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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kevan</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-10-14T13:28:18Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=5975</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=5975"/>
		<updated>2020-10-26T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;Kevan: explain winning after tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Game===&lt;br /&gt;
One of the 16 cards is removed at the beginning of the game and the others are shuffled. Every player gets 1 card and the remaining cards form a pile in the center of the table. Players take turns drawing one card (making two cards in hand) and discarding one card (going back to one card in hand).&lt;br /&gt;
&lt;br /&gt;
When you discard a card, you apply its effect (see the following section). The round ends either when there is no cards left in the deck for a player to draw or when all but one &lt;br /&gt;
player are knocked out. The player holding the card with the highest rank earns 1 token. If there is a tie, the tiebreaker will be the sum of the value of the cards each player discarded in the game. If the tie remains, nobody gets a token.&lt;br /&gt;
&lt;br /&gt;
A player wins the game after winning a number of tokens, that number being based on the number of players:&lt;br /&gt;
*2 Players: 7 tokens (not allowed on BGA so far)&lt;br /&gt;
*3 Players: 5 tokens&lt;br /&gt;
*4 players: 4 tokens&lt;br /&gt;
*5-8 players: 4 tokens&lt;br /&gt;
&lt;br /&gt;
===The Cards===&lt;br /&gt;
3-4 players:&lt;br /&gt;
*8: Princess Annette – If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round. (1 card)&lt;br /&gt;
*7: Countess Wilhelmina – Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games. (1 card)&lt;br /&gt;
*6: King Arnaud IV – When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing. (1 card)&lt;br /&gt;
*5: Prince Arnaud – When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards his or her hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself. (2 cards)&lt;br /&gt;
*4: Handmaid Susannah – When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn. (2 cards)&lt;br /&gt;
*3: Baron Talus – When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing. (2 cards)&lt;br /&gt;
*2: Priest Tomas – When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players. (2 cards)&lt;br /&gt;
*1: Guard Odette – When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing. (5 cards)&lt;br /&gt;
&lt;br /&gt;
5-8 players:&lt;br /&gt;
all of the above, 3 additional guards (8 guards in total), plus extra cards:&lt;br /&gt;
*9: Bishop Vinizio - a &amp;quot;super-guard&amp;quot; who makes you score 1 point when you guess the character of an opponent. If the guess is correct, the targeted player can choose whether to keep or discard the card. The bishop loses to the princess at the end of the round. (1 card)&lt;br /&gt;
*7: Dowager Queen Tummia - acts as a Baron, but the highest card is eliminated instead of the lowest. (1 card)&lt;br /&gt;
*6: Constable Viktor - If this card is in your discard pile then this gives you 1 point if you are knocked out of the round. (1 card)&lt;br /&gt;
*5: Count Guntram - add +1 to your card value at the end of the round. (2 cards)&lt;br /&gt;
*4: Sycophant Morris - lets you decide who will be the target of the next card played. (2 cards)&lt;br /&gt;
*3: Baroness Fiona - allows you to see TWO hands. (2 cards)&lt;br /&gt;
*2: Cardinal Vesper - exchanges the hands of 2 players. You may see one of the hands. (2 cards)&lt;br /&gt;
*0: Jester Darius - allows you to guess who will win the round and score 1 point if this is the case. (1 card)&lt;br /&gt;
*0: Assassin - kills your opponent if they use a guard against you. (1 card)&lt;br /&gt;
&lt;br /&gt;
===Tips!===&lt;br /&gt;
Some cards combination lead to odd situations and you should be aware of them:&lt;br /&gt;
* Princess + King = You will be forced to trade the Princess with somebody else.&lt;br /&gt;
* Princess + Prince (and everyone else is protected) = You will be forced to play the Prince on yourself and toss the Princess (therefore, lose).&lt;br /&gt;
* King + Opponent Guard = If you King to trade with someone, and that person draws a Guard, they will be able to instantly eliminate you!&lt;br /&gt;
* Try to play the constable and then discard the princess to kill yourself and win the game&lt;br /&gt;
&lt;br /&gt;
Keep in mind how many Prince cards are left in the deck. When a player uses the Prince, one more card from the deck is used. So, keep that in mind to not be tricked in the deck count.&lt;br /&gt;
&lt;br /&gt;
You should focus on eliminating the players with the most points first.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpclassicgo&amp;diff=5974</id>
		<title>Gamehelpclassicgo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpclassicgo&amp;diff=5974"/>
		<updated>2020-10-26T17:34:09Z</updated>

		<summary type="html">&lt;p&gt;Kevan: add the basic rules of the game, formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BoardGameArena uses the [https://www.usgo.org/aga-concise-rules-go American Go Association]&#039;s rules for this adaptation.&lt;br /&gt;
&lt;br /&gt;
==Basic rules==&lt;br /&gt;
&lt;br /&gt;
A summary from &amp;quot;[http://home.snafu.de/jasiek/element.html The Rules and Elements of Go]&amp;quot; (1977) by James Davies:&lt;br /&gt;
&lt;br /&gt;
#The &#039;&#039;square grid&#039;&#039; board is empty at the outset of the game.&lt;br /&gt;
#Black makes the first move, after which he and White alternate.&lt;br /&gt;
#A move consists of placing one stone of one&#039;s own color on an empty intersection on the board.&lt;br /&gt;
#A player may pass his turn at any time.&lt;br /&gt;
#A stone or solidly &#039;&#039;via grid lines&#039;&#039; connected group of stones of one color is captured and removed from the board when all the intersections directly adjacent to it are occupied by the enemy. &#039;&#039;Capture of the enemy takes precedence over self-capture.&#039;&#039;&lt;br /&gt;
#No stone may be played so as to recreate a former board position.&lt;br /&gt;
#Two consecutive passes end the game.&lt;br /&gt;
#A player&#039;s territory consists of all the &#039;&#039;board&#039;&#039; points he has either occupied or &#039;&#039;monochromely&#039;&#039; surrounded.&lt;br /&gt;
#The player with more territory wins. &lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If players have equal points at end of game (draws), then white wins +0.5 point, because komi by rules 0.5 (without komi), 4.5, 5.5, 7.5 respectively.&lt;br /&gt;
&lt;br /&gt;
==Handicaps==&lt;br /&gt;
&lt;br /&gt;
A game may be played with a handicap to compensate for differences in player strengths. First player (administrator of table) plays white. Second player takes black, and either moves first, giving only 0.5 point compensation to white (this is known as a &amp;quot;one stone handicap&amp;quot;), or places from 2 to 9 stones on the board before the first white move. Handicap stones are placed on predefined intersection on the board automatically.)&lt;br /&gt;
&lt;br /&gt;
==Game options==&lt;br /&gt;
&lt;br /&gt;
===Grid size===&lt;br /&gt;
&lt;br /&gt;
Game board size. Available values are:&lt;br /&gt;
&lt;br /&gt;
* 9x9&lt;br /&gt;
* 13x13 &lt;br /&gt;
* 19x19&lt;br /&gt;
&lt;br /&gt;
===Method of counting===&lt;br /&gt;
&lt;br /&gt;
Method for counting the score. Options are:&lt;br /&gt;
&lt;br /&gt;
*Japanese (counting by territory and opponent&#039;s prisoners)&lt;br /&gt;
*Chinese (counting by area only)&lt;br /&gt;
&lt;br /&gt;
Although players&#039; scores may differ under the two methods, the difference in their scores, and the game result, will be the same.&lt;br /&gt;
&lt;br /&gt;
===Komi and handicaps===&lt;br /&gt;
&lt;br /&gt;
Compensation points to white for first black move or handicaps. Options are:&lt;br /&gt;
 &lt;br /&gt;
* Without komi (without compensation)&lt;br /&gt;
* Normal komi (4 points for 19x19 and 5 points for 9x9, 13x13) &lt;br /&gt;
* Big komi (for strong players: 7 points for 9x9, 13x13, 19x19)&lt;br /&gt;
* Handicap: 1 stone&lt;br /&gt;
* Handicap: 2 stones&lt;br /&gt;
* Handicap: 3 stones&lt;br /&gt;
* Handicap: 4 stones&lt;br /&gt;
* Handicap: 5 stones&lt;br /&gt;
* Handicap: 6 stones&lt;br /&gt;
* Handicap: 7 stones&lt;br /&gt;
* Handicap: 8 stones&lt;br /&gt;
* Handicap: 9 stones&lt;br /&gt;
&lt;br /&gt;
===AGA Rules===&lt;br /&gt;
&lt;br /&gt;
