credit of 50 points. &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;President&#039;&#039; scores 5 points.&lt;br /&gt;
*The &#039;&#039;Prime-Minister&#039;&#039; scores 0 point.&lt;br /&gt;
*The &#039;&#039;Citizen&#039;&#039; loses 5 points.&lt;br /&gt;
*The &#039;&#039;Peasant&#039;&#039; loses 10 points.&lt;br /&gt;
*The  &#039;&#039;Beggar&#039;&#039; loses 15 points.&lt;br /&gt;
&lt;br /&gt;
Game ends when a player reaches 0 point or less.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
</feed>