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	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-10-16T04:26:40Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpthrive&amp;diff=5917</id>
		<title>Gamehelpthrive</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpthrive&amp;diff=5917"/>
		<updated>2020-10-20T10:53:47Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: Created page with &amp;quot;== Overview == In Thrive, you play as one of two lotus flowers, competing to control the pond. Be the first to capture all but one of your opponent&amp;#039;s seed pods and win this ga...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
In Thrive, you play as one of two lotus flowers, competing to control the pond. Be the first to capture all but one of your opponent&#039;s seed pods and win this game of tactical decision making!&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On a player&#039;s turn, in this order, if they can, they must:&lt;br /&gt;
1.Move one of their pieces.&lt;br /&gt;
2.Then place 2 pegs in any of their pieces.&lt;br /&gt;
&lt;br /&gt;
=== Piece Movement ===&lt;br /&gt;
All pegs in a piece other than the center peg represent the possible moves that piece can take, relative to its position on the board, (represented by its center peg). Every piece starts with one peg allowing the piece to move one space forward.&lt;br /&gt;
&lt;br /&gt;
When a piece is moved onto another piece, the other piece is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Pieces can jump over other pieces.&lt;br /&gt;
&lt;br /&gt;
Pieces cannot move off the game board.&lt;br /&gt;
&lt;br /&gt;
Pieces do not rotate.&lt;br /&gt;
&lt;br /&gt;
=== Peg Placement ===&lt;br /&gt;
Pegs have to be placed into empty holes in your own pieces, and only into pieces that have not yet been captured.&lt;br /&gt;
You can place your two pegs on different pieces on the same turn.&lt;br /&gt;
You do not need to place either of the pegs onto the piece you just moved.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
If you reduce your opponent to just one piece remaining, you win the game.&lt;br /&gt;
&lt;br /&gt;
Secondary goal: In a game where both players have exactly two pieces remaining, a player may instead win the game by filling one of their remaining pieces with pegs.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerMinotaur&amp;diff=5760</id>
		<title>SantoriniPowerMinotaur</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=SantoriniPowerMinotaur&amp;diff=5760"/>
		<updated>2020-09-29T11:17:26Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Minotaur.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
With his powers similar to Apollo, Minotaur also seems useless at first. However, the truth is completely different. Not only can he give himself an advantageous position, but also he can push his opponents to more and more disadvantages. But how should he use his pushes? &lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move to an opponent worker’s space, if their worker can be forced one space straight backward to an unoccupied space at any level.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
This power is activated during your move stage in the turn. The word “move” is used so this only happens when you actually can move to that space. Thus, minotaur cannot push a level-2 opponent from the ground. Moreover, if the space behind the opponent is occupied (i.e. with a worker), you cannot push him. Remember that you can push him to ANY level. That means you can push a grounded worker to a level-3, but this won’t yield a loss, since his moving up does not happen in his move stage. Moreover, your opponent worker needs to be forced one “space” backward, so if the space behind them is the wall, you can’t push them (not even Urania).&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Minotaur’s power is so significant in the early game, like Apollo, by using level-1 threatening strategy. Thus, he is required to stay close to the opponent. Do not try to apply no interaction strategy. Your power will be useless because you cannot push them around. Try to stay close. &lt;br /&gt;
&lt;br /&gt;
Minotaur is pretty good at pushing people so similar to Apollo, you can wait until they move up to a level-1 and then push them off. What you don’t want to do is to make it so if they move up, you can’t push them because they would run into the wall. That means you may not want your opponent to go up in the edge space. Clearly, level-2 blocking should apply here. Try to use level-2 blocking on your opponent’s level-1 in the edge space to force them to go up in some inner space. This can utilize your pushing power. Remember that for every push, you would like to put them in a bad position while putting you in a good one at the same time. If they try to run away and you are on a level-1, you can use your second worker to follow them. Another good strategy is that, if they put a level 1 behind them so your push will force them to go up, you should still push them because they will anyway have to move down to build another level-1, or use another worker to build level-1 around you. Smart readers may find that this is so similar to level-1 forfeiting strategy. After you can move up while sticking with your opponent, it might not be a 50:50 position, since you can do more than your opponent, by pushing them off the edge!&lt;br /&gt;
&lt;br /&gt;
Moreover, it is a good early game strategy to let the opponent worker move up first and then push them off. Then you can move up while pushing them down and you can turn the tide just like that! Then you are off to a good start!&lt;br /&gt;
&lt;br /&gt;
As an opponent of Minotaur, you probably would not want to move up on to a level-1 unless Minotaur couldn’t push you off. Also you don’t want to put a level-1 behind you because you may have to come down anyways. However, sometimes this is your only strategy to counter Minotaur, given that you are not some good check on Minotaur. Just try to build with your both workers such that Minotaur’s push would not bring you to so disadvantageous or help him to corner up a safe level-2. Moreover, remember that Minotaur cannot do anything on you as long as you block his way to go to your place. Clearly, some of the player-blocking gods can easily counter Minotaur skill even in the early game. We would mention more in the specific matchup. &lt;br /&gt;
&lt;br /&gt;
Tip: If there is a level 2 and no building around it, you can try to push the opponent worker up there with no really big cost.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
A good mid-game situation is that you are standing on a level-1 with a few other level ones around you and the opponent is on the ground. Now, you are in a good position. If the opponent tries to move up again, and he builds behind him so your worker that is on level 1 can’t push him off, you can always set your second worker up to push him off. You can keep playing the push game or move on. &lt;br /&gt;
&lt;br /&gt;
To move to the next step, all you have to do is build a level-2. You want to do this when the opponent worker’s are either on ground level or can’t move up. You might think that if they move up you can push them back off, but they can just build a level-2 behind them. You want to make Minotaur count. &lt;br /&gt;
&lt;br /&gt;
In some situations, like if you are standing on a level-1 on C3 and there are 8 level-1’s around you. The opponent moves up and puts a level-1 behind them. Then, you can push them because even though they don’t go down to the ground level, they will have to move off anyways to get back to the other level ones. It means you limit their choice to move or else they need to be pushed off the level-1 by you!&lt;br /&gt;
&lt;br /&gt;
You should be able to get to a level 2 pretty easily and if the opponent ends up getting to a level 2 too, all you have to do is push them off! Then they are off and once again you are in a good position but this time, you are 1 level higher than before.&lt;br /&gt;
&lt;br /&gt;
Tip: As Minotaur you can move down from a level 2 on purpose to set yourself up to push the opponent off!&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
For me, Minotaur is pretty strong in the late game, as long as you are at least 50:50 with your opponent. You know, like Apollo, if Minotaur is in a disadvantageous position, this monster can never come back. &lt;br /&gt;
&lt;br /&gt;
Assume an at least 50:50 situation, with most of the board being level-2’s and some unbuilt ground. Minotaur push can easily secure a win. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Minotaur-1.png]]&lt;br /&gt;
&lt;br /&gt;
Here, Minotaur at E3 can move to E2 and build a tower at E3. This forces the opponent to move to D3 to dome you. However, this will bring your opponent neighboring you and you can push them off the level-2 in the next turn! Then you will be in a super advantageous position, not so far away from winning this game. &lt;br /&gt;
&lt;br /&gt;
We can see that in the late game, being aggressive might help Minotaur to secure a winning-push. As an opponent of Minotaur, I prefer to have the board more evenly distributed with level-2’s, so that Minotaur cannot utilize his power well. For example, if D2 is also a level-2 in the above example. Minotaur will need a longer setup to secure a winning-push. &lt;br /&gt;
&lt;br /&gt;
Moreover, remember that pushing an opponent to a level-3 will not let them win. Sometimes, this push may win the game since it in fact puts your opponent in a disadvantageous position. As your opponent is already on level-3, when he moves down, he is REQUIRED to dome the level-3 he was standing on. This limitation of his movement may easily help you to secure a two-way tower instead. For example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Minotaur-2.png]]&lt;br /&gt;
&lt;br /&gt;
As the first mover, Minotaur moves to E2 and builds at E3. This forces the opponent to move down and dome your winning position. However, this move-down will open up another tower for you to win. Thus, the opponent clearly loses this game because he is standing on a level-3. We can see the power of pushing opponents to a level-3 here.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Athena===&lt;br /&gt;
Minotaur level-1 threatening strategy cannot apply on Athena, since when Athena moves up to a level-1 next to Minotaur, Minotaur is disallowed to move up together. Moreover, an Athena with no-interaction strategy may impose a big threat on Minotaur.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Urania swift movement along the edge may easily escape from the catch of the bull-headed monster. This could be an unfair matchup since Minotaur may not even be able to use his power once and lose already.&lt;br /&gt;
&lt;br /&gt;
===Scylla===&lt;br /&gt;
Minotaur pushing the opponent means he is next to the opponent the next turn, and Scylla can use his power surely. The same apply on Scylla, where using Scylla power means neighboring Minotaur, but this is not 100% for Minotaur to apply power on Scylla since Scylla may have simply moved to an edge! Thus, I do think Scylla is a big counter for Minotaur. &lt;br /&gt;
&lt;br /&gt;
===Jumpers (e.g. Artemis, Triton, Pegasus, Iris):===&lt;br /&gt;
&lt;br /&gt;
They can simply apply level-2 blocking in the early game and swiftly move up to the area of level-2’s within one turn. With the bad building power of Minotaur, this monster can never catch up with these jumpers.&lt;br /&gt;
&lt;br /&gt;
===Clio===&lt;br /&gt;
&lt;br /&gt;