A yes/no option for using the American Go Association rules.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;No&amp;quot;, paid passes occur only when playing out to the end after next series of passes. This is closer to the Japanese rules due to the absence of paid passes before a stage of designate dead stones (and therefore, you cannot put a stone to your territory without losing one point).&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptrekkingtheworld&amp;diff=5973</id>
		<title>Gamehelptrekkingtheworld</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptrekkingtheworld&amp;diff=5973"/>
		<updated>2020-10-26T17:25:59Z</updated>

		<summary type="html">&lt;p&gt;Kevan: clearer rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
To win, prove you’re the most experienced traveler by moving around the map and scoring Victory Points (VP).&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, two random Journey effects are selected. These stay in place for the whole game.&lt;br /&gt;
&lt;br /&gt;
Players take turns. On your turn, do the following in order:&lt;br /&gt;
&lt;br /&gt;
#Optionally &#039;&#039;&#039;Fly&#039;&#039;&#039;: If you are at an Airport you may move to a different one.&lt;br /&gt;
#&#039;&#039;&#039;Move&#039;&#039;&#039;: Discard one or more Trek cards to move a number of steps equal to the numbers on them. (Suits are ignored.) You must move if you can. If you land on a cube, pick it up and put it in your suitcase.&lt;br /&gt;
#&#039;&#039;&#039;Action&#039;&#039;&#039;: Either &#039;&#039;&#039;Draw Two&#039;&#039;&#039; (draw two cards from the row and/or top of the draw deck), &#039;&#039;&#039;Take a Tour&#039;&#039;&#039; (claim a Destination card by discarding Trek cards that match its color requirements) or &#039;&#039;&#039;Journey&#039;&#039;&#039; (discard two cards of the same colour to trigger either Journey bonus effect)&lt;br /&gt;
&lt;br /&gt;
==Victory points==&lt;br /&gt;
A golden compass indicates Victory Points. Collect these wherever you can.&lt;br /&gt;
&lt;br /&gt;
Find them on:&lt;br /&gt;
* &#039;&#039;&#039;Destination cards&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Visit places shown on Destination cards and then “Take a Tour” to experience their wonder and history. &amp;lt;br/&amp;gt; Destination cards will earn you a lot of Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Victory Point tokens&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Touring some Destinations will earn you an additional 3 or 5 Victory Point token. &amp;lt;br/&amp;gt; Some Journey cards also give Victory Point tokens.&lt;br /&gt;
* &#039;&#039;&#039;Your Suitcase&#039;&#039;&#039;: &amp;lt;br/&amp;gt; As you travel around the map you will collect Souvenir cubes, which are kept in your suitcase. &amp;lt;br/&amp;gt; Collecting sets of different color Souvenirs will earn you Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Most Souvenirs tiles&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Collecting enough Souvenir cubes of any one color can earn you the matching Most Souvenirs tile, which is worth Victory Points.&lt;br /&gt;
* &#039;&#039;&#039;Region Bonus tokens&#039;&#039;&#039;: &amp;lt;br/&amp;gt; Collecting the last Souvenir from a region lets you collect a Region Bonus token. &amp;lt;br/&amp;gt; Each Region Bonus token you collect is kept secret and is worth between 2 and 6 Victory Points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
&lt;br /&gt;
The game ends when 5 of the 6 Region Bonus tokens have been claimed, or when a player Tours their fifth Destination card.&lt;br /&gt;
&lt;br /&gt;
In either case, the player who triggered the end finishes their turn and the game ends.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptokaido&amp;diff=5972</id>
		<title>Gamehelptokaido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptokaido&amp;diff=5972"/>
		<updated>2020-10-26T17:24:35Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* End of the journey */ this is wrong - Gourmet counts coins, not card values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective of the game ==&lt;br /&gt;
The players are travelers in Japan. They follow the prestigious Tokaido and try to make this journey as rich an experience as possible. They will pass through magnificent countryside, taste delicious culinary specialties, purchase souvenirs, benefit from the virtues of hot springs, and have unforgettable encounters.&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
The player whose Traveler is farthest behind on the road is the player who takes the next turn.&lt;br /&gt;
&lt;br /&gt;
This player must move his Traveler forward to the open space (dot) of his choice, freely passing over one or more open spaces.&lt;br /&gt;
&lt;br /&gt;
Once he has moved his Traveler, the player receives the benefit corresponding to this type of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Some of the spaces on the board are doubled. Double spaces are used only in games with 4 or 5 players.&lt;br /&gt;
&lt;br /&gt;
==Description of the spaces==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Standard Option for &#039;&#039;&#039;B&#039;&#039;&#039;ase Game / Additional Option for &#039;&#039;&#039;E&#039;&#039;&#039;xpansion Game)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player draws one Encounter card and receives a bonus:&lt;br /&gt;
::* Annaibito - Draw the indicated panoramas, if completed draw a panoramas of your choice.&lt;br /&gt;
::* Kuge - Gain 3 coins.&lt;br /&gt;
::* Miko - Add 1 point and 1 coin to the Temple (from the bank)&lt;br /&gt;
::* Samurai - Gain 3 points.&lt;br /&gt;
::* Shokunin - Draw a Souvenir card and score those points.&lt;br /&gt;
:: &#039;&#039;New Encounters Promo Cards&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Itamae - Pay a coin to draw a meal card add it if you don&#039;t own it and score 6 points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Kitoushi - Pay a coin to chose a Panoramas and score the corresponding points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Saru - Draw a Hot Spring card and score those points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Takuhatsuso - Pay a coin and score 4 points.&#039;&#039;&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin and draw a Calligraphy card (counts for &#039;&#039;Chatterbox&#039;&#039; accomplishment) and gains end game bonuses:&lt;br /&gt;
::* Contemplation - 3 points for each completed Panorama and 1 point per Cherry Tree.&lt;br /&gt;
::* Fasting - Score 3 points for each uneaten meal at the Inn.&lt;br /&gt;
::* Foresight - 2 points per coin.&lt;br /&gt;
::* Nostalgia - 2 points for each Legendary Object and 1 point per Souvenir.&lt;br /&gt;
::* Patience - Score 6 points if you are the last to arrive in the last in, otherwise score 2 points.&lt;br /&gt;
::* Perfection - 2 points for each Accomplishment and 1 point for each Calligraphy card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Farm===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player earns 3 coins.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Player gambles 2 coins; (X= Loses coins, 1= Recovers coins, 2/3/3/4= Gains double that many coins).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hot Springs===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player takes a Hot Spring card. These cards are worth 2 or 3 points.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin for a Bath House card worth 4 points (counts for &#039;&#039;Bather&#039;&#039; accomplishment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Panorama===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) There are three Panorama types and are made of 3 (Field), 4 (Mountain), or 5 (Sea) sections.&lt;br /&gt;
: When a player stops on a Panorama they take the first Panorama of that type that they do not have (value from 1-5) and scores that many points. Each traveler can create only a single panorama of each type and when completed can no longer stop on the spaces corresponding to that type.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) A player may instead take a Cherry Tree and gain 2 points and 1 coin. (&#039;&#039;There are 6 Cherry Tree cards.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player must donate 1, 2, or 3 coins to the temple and scores 1 point for each donated coin.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin to take one of the available Amulet cards.&lt;br /&gt;
::* Vitality - Take another turn when in the lead.&lt;br /&gt;
::* Fortune - Roll the fortune die and gain 0-4 coins.&lt;br /&gt;
::* Health - Take both options at your location.&lt;br /&gt;
::* Friendship - Share a single space occupied by another traveler.&lt;br /&gt;
::* Hospitality - When stoppping at the Inn pay 0 coins for a card.&lt;br /&gt;