Clio’s dome is more interesting than other domers. She can move up to her token but not Minotaur. Thus, Clio may easily escape from Minotaur’s catch and secure a winning position. Again, the bad building power of Minotaur may not be able to force Clio to follow its pace, but Minotaur needs to follow Clio’s path toughly.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Like Apollo, Minotaur is super strong in all stages of the game, AS LONG AS your opponent is not a big check for you. However, there are quite a lot of big checks for Minotaur, so be smart when you choose Minotaur in tournament mode. Do not put him under trouble such that vs-ing Urania.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B.&lt;br /&gt;
&lt;br /&gt;
Minotaur could have a very hard time against jumper gods. However, as long as the opponent is not using some good counter on Minotaur, Minotaur is super easy to use and most importantly, super strong in all early game, mid-game and late game.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5611</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5611"/>
		<updated>2020-09-15T20:27:11Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* List of Powers (60) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
=== Setup ===&lt;br /&gt;
1. The first player offers 2, 3, or 4 power cards for selection (depending on player count). Try the &#039;&#039;Quick Setup&#039;&#039; option to have Board Game Arena do this for you.&lt;br /&gt;
&lt;br /&gt;
2. The first player chooses which power will start the game. Follow our suggestion for a balanced game.&lt;br /&gt;
&lt;br /&gt;
3. In turn order, each player selects a power from those on offer. The first player receives the last remaining power.&lt;br /&gt;
&lt;br /&gt;
4. Whoever selected the starting power becomes the new first player.&lt;br /&gt;
&lt;br /&gt;
5. Each player places 2 workers in their color on the board.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
1. &#039;&#039;&#039;Move&#039;&#039;&#039; one of your workers to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Win condition: If your worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3 during your turn, you win!&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If none of your workers can move, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring the moved worker. You may build on any level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If your worker cannot build, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heart of the game are the variable player powers, which adjust these basic rules for each player. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. Try the &#039;&#039;Simple Gods&#039;&#039; option for your first few games.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards, although we do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players select one shared power card and place it beside the board. After placing workers, the first player places the golden Ram figure on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the Ram figure receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. &amp;lt;b&amp;gt;Domes are not blocks.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the Ram figure (used only in the Golden Fleece Variant).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force&#039;&#039; is a special action available to some powers. &amp;lt;b&amp;gt;&#039;&#039;Force&#039;&#039; is not the same as &#039;&#039;move&#039;&#039;&amp;lt;/b&amp;gt; so it does not trigger the normal win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tokens&#039;&#039; are special markers related to some powers. Tokens cannot be placed on a space that is occupied or contains a token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== Differences From The Physical Game ==&lt;br /&gt;
Minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance:&lt;br /&gt;
&lt;br /&gt;
The setup changed. Instead of choosing the first &#039;&#039;player&#039;&#039;, you choose the first &#039;&#039;power&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The text on 12 powers changed. The cards are clearly marked with &#039;&#039;REVISED POWER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Please do not modify anything below this point.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== List of Powers (60) ==&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Volatile Warrior&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Devastatingly Handsome&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Love&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;lt;br&amp;gt;Banned VS: Bia, Medusa, Theseus, Urania &amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God Of Music&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of War&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Hunt&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant &amp;lt;br&amp;gt;Banned VS: Adonis, Persephone&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;  &lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Falling Stars&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Swift Huntress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Wisdom&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Shouldering the Heavens&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Tamer of Pegasus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Violence&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine &amp;amp; Mortal Twins&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Primordial Nothingness&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Ferryman to the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Time&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine Enchantress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of History&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Harvest&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Wine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Discord&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move and build with an opponent Worker that was not the one your opponent most recently moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Desire&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen &amp;amp; Guardian Automaton&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Earth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;The Gray Hags&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Menaces&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Blacksmiths&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Marriage&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Doer of Great Deeds&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Travel&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Hearth and Home&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen of the Amazons&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hydra&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Many-Headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If none of your Workers neighbor each other, gain a new Worker and place it in one of the lowest unoccupied spaces next to the Worker you moved. Otherwise, remove one of your Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Sleep&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Rainbow&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Leader of the Argonauts&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Famine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Maenads&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Raving Ones&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your Workers neighbor an opponent&#039;s Worker on opposite sides, that opponent loses the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Powerful Sorceress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Petrifying Gorgon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Bull-headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Dreams&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Nyx&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Night&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Before players choose powers, the first player selects a God Power card to be Nyx&#039;s Night Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of All Turns:&amp;lt;/b&amp;gt; If there are an odd number of Complete Towers in play, gain your Night Power and your opponent loses their God Power. If there are an even number of Complete Towers, lose your Night Power and your opponent gains their God Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Cunning Leader&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Wild&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Horse&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Spring Growth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Gigantic Cyclops&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sea&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Benefactor of Mankind&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proteus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Shapeshifting Sea God&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; After your Worker moves, if possible, force one of your other Workers into the space just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Scylla&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Menacing Sea Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves from a space that neighbors an opponent&#039;s Worker, you may force their Worker into the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Moon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Dancing&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Slayer of the Minotaur&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Waves&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Fortune&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Astronomy&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sky&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=5443</id>
		<title>Tips santorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=5443"/>
		<updated>2020-09-03T21:00:21Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* God powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
There are in total 42 gods in BGA Santorini. It does not mean there are only 42 strategies for the god matchup. Every matchup is composed of two gods. You not only need a specific strategy on your gods, but also on how to use your god well to counter the opponent’s god. A good example is Pegasus vs Hades, in this situation, Pegasus should never jump to an alone level-3 or it will immediately lose 1 worker (because Pegasus can never win the game by that level-3 worker). Also, attempting to win by moving from the corner is never good against Hippolyta (because she can block it and you will immediately lose 1 worker).&lt;br /&gt;
&lt;br /&gt;
In the review provided, I (Santorini Full Guide Developers) would write a comment on every god, on how to use it well, and the strategy to counter it well. Beware that Santorini is a two-player two-god game, simply reading “how to use” could not help you much on that god, since you need to know how to counter different gods under different matchup.&lt;br /&gt;
&lt;br /&gt;
== Basic strategy ==&lt;br /&gt;
Here are some basic tips and jargons (especially for newbies) that might be used in the review&lt;br /&gt;
&lt;br /&gt;
===Get familiar with your board===&lt;br /&gt;
We define spaces to inner space and perimeter space (which includes corner space). Every inner space has 8 neighbouring spaces, but a perimeter space only has 5, and a corner space only has 3. That’s why winning always occurs in perimeter space. Opponent has fewer options to block your winning in corner space (Only 3).&lt;br /&gt;
&lt;br /&gt;
===Stages in your turn and winning condition===&lt;br /&gt;
You can win by moving up to a level-3. Realizing there are 4 stages in your turn, start of the turn, move stage, build stage and end of the turn, you should know that victory can only happen at the move stage. This could be an easier explanation of why being thrown to a tower by Charon, or Zeus building a level-3 below him cannot yield a win. Also, moving to a level-3 from level-3 cannot win since it is not a moving “up”. &lt;br /&gt;
&lt;br /&gt;
For the explanation of stages, start of the turn and end of the turn are the stages where some power may happen here. Move stage is the stage where one of your workers must move. Build stage is the stage where your moved worker must build. If you cannot do what is required in these two stages, you need to resign.&lt;br /&gt;
&lt;br /&gt;
(Remark: The official explanation of the Charon case is the word “forced” by Charon does not fit the winning condition “move”, but I just think that using turn explanation is a better understanding for all gods, especially for the Zeus case)&lt;br /&gt;
&lt;br /&gt;
===Level-2 Blocking===&lt;br /&gt;
Mostly we need to move up to win. There are three common strategies in the early game. The first one is level-2 blocking, by building up the level-1 your opponent just built. In the mid-game, level-3 blocking is a common strategy too, by towering up every level-2 your opponent builds.&lt;br /&gt;
&lt;br /&gt;
===No-Interaction Strategy===&lt;br /&gt;
Another one is no interaction strategy, by building up a level-1 simply next to yourself that is far away from your opponent, ignoring your opponent’s action and building for your victory. This strategy is best to be used by some fast builders.&lt;br /&gt;
&lt;br /&gt;
===Level-1 forfeiting Strategy===&lt;br /&gt;
The third one that I commonly use against fast mover is this one. Level-1 forfeiting. It means building a block next to you, such that if your opponent goes up that block, he needs to build for you. That can happen when your C4 worker builds at C5. This strategy will make you stay with your opponent in most stages of the game.&lt;br /&gt;
&lt;br /&gt;
===Corner-L strategy===&lt;br /&gt;
I would call this “Corner-L” strategy. If you have a worker on level-2 and you are in the corner, and there are two level-2’s next to you, forming exactly a “L-shape” in the corner, in most of the cases, you win. For example, you are on level-2 on E5 and there are two level-2’s on E4 and D5. This is because if the opponent worker moves to D4, you can build a third level on E5 and you win. If the opponent knows that and stays away however, you can move your second worker over to D4 and build at the corner. This makes you block that space and get the victory. If your opponent tries to block you when you are coming over there by moving into that space, then you still win because now he is in that space.&lt;br /&gt;
&lt;br /&gt;
===Grounded and ungrounded===&lt;br /&gt;
When you are on the upper level with your opponent on the ground. You would like to ground your opponent. However, your opponent would like to be ungrounded and may build some level-1 next to your area of level-2’s. In this case, simply move your worker and build up the level-1 so that your opponent can be kept grounded.&lt;br /&gt;
&lt;br /&gt;
==God powers==&lt;br /&gt;
The powers can be classified to these catorgies:&lt;br /&gt;
* Opponment blocking: Blocking the opponment from moving, building, winning or using their god power.&lt;br /&gt;
* Opponment forcing: Forcing the opponment to move, build or lose.&lt;br /&gt;
* Player move: Give more options for the player to move, change their times of moving or increase their number of workers.&lt;br /&gt;
* Player build: Give more options for the player to build or change their times of building.&lt;br /&gt;
* Winning conditions: Provide more winning methods for the player or steal the opponment&#039;s win.&lt;br /&gt;
* Others: Not mentioned categories, such as Chaos.&lt;br /&gt;
&lt;br /&gt;
==Phases of Game==&lt;br /&gt;
Early game means the situation when most of the workers are on ground and level-1.&lt;br /&gt;
&lt;br /&gt;
Mid game means the situation when workers are on both ground, level-1 and level-2. It could be an advantageous position, 50-50, or disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
Late game means the situation when most non-domed spaces are level-2.&lt;br /&gt;
&lt;br /&gt;
These are just some abstract ideas and have no clear definition.&lt;br /&gt;
&lt;br /&gt;
==Tier Ranking==&lt;br /&gt;
* Tier S: These gods can definitely win if the opponent is not a counter.&lt;br /&gt;
* Tier A: These gods have no big counter other than Tier S gods.&lt;br /&gt;
* Tier B: These gods are good most of the time, but might have a hard time against some of the few gods.&lt;br /&gt;
* Tier C: These gods are actually still good, when used by experts, but can be easily countered by many gods. Thus, you require a very good skill to control them well.&lt;br /&gt;
* Tier D: These are the bad gods that nearly 80% of the matchup they are in a disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
==Link to Guide==&lt;br /&gt;
* [[Fullguidesantorini|Full Guide of Santorini]]&lt;br /&gt;
&lt;br /&gt;
Remark: This guide is based on 1v1 but not a 3-player or 4-player game.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpmarrakech&amp;diff=4995</id>
		<title>Gamehelpmarrakech</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpmarrakech&amp;diff=4995"/>
		<updated>2020-07-15T14:17:44Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Object of the Game =&lt;br /&gt;
&lt;br /&gt;
The rug market in Marrakesh square is on tenterhooks, the best salesperson will soon be named. Each salesperson tries to have the highest number of rugs visible at the end of the game while also amassing the biggest fortune. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player with the biggest fortune (worked out by adding together the number of visible rugs and the amount of money held by each salesperson) wins.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
In turn, players make the following three moves: &amp;lt;br&amp;gt;&lt;br /&gt;
1)  they move Assam,&amp;lt;br&amp;gt;&lt;br /&gt;
2)  if necessary, they pay their opponent,&amp;lt;br&amp;gt;&lt;br /&gt;
3)  they then lay one of their own rugs.&lt;br /&gt;
&lt;br /&gt;
== Moving Assam ==&lt;br /&gt;
The player chooses in which direction they want to move Assam before throwing the dice, Assam can be left alone or turned 90° left or right (he cannot turn 180°). &amp;lt;br&amp;gt;&lt;br /&gt;
The player then throws the dice: the number of slippers indicated on the dice determines how many squares Assam is moved. Assam moves in a straight line (not diagonally) in the direction initially selected. The game uses a six sided die with pip faces of &#039;&#039;&#039;1, 2, 2, 3, 3, 4&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
If Assam leaves the market, he follows the about-turn signalled by the arrows (the arrows do not count as a move). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Payments Between Salespeople ==&lt;br /&gt;
If Assam ends his move on an opposing player&#039;s rug, the player must make a payment to the rug&#039;s owner.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount owed is equal to the number of squares adjoining the square that Assam has landed on which are covered by rugs of the same color: the player must pay the same amount as the number of squares covered.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sides of the squares must be touching, it does not count if they only touch diagonally; Assam&#039;s square counts towards the payment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player makes no payment if Assam ends his move on an empty square or on one of the player&#039;s own rugs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laying Rugs ==&lt;br /&gt;
The player then lays one of their rugs next to the square where Assam has finished, an edge of the rug must be placed against one of the 4 sides of this square. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rug can be placed on: two empty squares OR an empty square and half a rug (whatever its color) OR two halves of different rugs. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An opponent&#039;s rug cannot be entirely covered in one go (it can only be covered completely by two rugs). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= End of the Game =&lt;br /&gt;
The game ends once the last rug is laid. Each half of a rug visible and each Dirham counts as one point, The player with the most points wins the game.&amp;lt;br&amp;gt;&lt;br /&gt;
In the case of a tie, the player with the most Dirhams wins.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=4933</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=4933"/>
		<updated>2020-07-09T21:46:00Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as he has cards of that type while the other get nothing for this animal.The game is played in rounds and ends after the deck is empty. During rounds, each player secretly chooses a hunting ground, then spends his boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animals cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either all land types are featured or the deck runs out. If some animal haven&#039;t been hunted at the end of a round, these remain in the river for the next round. If the deck runs out, a last round is played with the cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of him/her. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
* throw a boomerang and puts one of his boomerang token into the pot &amp;lt;br&amp;gt; &lt;br /&gt;
* pass and get all the boomerangs tokens from the pot. He then place his land token face down on top of the stack. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The last player to pass will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
When the second to last player has passed, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals is land token. He then adds to his/her tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, the owner of the land token at the top of the stack (the second to last in the hunting phase) reveals his token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
Repeat until the stack is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that players at the bottom of the stack get no card at all. &amp;lt;br&amp;gt;&lt;br /&gt;
If the deck is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there is no deck to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, he/she scores the number of cards he/she has featuring that animal. If multiple players tied, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player scores one point for each group of 6 boomerangs he still holds. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player with most boomerangs wins ties.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=4932</id>
		<title>Gamehelpboomeranglm</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpboomeranglm&amp;diff=4932"/>
		<updated>2020-07-09T21:43:42Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
&lt;br /&gt;
Players are hunters trying to gather the largest number of animals. For each specific animal, the player(s) with the most cards of this animal earn as many points as he has cards of that type while the other get nothing for this animal.The game is played in rounds and ends after the deck is empty. During rounds, each player secretly chooses a hunting ground, then spends his boomerangs to determine which player is going to hunt first. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Begin of the round ==&lt;br /&gt;
&lt;br /&gt;
Animals cards, which feature 1 animal and 2 hunting grounds, are added to &#039;&#039;the river&#039;&#039; until either all land types are featured or the deck runs out. If some animal haven&#039;t been hunted at the end of a round, these remain in the river for the next round. If the deck runs out, a last round is played with the cards in the river. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hunting ground selection ==&lt;br /&gt;
&lt;br /&gt;