::* Devotion - When buying something, donate the coins spent to the Temple and earn points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Village===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player draws 3 Souvenir cards and can purchase 1-3 of these cards for 1-3 coins. There are four different types of Souvenirs and are grouped in sets. The first type of Souvenir in each set is worth 1 point, the next different type of Souvenir is 3 points, then 5 and 7 points.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Acquire a Legendary Object (counts for &#039;&#039;Collector&#039;&#039; accomplishment) for 1-3 coins:&lt;br /&gt;
:* Shodo &amp;amp; Emaki - For 1 coin, gain 1 point for each Souvenir or Legendary Object. Gain 1 point for each Souvenir thereafter.&lt;br /&gt;
:* Buppatsu &amp;amp; Ema - For 2 coins this counts as a different Souvenir type, 5 types in a set is worth 9 points.&lt;br /&gt;
:* Murasame &amp;amp; Masamune - For 3 coins, gain 8 points.&lt;br /&gt;
&lt;br /&gt;
===Inns===&lt;br /&gt;
&lt;br /&gt;
: All Travelers must stop at each Inn, they may not leave until all players have arrived at that Inn.&lt;br /&gt;
: The Inns allow players to buy one unique Meal card for 1-3 coins that are worth 6 points. &lt;br /&gt;
: When the first traveler arrives at an Inn, they draw as many Meal cards as there are players, plus 1.&lt;br /&gt;
: As players arrive at the Inn they may buy a Meal card to add to their collection, hidden from other players.&lt;br /&gt;
:* &#039;&#039;A traveler cannot taste the same culinary specialty twice during their journey.&#039;&#039;&lt;br /&gt;
:* &#039;&#039;A traveler can never purchase more than one Meal card per Inn.&#039;&#039;&lt;br /&gt;
:* &#039;&#039;A traveler is never obliged to purchase a Meal card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== End of the journey ==&lt;br /&gt;
When all of the Travelers have arrived in Edo at the last Inn, the game ends.&lt;br /&gt;
&lt;br /&gt;
The travelers score additional points depending on their ranking as donors to the Temple:&lt;br /&gt;
* The most generous donor scores 10 points.&lt;br /&gt;
* The second scores 7 points.&lt;br /&gt;
* The third scores 4 points.&lt;br /&gt;
* All other donors score 2 points.&lt;br /&gt;
&lt;br /&gt;
Award the following achievement cards to the appropriate travelers. Each achievement card is worth 3 points. If players are tied for an achievement, then they each receive the 3 points.&lt;br /&gt;
* Gourmet - the player with the highest sum of coins on their Meal cards.&lt;br /&gt;
* Collector - the player with the most Souvenir cards.&lt;br /&gt;
* Bather - the player with the most Hot Spring cards.&lt;br /&gt;
* Chatterbox - the player with the most Encounter cards.&lt;br /&gt;
&lt;br /&gt;
Note: There are 3 other achievement cards that are awarded during game play. One for each different type of panorama and each is awarded to the player that is first to complete the specific panorama.&lt;br /&gt;
&lt;br /&gt;
Note: If players are tied after the final scoring, then the player with the most achievement cards wins.&lt;br /&gt;
&lt;br /&gt;
== Description of the Travelers ==&lt;br /&gt;
&#039;&#039; &#039;&#039;&#039;Name&#039;&#039;&#039; (starting coins)  Special powers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Base Game===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chuubei&#039;&#039;&#039; (4) At intermediate inns, before meal, draws encounter card&lt;br /&gt;
* &#039;&#039;&#039;Kinko&#039;&#039;&#039; (7) At inns, buys meals at 1 coin discount&lt;br /&gt;
* &#039;&#039;&#039;Hiroshige&#039;&#039;&#039; (3) At intermediate inns, before meal, acquires panorama card of choice&lt;br /&gt;
* &#039;&#039;&#039;Hirotada&#039;&#039;&#039; (8) At temple spaces, may take 1 coin from the bank and donate it to the temple, scoring 1 point; does this in addition to normal temple action&lt;br /&gt;
* &#039;&#039;&#039;&#039;Mitsukuni&#039;&#039;&#039; (6) Earns 1 additional point per hot spring and achievement card&lt;br /&gt;
* &#039;&#039;&#039;Sasayakko&#039;&#039;&#039; (5) At village spaces, when purchasing at least two souvenirs, the cheapest is free; must have enough coins to pay for both at full price&lt;br /&gt;
* &#039;&#039;&#039;Satsuki&#039;&#039;&#039; (2) At inns, selects one meal card at random from the set of meal cards; may take it for free or purchase another at full price&lt;br /&gt;
* &#039;&#039;&#039;Umegae&#039;&#039;&#039; (5) At encounter spaces, gains 1 coin and 1 point before drawing encounter card&lt;br /&gt;
* &#039;&#039;&#039;Yoshiyasu&#039;&#039;&#039; (9) At encounter spaces, draws two encounter cards and keeps one; places other on bottom of deck&lt;br /&gt;
* &#039;&#039;&#039;Zen-emon&#039;&#039;&#039; (6) At village spaces, may purchase one souvenir for 1 coin instead of full price&lt;br /&gt;
&lt;br /&gt;
===Crossroads===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daigoro&#039;&#039;&#039; (3) At intermediate inns, before meal, draws souvenir card&lt;br /&gt;
* &#039;&#039;&#039;Gotozaemon&#039;&#039;&#039; (0) At panorama spaces, gains 1 additional coin&lt;br /&gt;
* &#039;&#039;&#039;Jirocho&#039;&#039;&#039; (5) At intermediate inns, before meal, may gamble 1 coin; player throws the fortune die and follows normal rules for gambling&lt;br /&gt;
* &#039;&#039;&#039;Kita&#039;&#039;&#039; (4) At encounter spaces, may take both actions (draw encounter card &#039;&#039;&#039;and&#039;&#039;&#039; buy calligraphy card)&lt;br /&gt;
* &#039;&#039;&#039;Miyataka&#039;&#039;&#039; (4) At temple spaces, may take both actions (donate coins &#039;&#039;&#039;and&#039;&#039;&#039; buy amulet)&lt;br /&gt;
* &#039;&#039;&#039;Nampo&#039;&#039;&#039; (2) At inns, earns 1 point per coin value of meal eaten&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
=== Initiation ===&lt;br /&gt;
A simplified version with no Travelers and everyone starting with 7 coins.&lt;br /&gt;
=== Return Trip ===&lt;br /&gt;
Instead of starting on the left side of the board, players move right to left.&lt;br /&gt;
=== Gastronomy ===&lt;br /&gt;
The first person arriving at an Inn draws one less card, only drawing one card per player. &lt;br /&gt;
=== Preparations ===&lt;br /&gt;
When leaving the starting Inn, the last player gains two coins, the next gains one coin, the fourth and fifth players each lose a coin.&lt;br /&gt;
=== Crossroads ===&lt;br /&gt;
This expansion adds a second option at each location (other than the Inns) to choose from when stopping.&lt;br /&gt;
=== New Encounters ===&lt;br /&gt;
This adds 4 new encounters to the possibilities when on the &#039;Encounters&#039; space.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpthecrew&amp;diff=5969</id>
		<title>Gamehelpthecrew</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpthecrew&amp;diff=5969"/>
		<updated>2020-10-26T17:17:44Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Introduction */ mention coop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
The aim of the game is to investigate the possibility of a mysterious ninth planet in our solar system by completing 50 different missions of increasing complexity by working as a team, but with very limited communication permitted.&lt;br /&gt;
&lt;br /&gt;
Each mission consists of a series of tasks and may have additional victory conditions and/or complications. For example, frequently the tasks must be completed in a certain order.&lt;br /&gt;
&lt;br /&gt;
The game mechanic is similar to Whist or other trick-taking card games, except that the game is played cooperatively as a group. Mission tasks are completed by specific players winning tricks containing specific cards.&lt;br /&gt;
&lt;br /&gt;
==Initial Setup==&lt;br /&gt;
The deck consists of 36 &#039;&#039;&#039;Colour Cards&#039;&#039;&#039; (1 to 9 value in four coloured suits) plus 4 black &#039;&#039;&#039;Rocket Cards&#039;&#039;&#039; (1 to 4).&lt;br /&gt;
&lt;br /&gt;
These 40 cards are shuffled and all cards are dealt out equally (although in a three player game, one player will have more cards than the others).&lt;br /&gt;
&lt;br /&gt;
The player who has been dealt the 4 Rocket must act as the &#039;&#039;&#039;Commander&#039;&#039;&#039; for that mission. They receive the &#039;&#039;&#039;Commander Token&#039;&#039;&#039; to indicate this and must go first.&lt;br /&gt;
&lt;br /&gt;
Each player also receives a grey &#039;&#039;&#039;Reminder Card&#039;&#039;&#039; (with a picture of a planet) and a double-sided &#039;&#039;&#039;Communication Token&#039;&#039;&#039;, which are both placed in front of them on the table. The Communication Token is initially placed green side up.&lt;br /&gt;