Each player secretly chooses a land token and places it face down in front of him/her. This allows players to hunt animals whose cards feature this land. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The hunt ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player can either:&lt;br /&gt;
* throw a boomerang and puts one of his boomerang token into the pot &amp;lt;br&amp;gt; &lt;br /&gt;
* pass and get all the boomerangs tokens from the pot. He then place his land token face down on top of the stack. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The last player to pass will be first to play next round. &amp;lt;br&amp;gt; &lt;br /&gt;
When the second to last player has passed, it’s time to capture the animals. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== The capture ==&lt;br /&gt;
&lt;br /&gt;
The last player in the hunting phase reveals is land token. He then adds to his/her tableau all the cards from &#039;&#039;the river&#039;&#039; featuring the land indicated by the token. &amp;lt;br&amp;gt;&lt;br /&gt;
Then, the owner of the land token at the top of the stack (the second to last in the hunting phase) reveals his token and takes the corresponding cards from the river. &amp;lt;br&amp;gt;&lt;br /&gt;
Repeat until the stack is empty. &amp;lt;br&amp;gt;&lt;br /&gt;
It is possible that players at the bottom of the stack get no card at all. &amp;lt;br&amp;gt;&lt;br /&gt;
If the deck is empty, the game is over; proceed to scoring. Otherwise start a new round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
The game ends when there is no deck to build a river at the start of a round. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If a player has the most cards featuring a given animal, he/she scores the number of cards he/she has featuring that animal. If multiple players tied, they both score. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player scores one point for each group of 6 boomerangs he still holds. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player with most boomerangs wins ties.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=4885</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=4885"/>
		<updated>2020-07-07T11:44:11Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: Created page with &amp;quot;= Objectives = In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt; In SUSPICION mode, o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objectives =&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality !&lt;br /&gt;
&lt;br /&gt;
Players always start in the central room, and the Room 25 is always initialy placed amongst the 3 tiles at the corners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Countdown =&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if he plays more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Programming ==&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase he will be able to choose if he plays it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game.During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
The first player reveals his first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If  one  action  cannot  be  completed,  the  action  is  lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed char-acter immediately applies the effects of the room in which he lands. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token he can use at any time during his turn, in addition to  his  actions.  He  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
= Win conditions =&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisonners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Identity reveals =&lt;br /&gt;
== Take off the masks ==&lt;br /&gt;
When playing with a single guard, a character must reveal his identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
== After a character elimination ==&lt;br /&gt;
If one character is killed, he keeps his identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal his identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=4883</id>
		<title>Gamehelpturnthetide</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=4883"/>
		<updated>2020-07-07T10:05:07Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objective =&lt;br /&gt;
Score the most points by playing cards that will keep your tide level low and your life preservers afloat through the rounds.&lt;br /&gt;
There are as many rounds as there are players.&lt;br /&gt;
The player with the most points at the end of the rounds wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Twelve hands make up one complete round. Your number of life preservers is determined by what cards you have in hand. The distribution of life preservers may seem unfair. However, the players with more life preservers have a higher concentration of Weather cards that are more difficult to play.&lt;br /&gt;
&lt;br /&gt;
Each player chooses one Weather card from her hand. When all players have selected their cards, everyone simultaneously turns their chosen card face up and compares numbers.&lt;br /&gt;
&lt;br /&gt;
The player who played the highest number Weather card must take the lower Tide Level card from the two face up next to the deck. That Tide Level card is then placed face up in front of him so that all of the other players can see it.&lt;br /&gt;
&lt;br /&gt;
Next, the player who played the second highest Weather card must take the remaining Tide Level card and do the same.&lt;br /&gt;
&lt;br /&gt;
When you receive a new Tide Level card, it is placed on top of the old one, if there was one.&lt;br /&gt;
&lt;br /&gt;
The player who now has the highest Tide Level card showing among all players loses a life preserver. If two players tie for the highest Tide Level, then both must turn over a life preserver.&lt;br /&gt;
&lt;br /&gt;
All played Weather cards are then discarded and two new Tide Level cards are revealed next to the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Round elimination =&lt;br /&gt;
If you loose your last life preserver, you get one last chance to stay in the round. You are only eliminated from the round when you loose once more (that is, when you must turn over another life preserver, but have none left to turn).&lt;br /&gt;
&lt;br /&gt;
If you are eliminated from the round, your Weather and Tide Level cards are discarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= End of a round and scoring =&lt;br /&gt;
A round ends after each player has played all 12 cards from his hand. Alternatively, the round ends instantly when there are only two players left in the game.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you are awarded one point for each remaining life preserver. If you have no life preservers, you get no points (0). If you were eliminated from the round because of a lack of life preservers, you receive one negative point (-1).&lt;br /&gt;
&lt;br /&gt;
In addition, the player who, at the end of the round, had the lowest Tide Level card showing, receives one additional bonus point. If two players are tied for the lowest Tide Level, then they each receive an additional point. A player with no Tide Level cards in his playing area has the lowest Tide Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Starting a new round =&lt;br /&gt;
Your initial 12 Weather cards are passed to the player on your left, as well as the corresponding life preservers.&lt;br /&gt;
The Tide Level cards are re-shuffle at the beginning of each round.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=4879</id>
		<title>Gamehelpturnthetide</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=4879"/>
		<updated>2020-07-06T21:18:49Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: Created page with &amp;quot;= Objective = Score the most points by playing cards that will keep your tide level low and your life preservers afloat through the rounds. There are as many rounds as there a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objective =&lt;br /&gt;
Score the most points by playing cards that will keep your tide level low and your life preservers afloat through the rounds.&lt;br /&gt;
There are as many rounds as there are players.&lt;br /&gt;
The player with the most points at the end of the rounds wins the game.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Twelve hands make up one complete round. Your number of life preservers is determined by what cards you have in hand. The distribution of life preservers may seem unfair. However, the players with more life preservers have a higher concentration of Weather cards that are more difficult to play.&lt;br /&gt;
&lt;br /&gt;
Each player chooses one Weather card from her hand. When all players have selected their cards, everyone simultaneously turns their chosen card face up and compares numbers.&lt;br /&gt;
&lt;br /&gt;
The player who played the highest number Weather card must take the lower Tide Level card from the two face up next to the deck. That Tide Level card is then placed face up in front of him so that all of the other players can see it.&lt;br /&gt;
&lt;br /&gt;
Next, the player who played the second highest Weather card must take the remaining Tide Level card and do the same.&lt;br /&gt;
&lt;br /&gt;
When you receive a new Tide Level card, it is placed on top of the old one, if there was one.&lt;br /&gt;
&lt;br /&gt;
The player who now has the highest Tide Level card showing among all players loses a life preserver. If two players tie for the highest Tide Level, then both must turn over a life preserver.&lt;br /&gt;
&lt;br /&gt;
All played Weather cards are then discarded and two new Tide Level cards are revealed next to the deck.&lt;br /&gt;
&lt;br /&gt;
= Round elimination =&lt;br /&gt;
If you loose your last life preserver, you get one last chance to stay in the round. You are only eliminated from the round when you loose once more (that is, when you must turn over another life preserver, but have none left to turn).&lt;br /&gt;
&lt;br /&gt;
If you are eliminated from the round, your Weather and Tide Level cards are discarded.&lt;br /&gt;
&lt;br /&gt;
= End of a round and scoring =&lt;br /&gt;
A round ends after each player has played all 12 cards from his hand. Alternatively, the round ends instantly when there are only two players left in the game.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you are awarded one point for each remaining life preserver. If you have no life preservers, you get no points (0). If you were eliminated from the round because of a lack of life preservers, you receive one negative point (-1).&lt;br /&gt;
&lt;br /&gt;
In addition, the player who, at the end of the round, had the lowest Tide Level card showing, receives one additional bonus point. If two players are tied for the lowest Tide Level, then they each receive an additional point. A player with no Tide Level cards in his playing area has the lowest Tide Level.&lt;br /&gt;
&lt;br /&gt;
= Starting a new round =&lt;br /&gt;
Your initial 12 Weather cards are passed to the player on your left, as well as the corresponding life preservers.&lt;br /&gt;
The Tide Level cards are re-shuffle at the beginning of each round.&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4856</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4856"/>
		<updated>2020-07-04T12:57:19Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is very simple tile set collection game by Rio Grande.  You take the hedgehog from tile to tile scoring points for the tiles you collect.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the starting player places the hedgehog.  After the hedgehog has been placed players take turns moving the hedgehog in a straight line, before the move the hedgehog maybe turned to the left or the right. The player then collects the tile where they land. If the hedgehog moves over an exposed butterfly net the player may draw a tile from the bag. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:Player-boards-butterfly front v1 Page 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Butterflies score the number of points shown there are also colored x2 multipliers.&lt;br /&gt;