&lt;br /&gt;
A double-sided &#039;&#039;&#039;Distress Token&#039;&#039;&#039; is placed face down in the centre of the table (on Board Game Arena, this appears in the green mission briefing area)&lt;br /&gt;
&lt;br /&gt;
A deck of 36 &#039;&#039;&#039;Task Cards&#039;&#039;&#039; is shuffled and kept as a concealed pile. There are also 10 purple &#039;&#039;&#039;Task Tokens&#039;&#039;&#039;. Each attempt at a mission will therefore have a random set of task cards, and may (or may not) require a specific set of task tokens. On Board Game Arena, this is all handled behind the scenes.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
There are 50 unique missions. Each mission describes the conditions under which it is played.&lt;br /&gt;
&lt;br /&gt;
A number of tasks as specified by the mission are placed in front of the players. Unless otherwise specified by individual mission requirements, these are divided between the players. The Commander chooses first and then choice of task proceeds clockwise around the table until all tasks have been assigned.&lt;br /&gt;
&lt;br /&gt;
Certain missions may have additional conditions. These are explained in the mission text.&lt;br /&gt;
&lt;br /&gt;
Where task tokens are required, some or all of the tasks must be completed in a particular order, e.g. a task might have to be completed &amp;quot;first&amp;quot;, or &amp;quot;before&amp;quot; or &amp;quot;after&amp;quot; another.&lt;br /&gt;
&lt;br /&gt;
A player completes a task by winning a trick that contains the specific card that is indicated on the task card, so long as they also fulfill any additional conditions per the task tokens.&lt;br /&gt;
&lt;br /&gt;
==Trick Taking==&lt;br /&gt;
The Commander will have the lead at the start of the game. Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
Highest card wins. A player must follow suit unless they have no cards of that suit.&lt;br /&gt;
&lt;br /&gt;
The Rockets are trump cards and can only be beaten by higher value Rockets.&lt;br /&gt;
&lt;br /&gt;
The winner of each trick takes the lead for the next trick.&lt;br /&gt;
&lt;br /&gt;
As each trick is played, if one of the cards indicated by a task is won by the owner of that task and any other conditions such as task order are met, the task is complete.&lt;br /&gt;
&lt;br /&gt;
If a card indicated by a task is ever won by someone other than the owner of the task, or winning the card has meant that other task / mission conditions have not been met, then the mission is instantly failed and must be replayed in order to proceed.&lt;br /&gt;
&lt;br /&gt;
==Communication - how to help your crew==&lt;br /&gt;
Once per mission, you may at any time click on your green Communication Token to indicate that you wish to communicate some limited information about your hand to the other players.&lt;br /&gt;
&lt;br /&gt;
Once you have clicked on the token, you will not be able to communicate immediately - there will be a communication phase at the start of each trick. By clicking on the token you indicate a desire to participate in the next available phase. If this phase has been triggered, communication then proceeds in clockwise order starting from the person with the lead. Only players who had clicked on their tokens prior to that phase may participate - if you forget to click in time, then you will have to try again ahead of the next round.&lt;br /&gt;
&lt;br /&gt;
If you have selected the communication token during a trick but then change your mind when it gets to the communication phase, you may refrain from communicating and try again at the start of a future round (or not at all).&lt;br /&gt;
&lt;br /&gt;
When communicating, you may choose a card in your hand to show to the other players. This card is then placed on the table under the Communication Token, which is then flipped to the red side to indicate that it has been used during this mission. You also pick up the grey Reminder Card which is placed in your hand to remind you and the other players that you still have a communicated card on the table.&lt;br /&gt;
&lt;br /&gt;
The chosen card must be either:&lt;br /&gt;
* The lowest card you hold in a particular suit (token placed at bottom of card)&lt;br /&gt;
* The only card you hold of a particular suit (token placed in middle of card)&lt;br /&gt;
* The highest card you hold of a particular suit (token placed at top of card)&lt;br /&gt;
&lt;br /&gt;
So if at any given moment you had the 1, 2, 5 and 7 of a particular suit, you would only be able to communicate about the 1 (lowest) or the 7 (highest), but not the 2 or 5 as they do not meet any of the 3 communication criteria.&lt;br /&gt;
&lt;br /&gt;
The communicated card then remains face up on the table until it has been played. At that time the Reminder Card is placed back on the table.&lt;br /&gt;
&lt;br /&gt;
==Distress Signal - what if more help is needed?==&lt;br /&gt;
Some missions may be difficult to complete due to the random nature of both the tasks and the cards themselves.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the mission, after the cards and tasks have been assigned, but before any communication has been made or cards have been played, the black distress signal token in the green mission briefing area may be activated. If this is done, the token is flipped and its use is logged.&lt;br /&gt;
&lt;br /&gt;
Each player may then pass one of their cards to one of their neighbours. All cards must be passed in the same direction; the players may agree upon the direction to pass.&lt;br /&gt;
&lt;br /&gt;
==Additional Mission Conditions==&lt;br /&gt;
===Dead Zones===&lt;br /&gt;
Where indicated, communication is limited even further.&lt;br /&gt;
&lt;br /&gt;
The basic communication mechanics (in terms of which cards you may choose to communicate) are unchanged, but the communication token &#039;&#039;&#039;must&#039;&#039;&#039; be placed in the centre of the card.&lt;br /&gt;
&lt;br /&gt;
As a result, you can no longer tell what a player is communicating about a card (only that they have it, and that it is either their lowest, highest, or only card of that suit.&lt;br /&gt;
&lt;br /&gt;
===Disruption===&lt;br /&gt;
Where indicated, no communication whatsoever is allowed until the beginning of the indicated trick.&lt;br /&gt;
&lt;br /&gt;
For example, if &amp;quot;Disruption 3&amp;quot; is indicated, then no communication would be possible during the first two tricks, players may however communicate &#039;&#039;&#039;before&#039;&#039;&#039; the third trick is started.&lt;br /&gt;
&lt;br /&gt;
===Commander&#039;s decision===&lt;br /&gt;
Where indicated, the commander will ask each other player in turn whether they think they are capable of completing &#039;&#039;&#039;all&#039;&#039;&#039; of the tasks for this mission - they must each answer yes or no.&lt;br /&gt;
&lt;br /&gt;
Once all players have responded, the commander will choose which of the players should receive the tasks.&lt;br /&gt;
&lt;br /&gt;
The commander must choose one of the other players, not themselves.&lt;br /&gt;
&lt;br /&gt;
===Commander&#039;s distribution===&lt;br /&gt;
Similar to the above, the commander offers one task at a time to each of the other players, who may each answer yes or no. The commander then chooses which player should receive that task.&lt;br /&gt;
&lt;br /&gt;
This is then repeated for any additional tasks. The tasks must be evenly distributed - nobody may have two more tasks than anyone else.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=5968</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=5968"/>
		<updated>2020-10-26T17:14:05Z</updated>

		<summary type="html">&lt;p&gt;Kevan: simplify explanation, add bullet points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is 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 on any tile.&lt;br /&gt;
&lt;br /&gt;
Players then take turns to move the hedgehog any number of tiles forwards in a straight line, optionally rotating it 90 degrees left or right before doing so. The player then collects the tile where the hedgehog lands. It is possible to skip over empty spaces but not to land on an empty space. &lt;br /&gt;
&lt;br /&gt;
Some spaces on the board have Butterfly Nets, revealed when tiles are collected.  If the hedgehog moves over an exposed butterfly net, the player may choose to draw and score a random 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 which multiply the score in that colour)&lt;br /&gt;
*Dragonflies score only the highest dragonfly collected.&lt;br /&gt;