Dragonflies score equal to the highest dragonfly collected.&lt;br /&gt;
Lightning bugs score equal to the lowest dragonfly collected.&lt;br /&gt;
Grasshoppers score only the last grasshopper collected, previous tiles are discarded.&lt;br /&gt;
Flowers are each worth the number of collected flowers. (Example: if you have 4 flowers each flower is 4points =16 points in flowers)&lt;br /&gt;
Bees are worth -3 without a hive to live in, and 0 if they have a hive to match with.&lt;br /&gt;
Hives are worth 0 points without a bee and the shown number with a bee&lt;br /&gt;
Wasps are worth negative points shown.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog cannot be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4821</id>
		<title>Gamehelpflamingpyramids</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4821"/>
		<updated>2020-06-29T21:03:41Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* Taking a Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
People in your neighbourhood have gathered together to build a pyramid out of straw, wood, and stones!&amp;lt;br&amp;gt;&lt;br /&gt;
You join in happily but soon you notice there are collapses, fires, and even explosions happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Turns out, this may not be a friendly cooperative community project after all....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first to get rid of all your tiles, no matter how much mayhem you may cause!&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
There are 40 regular tiles showing straw, wood, or stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each tile has a unique colour/symbol and number combination. The number represents the tile’s weight.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also five special tiles: two Coals, two Blowtorches, and one Millstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player has a hand of 5 tiles and a personal draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the game all tiles are distributed equally among the players (5 into the hand, the rest into the draw pile).&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
Choose which of your five tiles you’d like to play.&lt;br /&gt;
&lt;br /&gt;
1) Tiles are placed in order to form a pyramid.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If there are no tiles or only one on the table, you can play any tile you want.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) As soon as there are two tiles next to each other with no tile on top of them, that is the place where you must put your tile.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If all the tiles already form a pyramid shape, you must extend the pyramid&#039;s base on either side.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Sometimes (after mayhem) there will be multiple free spaces on top of two tiles or between tiles in the bottom row, in which case you can choose which space to use.&lt;br /&gt;
&lt;br /&gt;
The black square shows you where this tile is going to be placed in the pyramid.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you have multiple places to choose from, they are marked as black squares and you must choose one by clicking on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn, you must play exactly one tile. If that tile does not fit with the ones below according to the building regulations, then you will cause mayhem.&lt;br /&gt;
&lt;br /&gt;
You can never skip a turn. If you have to cause mayhem, try to keep it small.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you draw back up to five tiles (unless your draw pile is empty.)&lt;br /&gt;
&lt;br /&gt;
== Triggering Mayhem ==&lt;br /&gt;
=== Collapses ===&lt;br /&gt;
Numbers on the tiles reflect their weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Tiles placed on the pyramid’s base level can be any colour and weight (number).&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, when placing a tile on top of two others, it must match one of them in either colour and/or weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, the tile’s weight must be equal to or less than that of the sum of the 2 tiles below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not obey these rules, a colapse will happen.&amp;lt;br&amp;gt;&lt;br /&gt;
The two tiles below the one you just placed are removed from the pyramid and put then at the bottom of your draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The tile you just placed, &#039;&#039;&#039;falls&#039;&#039;&#039; down and over to the right or the left, your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Two green boxes will display your two fall options. Click on one of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That can be the end of the mayhem, but it might also not.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will check each row of the pyramid carefully from top to bottom and left to right to see if any other tiles don’t match or are overweight now.&amp;lt;br&amp;gt;&lt;br /&gt;
If so, another collapse is triggered. This process continues until all of the tiles fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that collapses occur when a tile:&amp;lt;br&amp;gt;&lt;br /&gt;
Is overweight (its number is greater than the sum of the two tiles below it)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
doesn’t match the colour or number of either tile below it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Millstone ===&lt;br /&gt;
The 200 tile has every colour. Like stone tiles, it cannot burn. Due to its extra heavy weight, it easily causes collapses if it cannot be placed low in the pyramid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Straw Fires ===&lt;br /&gt;
The two Coal tiles of weight 1 can start a fire as soon as one is adjacent to flammable straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen if the Coal is already incorporated into the pyramid (e.g. if Coal is resting on inflammable stone or wood tiles and a straw tile is placed adjacent to it.)&amp;lt;br&amp;gt;&lt;br /&gt;
The fire can spread quite far because every straw tile that catches on fire spreads the fire to any and every other adjacent straw tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Coal tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Fires ===&lt;br /&gt;
The two Blowtorch tiles of weight 7 act in the same way as the Coal tiles, but they are more dangerous because they can ignite both wood and straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Every straw or wood tile that catches on fire spreads the fire to any and every other adjacent straw or wood tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blowtorch tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
An explosion occurs whenever two or more Incendiary tiles (Coals and/or Blowtorches) come into direct contact with each other, assuming there has been a legal placement. Every tile, no matter its material, that &#039;&#039;&#039;directly&#039;&#039;&#039; touches one of the Incendiary tiles goes under the active player’s draw pile and the Incendiary tiles are removed from (that round of) the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses, then for explosions and then for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Tile on One Tile? ===&lt;br /&gt;
After mayhem, players may find they’re left with a pyramid where a tile sits on one signle tile and a gap.&amp;lt;br&amp;gt;&lt;br /&gt;
This tile is still legally placed if it is the same colour and not heavier than the one beneath.&lt;br /&gt;
&lt;br /&gt;
Such a overhanging tile can never be actively placed by a player, but can result from mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&#039;&#039;An Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If three tiles of the same number form a mini-pyramid (two of the tiles next to each other, one on top of them), either via placement or after resolving mayhem, the curse is activated. The three tiles are removed and go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. Any tiles coming off the pyramid from follow-on collapses and other mayhem also go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. That player decides the direction any tiles fall after follow-on collapses.&lt;br /&gt;
&lt;br /&gt;
Please note:  the game checks for the curse after checking for collapses, explosions, and fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Fire Dice ==&lt;br /&gt;
&#039;&#039;An Online-Only Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to, you can activate the Firedice option. In this case, the behaviour of Fire changes.&lt;br /&gt;
&lt;br /&gt;
First off, fire is &#039;&#039;&#039;never&#039;&#039;&#039; started by a collapse. Is can only be triggered by placing a Fire tile from your hand next to a flammable tile, or placing a flammable tile from your hand next to a Fire tile (as described in the rules about Fire, above). When you do that, the fire does not start directly, but instead the Fire Dice is rolled.&lt;br /&gt;
&lt;br /&gt;
The Fire Dice is a six sided dice - and depending on what it rolls, you will cause none to a lot of mayhem:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolling a Fire symbol will cause a Straw Fire or a Wood Fire (depending on the Fire tile involved).&amp;lt;br&amp;gt;&lt;br /&gt;
A little symbol in the corner shows you, if the Fire Tile stays in the pyramid or is taken out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling Smoke means: nothing happens. The game continues without triggering any mayhem (for now).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling an explosion means, well, EXPLOSION! The Fire tile and the flammable tile causing the dice roll exlode, i.e. are taken out of the game. All cards touching the two exploding cards are put in the active player&#039;s draw pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firedice is a d6 with the following outcomes:&lt;br /&gt;
* In 3 out of 6 cases: Fire and the Fire Tile stays.&lt;br /&gt;
* In 1 out of 6 cases: Fire and the Fire Tile leaves.&lt;br /&gt;
* In 1 out of 6 cases: Explosion&lt;br /&gt;
* In 1 out of 6 cases: Smoke&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4820</id>
		<title>Gamehelpflamingpyramids</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4820"/>
		<updated>2020-06-29T21:03:07Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* Taking a Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
People in your neighbourhood have gathered together to build a pyramid out of straw, wood, and stones!&amp;lt;br&amp;gt;&lt;br /&gt;
You join in happily but soon you notice there are collapses, fires, and even explosions happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Turns out, this may not be a friendly cooperative community project after all....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first to get rid of all your tiles, no matter how much mayhem you may cause!&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
There are 40 regular tiles showing straw, wood, or stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each tile has a unique colour/symbol and number combination. The number represents the tile’s weight.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also five special tiles: two Coals, two Blowtorches, and one Millstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player has a hand of 5 tiles and a personal draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the game all tiles are distributed equally among the players (5 into the hand, the rest into the draw pile).&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
Choose which of your five tiles you’d like to play.&lt;br /&gt;
&lt;br /&gt;