*Lightning bugs score only the lowest lightning bug 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 worth 4 points = a total of 16 points in flowers.)&lt;br /&gt;
*Bees are worth -3 without a Honeycomb to live in, and 0 if the player has a Honeycomb.&lt;br /&gt;
*Honeycombs are worth 0 points without a bee, and the shown number with a bee.&lt;br /&gt;
*Wasps are worth negative points as shown on each wasp tile.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog can no longer be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=%D0%A0%D0%B0%D0%B7%D0%BC%D0%BE%D0%B2%D1%8B_%D0%B7_%D1%83%D0%B4%D0%B7%D0%B5%D0%BB%D1%8C%D0%BD%D1%96%D0%BA%D0%B0%D0%BC:Kevan&amp;diff=5967</id>
		<title>Размовы з удзельнікам:Kevan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=%D0%A0%D0%B0%D0%B7%D0%BC%D0%BE%D0%B2%D1%8B_%D0%B7_%D1%83%D0%B4%D0%B7%D0%B5%D0%BB%D1%8C%D0%BD%D1%96%D0%BA%D0%B0%D0%BC:Kevan&amp;diff=5967"/>
		<updated>2020-10-26T17:05:33Z</updated>

		<summary type="html">&lt;p&gt;Kevan: Test edit to see if I&amp;#039;m still locked out of the wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpyokohama&amp;diff=5286</id>
		<title>Gamehelpyokohama</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpyokohama&amp;diff=5286"/>
		<updated>2020-08-16T13:39:49Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* End of the Game */ add some bullet points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
These things are randomised during setup: how the area boards are arranged, which building site card and 5-power token are on each area, which order cards start on the Port (and Docks) management board(s), which technology cards start on the Laboratory (and Research Center) management board(s), and which achievement cards are used.&lt;br /&gt;
&lt;br /&gt;
Before the first round, you &#039;&#039;&#039;choose 1 of 2 orders to keep&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You start the game with these items &#039;&#039;&#039;in hand&#039;&#039;&#039;:&lt;br /&gt;
* 1 president&lt;br /&gt;
* 8 assistants&lt;br /&gt;
* 2 shops&lt;br /&gt;
* 1 each of copper, silk, tea, and fish&lt;br /&gt;
* 4 yen (except the starting player, who gets 3 yen)&lt;br /&gt;
&lt;br /&gt;
You also have these items &#039;&#039;&#039;in warehouse&#039;&#039;&#039;:&lt;br /&gt;
* 12 assistants&lt;br /&gt;
* 6 shops&lt;br /&gt;
* 4 trading houses&lt;br /&gt;
&lt;br /&gt;
You can only use items in your hand. The warehouse icon (e.g. at the Employment Agency) allows you to move items from warehouse to hand, paying the cost printed on the warehouse board.&lt;br /&gt;
&lt;br /&gt;
== Flow of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of turns clockwise from the starting player. When any of the game end conditions are met, finish the current round, play one additional round, and then calculate your scores. In this way, every player takes the same total number of turns.&lt;br /&gt;
&lt;br /&gt;
Each turn takes place in this order:&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:upper-alpha&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Additional action phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Main action phase&lt;br /&gt;
    &amp;lt;ol&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Placement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Movement&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Area action&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;5-power bonus (optional)&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Construction (optional)&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;Recovery&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Additional action phase&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Main action phase ===&lt;br /&gt;
&lt;br /&gt;
==== Placement ====&lt;br /&gt;
&lt;br /&gt;
Do either of these:&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-alpha&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place 1 assistant into each of up to 3 different areas.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place 2 assistants into 1 area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You cannot place assistants in the Canal.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If you place an assistant into an area with an opponent&#039;s president, you must pay that opponent 1 yen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
Do any one of these:&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-alpha&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place your president from your hand into an area containing at least 1 of your assistants and no opponent&#039;s presidents.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Move your president from one area to another, through any number of adjacent areas. Each area you pass through must contain at least 1 of your assistants. The ending area must contain at least 1 of your assistants and no opponent&#039;s presidents. If you pass through an area with an opponent&#039;s president, you must pay that opponent 1 yen. The ending area must be different from the starting area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Take your president from any area back into your hand. You may also take any number of your assistants from any areas back into your hand. You must then skip the rest of the main action phase.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Area action ====&lt;br /&gt;
&lt;br /&gt;
The rest of the main action phase takes place in the &#039;&#039;&#039;active area&#039;&#039;&#039;, which is the area where your president is.&lt;br /&gt;
&lt;br /&gt;
Perform the action of the active area. You can mouse over each area board for a description of the action.&lt;br /&gt;
&lt;br /&gt;
How strong this action is depends on your &#039;&#039;&#039;power&#039;&#039;&#039; in the active area. You get 1 power from your president and 1 power from each of your assistants in the active area. In addition, you get 1 power from each building (shop, trading house, or station) you have constructed in the active area. Your power is capped at a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
Each of your opponents with a trading house in the active area receives 1 yen from the bank.&lt;br /&gt;
&lt;br /&gt;
==== 5-power bonus (optional) ====&lt;br /&gt;
&lt;br /&gt;
If you performed a 5-power action, you may take the 5-power token on the active area. If you do, gain the reward shown on the token.&lt;br /&gt;
&lt;br /&gt;
==== Construction (optional) ====&lt;br /&gt;
&lt;br /&gt;
If you performed a 4- or 5-power action, you may construct a shop or trading house in the active area. If you do, gain the reward shown on the space where you constructed the building.&lt;br /&gt;
&lt;br /&gt;
Rules:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You can construct only 1 shop in each area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only 1 player can construct a trading house in each area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
&lt;br /&gt;
Take all of your assistants from the active area back into your hand.&lt;br /&gt;
&lt;br /&gt;
=== Additional action phases ===&lt;br /&gt;
&lt;br /&gt;
There is one additional action phase before the main action phase, and another additional action phase after the main action phase.&lt;br /&gt;
&lt;br /&gt;
In each additional action phase, you may do these in any order:&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type:lower-alpha&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fulfill an order (as many times as you like).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Use a foreign agent (once per turn).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fulfill an achievement (as many times as you like)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fulfill an order (as many times as you like) ====&lt;br /&gt;
&lt;br /&gt;
Discard the goods indicated on the order card and gain the rewards listed.&lt;br /&gt;
&lt;br /&gt;
==== Use a foreign agent (once per turn) ====&lt;br /&gt;
&lt;br /&gt;
Choose an area containing at least 1 of your assistants and not your president. Carry out the &#039;&#039;Area action&#039;&#039;, &#039;&#039;5-power bonus&#039;&#039;, &#039;&#039;Construction&#039;&#039;, and &#039;&#039;Recovery&#039;&#039; steps in that order, in the same way as the main action phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting foreign agents:&#039;&#039;&#039; Whenever you hit 2, 4, 6, etc. of the same country icons on your technology and fulfilled order cards, take a foreign agent of that country. Foreign agents are in limited supply: there are 3 from Great Britain, 2 each from the United States, France, and Germany, and 1 from the Netherlands.&lt;br /&gt;