Tiles are placed in order to form a pyramid.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there are no tiles or only one on the table, you can play any tile you want.&amp;lt;br /&amp;gt;&lt;br /&gt;
As soon as there are two tiles next to each other with no tile on top of them, that is the place where you must put your tile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If all the tiles already form a pyramid shape, you must extend the pyramid&#039;s base on either side.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sometimes (after mayhem) there will be multiple free spaces on top of two tiles or between tiles in the bottom row, in which case you can choose which space to use.&lt;br /&gt;
&lt;br /&gt;
The black square shows you where this tile is going to be placed in the pyramid.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you have multiple places to choose from, they are marked as black squares and you must choose one by clicking on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn, you must play exactly one tile. If that tile does not fit with the ones below according to the building regulations, then you will cause mayhem.&lt;br /&gt;
&lt;br /&gt;
You can never skip a turn. If you have to cause mayhem, try to keep it small.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you draw back up to five tiles (unless your draw pile is empty.)&lt;br /&gt;
&lt;br /&gt;
== Triggering Mayhem ==&lt;br /&gt;
=== Collapses ===&lt;br /&gt;
Numbers on the tiles reflect their weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Tiles placed on the pyramid’s base level can be any colour and weight (number).&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, when placing a tile on top of two others, it must match one of them in either colour and/or weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, the tile’s weight must be equal to or less than that of the sum of the 2 tiles below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not obey these rules, a colapse will happen.&amp;lt;br&amp;gt;&lt;br /&gt;
The two tiles below the one you just placed are removed from the pyramid and put then at the bottom of your draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The tile you just placed, &#039;&#039;&#039;falls&#039;&#039;&#039; down and over to the right or the left, your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Two green boxes will display your two fall options. Click on one of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That can be the end of the mayhem, but it might also not.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will check each row of the pyramid carefully from top to bottom and left to right to see if any other tiles don’t match or are overweight now.&amp;lt;br&amp;gt;&lt;br /&gt;
If so, another collapse is triggered. This process continues until all of the tiles fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that collapses occur when a tile:&amp;lt;br&amp;gt;&lt;br /&gt;
Is overweight (its number is greater than the sum of the two tiles below it)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
doesn’t match the colour or number of either tile below it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Millstone ===&lt;br /&gt;
The 200 tile has every colour. Like stone tiles, it cannot burn. Due to its extra heavy weight, it easily causes collapses if it cannot be placed low in the pyramid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Straw Fires ===&lt;br /&gt;
The two Coal tiles of weight 1 can start a fire as soon as one is adjacent to flammable straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen if the Coal is already incorporated into the pyramid (e.g. if Coal is resting on inflammable stone or wood tiles and a straw tile is placed adjacent to it.)&amp;lt;br&amp;gt;&lt;br /&gt;
The fire can spread quite far because every straw tile that catches on fire spreads the fire to any and every other adjacent straw tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Coal tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Fires ===&lt;br /&gt;
The two Blowtorch tiles of weight 7 act in the same way as the Coal tiles, but they are more dangerous because they can ignite both wood and straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Every straw or wood tile that catches on fire spreads the fire to any and every other adjacent straw or wood tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blowtorch tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
An explosion occurs whenever two or more Incendiary tiles (Coals and/or Blowtorches) come into direct contact with each other, assuming there has been a legal placement. Every tile, no matter its material, that &#039;&#039;&#039;directly&#039;&#039;&#039; touches one of the Incendiary tiles goes under the active player’s draw pile and the Incendiary tiles are removed from (that round of) the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses, then for explosions and then for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Tile on One Tile? ===&lt;br /&gt;
After mayhem, players may find they’re left with a pyramid where a tile sits on one signle tile and a gap.&amp;lt;br&amp;gt;&lt;br /&gt;
This tile is still legally placed if it is the same colour and not heavier than the one beneath.&lt;br /&gt;
&lt;br /&gt;
Such a overhanging tile can never be actively placed by a player, but can result from mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&#039;&#039;An Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If three tiles of the same number form a mini-pyramid (two of the tiles next to each other, one on top of them), either via placement or after resolving mayhem, the curse is activated. The three tiles are removed and go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. Any tiles coming off the pyramid from follow-on collapses and other mayhem also go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. That player decides the direction any tiles fall after follow-on collapses.&lt;br /&gt;
&lt;br /&gt;
Please note:  the game checks for the curse after checking for collapses, explosions, and fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Fire Dice ==&lt;br /&gt;
&#039;&#039;An Online-Only Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to, you can activate the Firedice option. In this case, the behaviour of Fire changes.&lt;br /&gt;
&lt;br /&gt;
First off, fire is &#039;&#039;&#039;never&#039;&#039;&#039; started by a collapse. Is can only be triggered by placing a Fire tile from your hand next to a flammable tile, or placing a flammable tile from your hand next to a Fire tile (as described in the rules about Fire, above). When you do that, the fire does not start directly, but instead the Fire Dice is rolled.&lt;br /&gt;
&lt;br /&gt;
The Fire Dice is a six sided dice - and depending on what it rolls, you will cause none to a lot of mayhem:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolling a Fire symbol will cause a Straw Fire or a Wood Fire (depending on the Fire tile involved).&amp;lt;br&amp;gt;&lt;br /&gt;
A little symbol in the corner shows you, if the Fire Tile stays in the pyramid or is taken out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling Smoke means: nothing happens. The game continues without triggering any mayhem (for now).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling an explosion means, well, EXPLOSION! The Fire tile and the flammable tile causing the dice roll exlode, i.e. are taken out of the game. All cards touching the two exploding cards are put in the active player&#039;s draw pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firedice is a d6 with the following outcomes:&lt;br /&gt;
* In 3 out of 6 cases: Fire and the Fire Tile stays.&lt;br /&gt;
* In 1 out of 6 cases: Fire and the Fire Tile leaves.&lt;br /&gt;
* In 1 out of 6 cases: Explosion&lt;br /&gt;
* In 1 out of 6 cases: Smoke&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4819</id>
		<title>Gamehelpflamingpyramids</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4819"/>
		<updated>2020-06-29T21:01:26Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* Taking a Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
People in your neighbourhood have gathered together to build a pyramid out of straw, wood, and stones!&amp;lt;br&amp;gt;&lt;br /&gt;
You join in happily but soon you notice there are collapses, fires, and even explosions happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Turns out, this may not be a friendly cooperative community project after all....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first to get rid of all your tiles, no matter how much mayhem you may cause!&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
There are 40 regular tiles showing straw, wood, or stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each tile has a unique colour/symbol and number combination. The number represents the tile’s weight.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also five special tiles: two Coals, two Blowtorches, and one Millstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player has a hand of 5 tiles and a personal draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the game all tiles are distributed equally among the players (5 into the hand, the rest into the draw pile).&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
Choose which of your five tiles you’d like to play.&lt;br /&gt;
&lt;br /&gt;
Tiles are placed in order to form a pyramid.&lt;br /&gt;
If there are no tiles or only one on the table, you can play any tile you want.&lt;br /&gt;
As soon as there are two tiles next to each other with no tile on top of them, that is the place where you must put your tile.&lt;br /&gt;
If all the tiles already form a pyramid shape, you must extend the pyramid&#039;s base on either side.&lt;br /&gt;
Sometimes (after mayhem) there will be multiple free spaces on top of two tiles or between tiles in the bottom row, in which case you can choose which space to use.&lt;br /&gt;
&lt;br /&gt;
The black square shows you where this tile is going to be placed in the pyramid.&lt;br /&gt;
If you have multiple places to choose from, they are marked as black squares and you must choose one by clicking on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn, you must play exactly one tile. If that tile does not fit with the ones below according to the building regulations, then you will cause mayhem.&lt;br /&gt;
&lt;br /&gt;
You can never skip a turn. If you have to cause mayhem, try to keep it small.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you draw back up to five tiles (unless your draw pile is empty.)&lt;br /&gt;
&lt;br /&gt;
== Triggering Mayhem ==&lt;br /&gt;
=== Collapses ===&lt;br /&gt;
Numbers on the tiles reflect their weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Tiles placed on the pyramid’s base level can be any colour and weight (number).&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, when placing a tile on top of two others, it must match one of them in either colour and/or weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, the tile’s weight must be equal to or less than that of the sum of the 2 tiles below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not obey these rules, a colapse will happen.&amp;lt;br&amp;gt;&lt;br /&gt;
The two tiles below the one you just placed are removed from the pyramid and put then at the bottom of your draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The tile you just placed, &#039;&#039;&#039;falls&#039;&#039;&#039; down and over to the right or the left, your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Two green boxes will display your two fall options. Click on one of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That can be the end of the mayhem, but it might also not.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will check each row of the pyramid carefully from top to bottom and left to right to see if any other tiles don’t match or are overweight now.&amp;lt;br&amp;gt;&lt;br /&gt;