&lt;br /&gt;
==== Fulfill an achievement (as many times as you like) ====&lt;br /&gt;
&lt;br /&gt;
Place 1 assistant onto an achievement card that you have met the requirements for. If you&#039;re the first to fulfill this achievement, you get the larger number of VPs on the left. Otherwise, you get the smaller number of VPs on the right.&lt;br /&gt;
&lt;br /&gt;
== Area Descriptions ==&lt;br /&gt;
&lt;br /&gt;
You can mouse over each area board for a description of the action.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
When any of the following situations occur, the game is almost over:&lt;br /&gt;
* Any player has built all 4 of their trading houses.&lt;br /&gt;
* Any player has built all 8 of their shops.&lt;br /&gt;
* When replenishing the order cards, there are not enough cards to fill the management board.&lt;br /&gt;
* A number of assistants have been placed on the Church management board:&lt;br /&gt;
**2p: 5 assistants (including the assistant of the unused color)&lt;br /&gt;
**3p: 5 assistants&lt;br /&gt;
**4p: 6 assistants&lt;br /&gt;
* A number of assistants have been placed on the Customs management board:&lt;br /&gt;
**2p: 5 assistants (including the assistant of the unused color)&lt;br /&gt;
**3p: 5 assistants&lt;br /&gt;
**4p: 6 assistants&lt;br /&gt;
&lt;br /&gt;
When any of these conditions are met, finish the round and&lt;br /&gt;
then play one final full round. Thus, each player will have the&lt;br /&gt;
same number of turns, and you&#039;ll always know if this turn is&lt;br /&gt;
your last.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
1) Church bonus&lt;br /&gt;
The players with the most and 2nd most assistants on the&lt;br /&gt;
Church management board receive bonus points:&lt;br /&gt;
Most: 6 points&lt;br /&gt;
2nd most: 3 points&lt;br /&gt;
• In case of a tie, the player with the rightmost assistant on&lt;br /&gt;
the management board wins the tie.&lt;br /&gt;
&lt;br /&gt;
2) Customs bonus&lt;br /&gt;
The players with the most and 2nd most assistants on the&lt;br /&gt;
Customs management board receive bonus points:&lt;br /&gt;
Most: 8 points&lt;br /&gt;
2nd most: 4 points&lt;br /&gt;
• In case of a tie, the player with the rightmost assistant on&lt;br /&gt;
the management board wins the tie.&lt;br /&gt;
&lt;br /&gt;
3) Technology bonus&lt;br /&gt;
The players with the most and 2nd most total industry value&lt;br /&gt;
on all of their technology cards receive bonus points:&lt;br /&gt;
Most: 10 points&lt;br /&gt;
2nd most: 5 points&lt;br /&gt;
• In case of a tie, the player earliest in turn order wins the tie.&lt;br /&gt;
&lt;br /&gt;
4) Country bonus&lt;br /&gt;
Return any unfulfilled orders (remaining in hand) to the box.&lt;br /&gt;
Group the country symbols on your completed orders and&lt;br /&gt;
technology cards into sets of different countries. Each set&lt;br /&gt;
is worth the following points depending on the number of&lt;br /&gt;
different country icons in it:&lt;br /&gt;
5 different icons: 12 points&lt;br /&gt;
4 different icons: 8 points&lt;br /&gt;
3 different icons: 4 points&lt;br /&gt;
2 different icons: 2 points&lt;br /&gt;
1 different icon: 0 points&lt;br /&gt;
&lt;br /&gt;
5) Remainder scoring&lt;br /&gt;
Score points for remaining tokens in your possession:&lt;br /&gt;
Unused foreign agents: 1 point&lt;br /&gt;
Imports: 1 point&lt;br /&gt;
2 Yen: 1 point&lt;br /&gt;
3 Trade goods: 1 point&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_yokohama&amp;diff=5224</id>
		<title>Tips yokohama</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_yokohama&amp;diff=5224"/>
		<updated>2020-08-07T17:14:30Z</updated>

		<summary type="html">&lt;p&gt;Kevan: remove joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make sure to pay attention to what the other players are doing.&lt;br /&gt;
Remember, that every time you take an action, you&#039;re not taking an action somewhere else.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5196</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5196"/>
		<updated>2020-08-05T18:20:10Z</updated>

		<summary type="html">&lt;p&gt;Kevan: typos, bullet points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus&lt;br /&gt;
&lt;br /&gt;
=== List of God and Hero Powers ===&lt;br /&gt;
&lt;br /&gt;
==== Simple Gods ====&lt;br /&gt;
* Apollo: Your worker may move into an opponent worker&#039;s space by forcing their worker to swap places.&lt;br /&gt;
* Artemis: Your worker may move one additional time, but not back to its initial space. Banned with Persephone.&lt;br /&gt;
* Athena: Opponent&#039;s workers cannot move up on their turn if your worker moves up on the previous turn.&lt;br /&gt;
* Atlas: Your worker may build a dome at any level.&lt;br /&gt;
* Demeter: Your worker may build one additional time, but not on the same space.&lt;br /&gt;
* Hephaestus: Your worker may build one additional block on top on your first block.&lt;br /&gt;
* Hermes: Your workers may move any number of times and either builds if they do not move up or down. Banned with Harpies.&lt;br /&gt;
* Minotaur: Your worker may move into an opponent worker&#039;s space by forcing their worker one space backwards to an unoccupied space.&lt;br /&gt;
* Pan: You also win when your worker moves down two or more levels. Banned with Hades.&lt;br /&gt;
* Prometheus: You can build both before and after moving if your worker does not move up.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Gods ====&lt;br /&gt;
* Aphrodite: If an opponent worker starts its turn neighbouring one of your workers, it must end on a space neighbouring one of your workers. Banned with Urania.&lt;br /&gt;
* Ares: You may remove an unoccupied block neighbouring your unmoved worker with any tokens on it.&lt;br /&gt;
* Bia: You place your workers first on perimeter spaces. If your worker moves into a space with an opponent worker in the next space of the same direction, that worker is removed.&lt;br /&gt;
* Chaos: You have the power of a simple god. The power changes when a dome is built.&lt;br /&gt;
* Charon: You may force an opponent worker to the space on the other unoccupied side of your worker before you move.&lt;br /&gt;
* Chronus: You also win when there are at least 5 completed towers on the board.&lt;br /&gt;
* Circe: If opponent&#039;s workers do not neighbour each other, you alone have use of their power until your next turn.&lt;br /&gt;
* Dionysus: You may take an additional turn using opponent workers after you build a dome with your workers, but no one can win by doing so.&lt;br /&gt;
* Eros: Place your workers along opposite edges. You also win when your workers neighbour each other by moving and on the first floor (same floor when 3 players).&lt;br /&gt;
* Hera: An opponent cannot win by moving to a perimeter space.&lt;br /&gt;
* Hestia: Your worker may build one additional time, but not on a perimeter space.&lt;br /&gt;
* Hypnus: If an opponent worker is higher than all of their others, it cannot move. Banned with Terpsichore.&lt;br /&gt;
* Limus: Opponent workers cannot build on a space neighbouring your workers, unless building a dome. Banned with Terpsichore.&lt;br /&gt;
* Medusa: If you build on lower neighbouring spaces that are occupied by opponent workers, that worker is removed.&lt;br /&gt;
* Morpheus: You get a coin at the start of your turn. Your workers can build any number of times by spending the same number of coins.&lt;br /&gt;
* Persephone: Opponent must move up if possible. Banned with Artemis.&lt;br /&gt;
* Poseidon: Your unmoved worker can build up to 3 times if it is on the ground floor.&lt;br /&gt;
* Selene: Your female worker can build a dome at any level regardless of which one moved. It replaces your normal build.&lt;br /&gt;
* Trition: Your worker can move again if it is on a perimeter space. Banned with Harpies.&lt;br /&gt;
* Zeus: Your worker can build a block under itself.&lt;br /&gt;
&lt;br /&gt;
==== Golden Fleece Gods ====&lt;br /&gt;
* Europa &amp;amp; Talus: You many relocate the talus token to an unoccupied space neighbouring your moved worker at the end of the turn. The token is treated as a dome for all players.&lt;br /&gt;
* Graeae: Place 3 workers of your colour. You must build with an unmoved worker.&lt;br /&gt;
* Hades: Opponent workers cannot move down. Banned with Pan.&lt;br /&gt;
* Harpies: Opponent workers are forced space by space until the next space is of a higher level or it is occupied. Banned with Hermes or Trition.&lt;br /&gt;
* Terpsichore: All your workers must move, and then all must build. Banned with Hypnus or Limus.&lt;br /&gt;
* Urania: You treat opposite edges and corners as if they are adjacent. Banned with Aphrodite.&lt;br /&gt;