If so, another collapse is triggered. This process continues until all of the tiles fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that collapses occur when a tile:&amp;lt;br&amp;gt;&lt;br /&gt;
Is overweight (its number is greater than the sum of the two tiles below it)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
doesn’t match the colour or number of either tile below it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Millstone ===&lt;br /&gt;
The 200 tile has every colour. Like stone tiles, it cannot burn. Due to its extra heavy weight, it easily causes collapses if it cannot be placed low in the pyramid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Straw Fires ===&lt;br /&gt;
The two Coal tiles of weight 1 can start a fire as soon as one is adjacent to flammable straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen if the Coal is already incorporated into the pyramid (e.g. if Coal is resting on inflammable stone or wood tiles and a straw tile is placed adjacent to it.)&amp;lt;br&amp;gt;&lt;br /&gt;
The fire can spread quite far because every straw tile that catches on fire spreads the fire to any and every other adjacent straw tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Coal tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Fires ===&lt;br /&gt;
The two Blowtorch tiles of weight 7 act in the same way as the Coal tiles, but they are more dangerous because they can ignite both wood and straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Every straw or wood tile that catches on fire spreads the fire to any and every other adjacent straw or wood tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blowtorch tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
An explosion occurs whenever two or more Incendiary tiles (Coals and/or Blowtorches) come into direct contact with each other, assuming there has been a legal placement. Every tile, no matter its material, that &#039;&#039;&#039;directly&#039;&#039;&#039; touches one of the Incendiary tiles goes under the active player’s draw pile and the Incendiary tiles are removed from (that round of) the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses, then for explosions and then for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Tile on One Tile? ===&lt;br /&gt;
After mayhem, players may find they’re left with a pyramid where a tile sits on one signle tile and a gap.&amp;lt;br&amp;gt;&lt;br /&gt;
This tile is still legally placed if it is the same colour and not heavier than the one beneath.&lt;br /&gt;
&lt;br /&gt;
Such a overhanging tile can never be actively placed by a player, but can result from mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&#039;&#039;An Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If three tiles of the same number form a mini-pyramid (two of the tiles next to each other, one on top of them), either via placement or after resolving mayhem, the curse is activated. The three tiles are removed and go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. Any tiles coming off the pyramid from follow-on collapses and other mayhem also go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. That player decides the direction any tiles fall after follow-on collapses.&lt;br /&gt;
&lt;br /&gt;
Please note:  the game checks for the curse after checking for collapses, explosions, and fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Fire Dice ==&lt;br /&gt;
&#039;&#039;An Online-Only Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to, you can activate the Firedice option. In this case, the behaviour of Fire changes.&lt;br /&gt;
&lt;br /&gt;
First off, fire is &#039;&#039;&#039;never&#039;&#039;&#039; started by a collapse. Is can only be triggered by placing a Fire tile from your hand next to a flammable tile, or placing a flammable tile from your hand next to a Fire tile (as described in the rules about Fire, above). When you do that, the fire does not start directly, but instead the Fire Dice is rolled.&lt;br /&gt;
&lt;br /&gt;
The Fire Dice is a six sided dice - and depending on what it rolls, you will cause none to a lot of mayhem:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolling a Fire symbol will cause a Straw Fire or a Wood Fire (depending on the Fire tile involved).&amp;lt;br&amp;gt;&lt;br /&gt;
A little symbol in the corner shows you, if the Fire Tile stays in the pyramid or is taken out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling Smoke means: nothing happens. The game continues without triggering any mayhem (for now).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling an explosion means, well, EXPLOSION! The Fire tile and the flammable tile causing the dice roll exlode, i.e. are taken out of the game. All cards touching the two exploding cards are put in the active player&#039;s draw pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firedice is a d6 with the following outcomes:&lt;br /&gt;
* In 3 out of 6 cases: Fire and the Fire Tile stays.&lt;br /&gt;
* In 1 out of 6 cases: Fire and the Fire Tile leaves.&lt;br /&gt;
* In 1 out of 6 cases: Explosion&lt;br /&gt;
* In 1 out of 6 cases: Smoke&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4818</id>
		<title>Gamehelpflamingpyramids</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4818"/>
		<updated>2020-06-29T20:59:51Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* Taking a Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
People in your neighbourhood have gathered together to build a pyramid out of straw, wood, and stones!&amp;lt;br&amp;gt;&lt;br /&gt;
You join in happily but soon you notice there are collapses, fires, and even explosions happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Turns out, this may not be a friendly cooperative community project after all....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first to get rid of all your tiles, no matter how much mayhem you may cause!&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
There are 40 regular tiles showing straw, wood, or stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each tile has a unique colour/symbol and number combination. The number represents the tile’s weight.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also five special tiles: two Coals, two Blowtorches, and one Millstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player has a hand of 5 tiles and a personal draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the game all tiles are distributed equally among the players (5 into the hand, the rest into the draw pile).&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
Choose which of your five tiles you’d like to play.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiles are placed in order to form a pyramid.&lt;br /&gt;
 * If there are no tiles or only one on the table, you can play any tile you want.&lt;br /&gt;
 * As soon as there are two tiles next to each other with no tile on top of them, that is the place where you must put your tile.&lt;br /&gt;
 * If all the tiles already form a pyramid shape, you must extend the pyramid&#039;s base on either side.&lt;br /&gt;
 * Sometimes (after mayhem) there will be multiple free spaces on top of two tiles or between tiles in the bottom row, in which case you can choose which space to use.&lt;br /&gt;
&lt;br /&gt;
The black square shows you where this tile is going to be placed in the pyramid.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple places to choose from, they are marked as black squares and you must choose one by clicking on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn, you must play exactly one tile. If that tile does not fit with the ones below according to the building regulations, then you will cause mayhem.&lt;br /&gt;
&lt;br /&gt;
You can never skip a turn. If you have to cause mayhem, try to keep it small.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you draw back up to five tiles (unless your draw pile is empty.)&lt;br /&gt;
&lt;br /&gt;
== Triggering Mayhem ==&lt;br /&gt;
=== Collapses ===&lt;br /&gt;
Numbers on the tiles reflect their weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Tiles placed on the pyramid’s base level can be any colour and weight (number).&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, when placing a tile on top of two others, it must match one of them in either colour and/or weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, the tile’s weight must be equal to or less than that of the sum of the 2 tiles below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not obey these rules, a colapse will happen.&amp;lt;br&amp;gt;&lt;br /&gt;
The two tiles below the one you just placed are removed from the pyramid and put then at the bottom of your draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The tile you just placed, &#039;&#039;&#039;falls&#039;&#039;&#039; down and over to the right or the left, your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Two green boxes will display your two fall options. Click on one of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That can be the end of the mayhem, but it might also not.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will check each row of the pyramid carefully from top to bottom and left to right to see if any other tiles don’t match or are overweight now.&amp;lt;br&amp;gt;&lt;br /&gt;
If so, another collapse is triggered. This process continues until all of the tiles fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that collapses occur when a tile:&amp;lt;br&amp;gt;&lt;br /&gt;
Is overweight (its number is greater than the sum of the two tiles below it)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
doesn’t match the colour or number of either tile below it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Millstone ===&lt;br /&gt;
The 200 tile has every colour. Like stone tiles, it cannot burn. Due to its extra heavy weight, it easily causes collapses if it cannot be placed low in the pyramid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Straw Fires ===&lt;br /&gt;
The two Coal tiles of weight 1 can start a fire as soon as one is adjacent to flammable straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen if the Coal is already incorporated into the pyramid (e.g. if Coal is resting on inflammable stone or wood tiles and a straw tile is placed adjacent to it.)&amp;lt;br&amp;gt;&lt;br /&gt;
The fire can spread quite far because every straw tile that catches on fire spreads the fire to any and every other adjacent straw tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Coal tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Fires ===&lt;br /&gt;
The two Blowtorch tiles of weight 7 act in the same way as the Coal tiles, but they are more dangerous because they can ignite both wood and straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Every straw or wood tile that catches on fire spreads the fire to any and every other adjacent straw or wood tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blowtorch tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
An explosion occurs whenever two or more Incendiary tiles (Coals and/or Blowtorches) come into direct contact with each other, assuming there has been a legal placement. Every tile, no matter its material, that &#039;&#039;&#039;directly&#039;&#039;&#039; touches one of the Incendiary tiles goes under the active player’s draw pile and the Incendiary tiles are removed from (that round of) the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses, then for explosions and then for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Tile on One Tile? ===&lt;br /&gt;
After mayhem, players may find they’re left with a pyramid where a tile sits on one signle tile and a gap.&amp;lt;br&amp;gt;&lt;br /&gt;
This tile is still legally placed if it is the same colour and not heavier than the one beneath.&lt;br /&gt;
&lt;br /&gt;
Such a overhanging tile can never be actively placed by a player, but can result from mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&#039;&#039;An Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If three tiles of the same number form a mini-pyramid (two of the tiles next to each other, one on top of them), either via placement or after resolving mayhem, the curse is activated. The three tiles are removed and go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. Any tiles coming off the pyramid from follow-on collapses and other mayhem also go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. That player decides the direction any tiles fall after follow-on collapses.&lt;br /&gt;
&lt;br /&gt;
Please note:  the game checks for the curse after checking for collapses, explosions, and fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Fire Dice ==&lt;br /&gt;
&#039;&#039;An Online-Only Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to, you can activate the Firedice option. In this case, the behaviour of Fire changes.&lt;br /&gt;
&lt;br /&gt;
First off, fire is &#039;&#039;&#039;never&#039;&#039;&#039; started by a collapse. Is can only be triggered by placing a Fire tile from your hand next to a flammable tile, or placing a flammable tile from your hand next to a Fire tile (as described in the rules about Fire, above). When you do that, the fire does not start directly, but instead the Fire Dice is rolled.&lt;br /&gt;
&lt;br /&gt;
The Fire Dice is a six sided dice - and depending on what it rolls, you will cause none to a lot of mayhem:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolling a Fire symbol will cause a Straw Fire or a Wood Fire (depending on the Fire tile involved).&amp;lt;br&amp;gt;&lt;br /&gt;
A little symbol in the corner shows you, if the Fire Tile stays in the pyramid or is taken out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling Smoke means: nothing happens. The game continues without triggering any mayhem (for now).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling an explosion means, well, EXPLOSION! The Fire tile and the flammable tile causing the dice roll exlode, i.e. are taken out of the game. All cards touching the two exploding cards are put in the active player&#039;s draw pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firedice is a d6 with the following outcomes:&lt;br /&gt;
* In 3 out of 6 cases: Fire and the Fire Tile stays.&lt;br /&gt;
* In 1 out of 6 cases: Fire and the Fire Tile leaves.&lt;br /&gt;
* In 1 out of 6 cases: Explosion&lt;br /&gt;
* In 1 out of 6 cases: Smoke&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4809</id>
		<title>Gamehelpflamingpyramids</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpflamingpyramids&amp;diff=4809"/>
		<updated>2020-06-28T18:08:00Z</updated>

		<summary type="html">&lt;p&gt;Ez0ah: /* The Fire Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
People in your neighbourhood have gathered together to build a pyramid out of straw, wood, and stones!&amp;lt;br&amp;gt;&lt;br /&gt;
You join in happily but soon you notice there are collapses, fires, and even explosions happening.&amp;lt;br&amp;gt;&lt;br /&gt;
Turns out, this may not be a friendly cooperative community project after all....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first to get rid of all your tiles, no matter how much mayhem you may cause!&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
There are 40 regular tiles showing straw, wood, or stone.&amp;lt;br&amp;gt;&lt;br /&gt;
Each tile has a unique colour/symbol and number combination. The number represents the tile’s weight.&amp;lt;br&amp;gt;&lt;br /&gt;
There are also five special tiles: two Coals, two Blowtorches, and one Millstone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player has a hand of 5 tiles and a personal draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of the game all tiles are distributed equally among the players (5 into the hand, the rest into the draw pile).&lt;br /&gt;
&lt;br /&gt;
== Taking a Turn ==&lt;br /&gt;
Choose which of your five tiles you’d like to play.&amp;lt;br&amp;gt;&lt;br /&gt;
The red square shows you where this tile is going to be placed in the pyramid.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have multiple places to choose from, they are marked as blue squares and you must choose one by clicking on it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each turn, you must play exactly one tile. If that tile does not fit with the ones below according to the building regulations, then you will cause mayhem.&lt;br /&gt;
&lt;br /&gt;
You can never skip a turn. If you have to cause mayhem, try to keep it small.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, you draw back up to five tiles (unless your draw pile is empty.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Triggering Mayhem ==&lt;br /&gt;
=== Collapses ===&lt;br /&gt;
Numbers on the tiles reflect their weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Tiles placed on the pyramid’s base level can be any colour and weight (number).&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, when placing a tile on top of two others, it must match one of them in either colour and/or weight.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, the tile’s weight must be equal to or less than that of the sum of the 2 tiles below.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do not obey these rules, a colapse will happen.&amp;lt;br&amp;gt;&lt;br /&gt;
The two tiles below the one you just placed are removed from the pyramid and put then at the bottom of your draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The tile you just placed, &#039;&#039;&#039;falls&#039;&#039;&#039; down and over to the right or the left, your choice.&amp;lt;br&amp;gt;&lt;br /&gt;
Two green boxes will display your two fall options. Click on one of them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That can be the end of the mayhem, but it might also not.&amp;lt;br&amp;gt;&lt;br /&gt;
The game will check each row of the pyramid carefully from top to bottom and left to right to see if any other tiles don’t match or are overweight now.&amp;lt;br&amp;gt;&lt;br /&gt;
If so, another collapse is triggered. This process continues until all of the tiles fit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that collapses occur when a tile:&amp;lt;br&amp;gt;&lt;br /&gt;
Is overweight (its number is greater than the sum of the two tiles below it)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
doesn’t match the colour or number of either tile below it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Millstone ===&lt;br /&gt;
The 200 tile has every colour. Like stone tiles, it cannot burn. Due to its extra heavy weight, it easily causes collapses if it cannot be placed low in the pyramid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Straw Fires ===&lt;br /&gt;
The two Coal tiles of weight 1 can start a fire as soon as one is adjacent to flammable straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
This can happen if the Coal is already incorporated into the pyramid (e.g. if Coal is resting on inflammable stone or wood tiles and a straw tile is placed adjacent to it.)&amp;lt;br&amp;gt;&lt;br /&gt;
The fire can spread quite far because every straw tile that catches on fire spreads the fire to any and every other adjacent straw tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Coal tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wood Fires ===&lt;br /&gt;
The two Blowtorch tiles of weight 7 act in the same way as the Coal tiles, but they are more dangerous because they can ignite both wood and straw tiles.&amp;lt;br&amp;gt;&lt;br /&gt;
Every straw or wood tile that catches on fire spreads the fire to any and every other adjacent straw or wood tile. All burnt tiles go under the fire-starting player’s pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blowtorch tile that started the fire is removed from the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses before checking for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
An explosion occurs whenever two or more Incendiary tiles (Coals and/or Blowtorches) come into direct contact with each other, assuming there has been a legal placement. Every tile, no matter its material, that &#039;&#039;&#039;directly&#039;&#039;&#039; touches one of the Incendiary tiles goes under the active player’s draw pile and the Incendiary tiles are removed from (that round of) the game.&lt;br /&gt;
&lt;br /&gt;
Please note: the game first checks for collapses, then for explosions and then for fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A Tile on One Tile? ===&lt;br /&gt;
After mayhem, players may find they’re left with a pyramid where a tile sits on one signle tile and a gap.&amp;lt;br&amp;gt;&lt;br /&gt;
This tile is still legally placed if it is the same colour and not heavier than the one beneath.&lt;br /&gt;
&lt;br /&gt;
Such a overhanging tile can never be actively placed by a player, but can result from mayhem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&#039;&#039;An Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If three tiles of the same number form a mini-pyramid (two of the tiles next to each other, one on top of them), either via placement or after resolving mayhem, the curse is activated. The three tiles are removed and go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. Any tiles coming off the pyramid from follow-on collapses and other mayhem also go under the draw pile of the &#039;&#039;&#039;previous player&#039;&#039;&#039;. That player decides the direction any tiles fall after follow-on collapses.&lt;br /&gt;
&lt;br /&gt;
Please note:  the game checks for the curse after checking for collapses, explosions, and fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Fire Dice ==&lt;br /&gt;
&#039;&#039;An Online-Only Optional Variant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to, you can activate the Firedice option. In this case, the behaviour of Fire changes.&lt;br /&gt;
&lt;br /&gt;
First off, fire is &#039;&#039;&#039;never&#039;&#039;&#039; started by a collapse. Is can only be triggered by placing a Fire tile from your hand next to a flammable tile, or placing a flammable tile from your hand next to a Fire tile (as described in the rules about Fire, above). When you do that, the fire does not start directly, but instead the Fire Dice is rolled.&lt;br /&gt;
&lt;br /&gt;
The Fire Dice is a six sided dice - and depending on what it rolls, you will cause none to a lot of mayhem:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rolling a Fire symbol will cause a Straw Fire or a Wood Fire (depending on the Fire tile involved).&amp;lt;br&amp;gt;&lt;br /&gt;
A little symbol in the corner shows you, if the Fire Tile stays in the pyramid or is taken out of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling Smoke means: nothing happens. The game continues without triggering any mayhem (for now).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rolling an explosion means, well, EXPLOSION! The Fire tile and the flammable tile causing the dice roll exlode, i.e. are taken out of the game. All cards touching the two exploding cards are put in the active player&#039;s draw pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Firedice is a d6 with the following outcomes:&lt;br /&gt;
* In 3 out of 6 cases: Fire and the Fire Tile stays.&lt;br /&gt;
* In 1 out of 6 cases: Fire and the Fire Tile leaves.&lt;br /&gt;
* In 1 out of 6 cases: Explosion&lt;br /&gt;
* In 1 out of 6 cases: Smoke&lt;/div&gt;</summary>
		<author><name>Ez0ah</name></author>
	</entry>
</feed>