&lt;br /&gt;
==== Promo Gods ====&lt;br /&gt;
* Asteria: You may build a dome at any unoccupied space if your worker moves down.&lt;br /&gt;
* Caster &amp;amp; Pollux: You may move all your workers or build with all your workers in replace of a normal turn.&lt;br /&gt;
* Hippolyta: All workers except your female worker may only move diagonally.&lt;br /&gt;
* Iris: If there is a worker neighbouring your worker and the space directly on the other side is unoccupied, you may move to that space regardless of the level.&lt;br /&gt;
* Pegasus: Your worker may move up any levels but you cannot win by this power.&lt;br /&gt;
* Tyche: Shuffle a deck of 1-6 cards. Draw a card at the end of your turn and take an additional turn if the result is 6.&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
* Achilles: Once your worker builds both before and after moving.&lt;br /&gt;
* Adonis: Once choose an opponent worker. That worker must be neighbouring one of your workers at the end of their next turn.&lt;br /&gt;
* Atalanta: Once your worker moves any number of additional times.&lt;br /&gt;
* Bellerophon: Once your worker moves up two levels.&lt;br /&gt;
* Heracles: Once instead of your normal build, both of your workers build any number of domes at any level.&lt;br /&gt;
* Jason: Once instead of your normal turn, place an additional worker on an unoccupied ground perimeter space. The worker then builds.&lt;br /&gt;
* Medea: Once remove all blocks from under a worker neighbouring one of your workers with any tokens on it.&lt;br /&gt;
* Odysseus: Once force any number of neighbouring opponent workers to unoccupied corner spaces.&lt;br /&gt;
* Polyphemus: Once your workers build up to 2 domes at any unoccupied spaces.&lt;br /&gt;
* Theseus: Once you remove an opponent worker if any of your workers has a neighbouring worker that is 2 levels higher.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; this worker 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. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
*&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&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;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|-&lt;br /&gt;
! 1.&lt;br /&gt;
| How do I adjust the view of the 3D scene?&lt;br /&gt;
|&lt;br /&gt;
* Click and drag to rotate.&lt;br /&gt;
* Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
|-&lt;br /&gt;
! 2.&lt;br /&gt;
| Why can&#039;t I move up/down?&lt;br /&gt;
|&lt;br /&gt;
* Opponent is Athena: Sometimes you cannot move up.&lt;br /&gt;
* Opponent is Hades: You can never move down.&lt;br /&gt;
* Opponent is Persephone: You must move up if possible.&lt;br /&gt;
|-&lt;br /&gt;
! 3.&lt;br /&gt;
| Why didn&#039;t I just win?&lt;br /&gt;
| You must &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3 to win, so you probably didn&#039;t move.&lt;br /&gt;
* Apollo, Charon, Harpies, Minotaur, Odysseus: Being &#039;&#039;forced&#039;&#039; to a new space does not count as a move&lt;br /&gt;
* Dionsyus, Pegasus: You cannot win during additional turns or with your power&lt;br /&gt;
* Hera: You cannot win by moving to a perimeter space&lt;br /&gt;
* Jason, Zeus: Building under yourself or placing a worker does not count as a move&lt;br /&gt;
|-&lt;br /&gt;
! 4.&lt;br /&gt;
| As Apollo or Minotaur, why can&#039;t I move into an opponent worker&#039;s space?&lt;br /&gt;
| You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5155</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5155"/>
		<updated>2020-08-02T17:36:36Z</updated>

		<summary type="html">&lt;p&gt;Kevan: add &amp;lt;br/&amp;gt; tags to stop the fake bullet lists from being combined onto a single line (BGA needs to fix its CSS to display bullet points: https://boardgamearena.com/bug?id=16083)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
= Objective =&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
== To solve a case you need to show: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  The criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The location of the criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The type of the crime&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
&lt;br /&gt;
== Each turn you can do one of the following actions: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; Use an investigator on a location (You only have 5 for the entire game)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Pick an evidence card&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Attempt to solve the case&lt;br /&gt;
&lt;br /&gt;
== Using an Investigator ==&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Disc :&#039;&#039;&#039; An element is &#039;&#039;&#039;in&#039;&#039;&#039; this investigator&#039;s location&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Cube :&#039;&#039;&#039; An element is in a location that is &#039;&#039;&#039;adjacent to&#039;&#039;&#039; this investigator&#039;s location&lt;br /&gt;
&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Examples &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Exact Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Adjacent Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Components Used&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
| 1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
| 0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Evidence Cards ==&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the &#039;&#039;&#039;same type&#039;&#039;&#039; as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Disc :&#039;&#039;&#039; If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Cube :&#039;&#039;&#039; If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules With Using Evidence Cards===&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
== Solving the Case ==&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points &lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Phases =&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 &#039;&#039;&#039;Rounds&#039;&#039;&#039;, players are attempting to solve one case in every round.&lt;br /&gt;
&lt;br /&gt;
Each round is composed of &#039;&#039;&#039;Phases&#039;&#039;&#039; where each player takes a turn playing one action (beginning with the starting player)&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players who solve the case in that same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_crazyfarmers&amp;diff=5146</id>
		<title>Tips crazyfarmers</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_crazyfarmers&amp;diff=5146"/>
		<updated>2020-08-01T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;Kevan: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5145</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5145"/>
		<updated>2020-08-01T17:20:26Z</updated>

		<summary type="html">&lt;p&gt;Kevan: fix some formatting, removing the lines which are unnecessary both here and through the BGA display, and the unformatted bullet lists which are run onto a single line; would disagree that the game was &amp;quot;very&amp;quot; simple&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
= Objective =&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
== To solve a case you need to show: ==&lt;br /&gt;
&lt;br /&gt;
* The criminal&lt;br /&gt;
* The location of the criminal&lt;br /&gt;
* The type of the crime&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
== Each turn you can do one of the following actions: ==&lt;br /&gt;
&lt;br /&gt;
* Use an investigator on a location (You only have 5 for the entire game)&lt;br /&gt;
* Pick an evidence card&lt;br /&gt;
* Attempt to solve the case&lt;br /&gt;
&lt;br /&gt;
== Using an Investigator ==&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disc :&#039;&#039;&#039; An element is &#039;&#039;&#039;in&#039;&#039;&#039; this investigator&#039;s location&lt;br /&gt;
* &#039;&#039;&#039;Cube :&#039;&#039;&#039; An element is in a location that is &#039;&#039;&#039;adjacent to&#039;&#039;&#039; this investigator&#039;s location&lt;br /&gt;
&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; |+ Examples &lt;br /&gt;
! Exact Cards &lt;br /&gt;
! Adjacent Cards &lt;br /&gt;
! Components  &lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
|  1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
|  0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Evidence Cards ==&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the &#039;&#039;&#039;same type&#039;&#039;&#039; as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disc :&#039;&#039;&#039; If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&lt;br /&gt;
* &#039;&#039;&#039;Cube :&#039;&#039;&#039; If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
== Solving the Case ==&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points &lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
To simplify things further, let&#039;s give names to a couple of the game phases:&lt;br /&gt;
&lt;br /&gt;
There are 3 &#039;&#039;&#039;Rounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each round is composed of &#039;&#039;&#039;Phases&#039;&#039;&#039; where each player takes&lt;br /&gt;
their turns (Starting by the starting player)&lt;br /&gt;
&lt;br /&gt;
For example, if A is the first player and B is the second player:&lt;br /&gt;
&lt;br /&gt;
Then each phase is composed of two turns (A then B)&lt;br /&gt;
&lt;br /&gt;
Once a player solves a case for the first time in that round&lt;br /&gt;
(In phase 6 of the current round for example)&lt;br /&gt;
Then they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves&lt;br /&gt;
their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve&lt;br /&gt;
the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players&lt;br /&gt;
who solves the case on the same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5068</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5068"/>
		<updated>2020-07-24T10:23:27Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Irrigation channels */ clearer explanation, mention that a path must be traced to the pond&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to earn points by completing objectives. There are three types of objectives: Plot, Gardener and Panda. Players start with one of each type.&lt;br /&gt;
&lt;br /&gt;
==Turns== &lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
# Randomly determining that turn&#039;s weather (except in the player&#039;s first turn)&lt;br /&gt;
# Performing 2 different actions&lt;br /&gt;
&lt;br /&gt;
A player may place improvements and irrigation channels, and claim completed objectives, at any time during their turn.&lt;br /&gt;
&lt;br /&gt;
Weather effects are (and all are optional):&lt;br /&gt;
* &#039;&#039;&#039;Sun&#039;&#039;&#039; - take a 3rd action&lt;br /&gt;
* &#039;&#039;&#039;Rain&#039;&#039;&#039; - grow 1 bamboo on any irrigated plot&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; - may take two identical actions this turn&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039; - move panda to &#039;&#039;&#039;any&#039;&#039;&#039; plot and he eats a bamboo as normal&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; - take an improvement chip from the bank of 3 watersheds, 3 fertilizers, and 3 enclosures.  If no chips are available, choose 1 of the other 4 types of weather&lt;br /&gt;
* &#039;&#039;&#039;Question mark&#039;&#039;&#039; - choose any 1 of the 5 types of weather &lt;br /&gt;
&lt;br /&gt;
==Available actions==&lt;br /&gt;
* &#039;&#039;&#039;Plots&#039;&#039;&#039; - draw 3 plot tiles and place one in the garden. Plots can only be placed adjacent to the pond or in a spot next to 2 other existing plots.&lt;br /&gt;
* &#039;&#039;&#039;Irrigation&#039;&#039;&#039; - Take an irrigation channel and add it to your reserve. You can then place it immediately or save it for later use.&lt;br /&gt;
* &#039;&#039;&#039;Gardener&#039;&#039;&#039; - Move the gardener any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then grow bamboo (and surrounding same color tiles). &lt;br /&gt;
* &#039;&#039;&#039;Panda&#039;&#039;&#039; - Move the panda any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then eat a bamboo section. The bamboo is then placed in your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Objective&#039;&#039;&#039; - Take another objective card from one of the 3 decks. There is a hand limit of 5 cards. If the selected plot or gardener objective is already reflected in the current state of the garden, the objective is placed at the bottom of the deck and a subsequent objective may be selected. This is the only situation where an action can be cancelled, and a different action can be taken.&lt;br /&gt;
&lt;br /&gt;
==Irrigation channels==&lt;br /&gt;
Taking the Irrigation action gives you an irrigation channel, which is stored in your reserve.&lt;br /&gt;
&lt;br /&gt;
You may place a channel at any time during your turn: click on the channel from your panel on the right (a red box should appear around it) and then place the irrigation channel between any two plots, such that a path of channels can be traced back to the pond tile in the center (the game also allows you to place an irrigation beside the pond, but that is a wasted move as the 6 plots directly beside the pond are considered to be irrigated automatically). Placing an irrigation channel from your reserve does &#039;&#039;not&#039;&#039; use up one of your actions for that turn.  &lt;br /&gt;
&lt;br /&gt;
When a plot is irrigated for the &#039;&#039;&#039;first&#039;&#039;&#039; time, it grows bamboo. A plot with a watershed improvement is also considered to be irrigated automatically for plot and gardening purposes, but not for placing irrigation channels. Irrigation channels must always have a connection path back to the central pond either directly or via previous irrigation channels.&lt;br /&gt;
&lt;br /&gt;
==The Gardener and the Panda==&lt;br /&gt;
The gardener grows bamboo on the plot that he moves to and all adjacent &#039;&#039;&#039;irrigated&#039;&#039;&#039; plots of the &#039;&#039;&#039;same color&#039;&#039;&#039;.  Bamboo stalks normally grow 1 taller with every valid gardener or Rain weather action.  However, if the plot has a fertilizer improvement, the bamboo stalk will grow 2 taller with every valid garderner or Rain weather action.  Bamboo stalks grow up to a maximum height of 4.&lt;br /&gt;
&lt;br /&gt;
The panda normally eats 1 bamboo from any plot that he moves to either using the Panda action or the Storm weather action.  However, the panda can NOT eat any bamboo from a plot with an enclosure improvement.  &lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
Improvement chips are gained through the Clouds weather action&lt;br /&gt;
&lt;br /&gt;
If you have an improvement in your reserve panel, you can click on it (a red box should appear around it) and then select the plot on the board where you wish to place the improvement. Improvements can only be placed on plots with no bamboo or improvements (completely blank). Once an improvement is placed, it cannot be changed. Placing an improvement from your reserve does &#039;&#039;not&#039;&#039; use up any of your actions for that turn.&lt;br /&gt;
&lt;br /&gt;
==Completing objectives and game end==&lt;br /&gt;
&lt;br /&gt;
A player can complete any number of objectives any time during their turn. They may do so if their objective card is matched by the conditions of the garden at that time (for plot and gardener objectives), or if a player has the correct amount of bamboo for panda objectives. A completed objective is never lost, even if the garden conditions change later in the game.  &lt;br /&gt;
&lt;br /&gt;
Plot objectives are completed when the garden configuration shown on the card is reflected in the garden with all the component plots irrigated.  Gardener objectives are completed when a matching bamboo towers of the matching colour and base is reflected in the garden. Panda objectives are completed by returning the matching amount of bamboo from your reserve to the supply. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game end is triggered&#039;&#039;&#039; when a player has completed a certain number of objectives.&lt;br /&gt;
&lt;br /&gt;
* 2 players - 9 objectives&lt;br /&gt;
* 3 players - 8 objectives&lt;br /&gt;
* 4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and receives the Emperor card, scoring 2 bonus points. The other players have a final turn.  After they finish, the highest score wins.  If the score is tied, the tie breaker is the number of points on panda objectives. If the score is still tied then all tied players win.&lt;br /&gt;
&lt;br /&gt;
==Tile distribution==&lt;br /&gt;
&lt;br /&gt;
28 tiles in total consisting of:&lt;br /&gt;
* 11 green plots: 5 blank, 2 watershed, 2 fertilizer, 2 enclosure&lt;br /&gt;
* 9 yellow plots: 6 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 7 pink plots: 4 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 1 blue pond (the starting tile)&lt;br /&gt;
&lt;br /&gt;
==Objective distribution==&lt;br /&gt;
=== Plot Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
Straights, curves and triangles all consist of 3 tiles. Diamonds consist of 4 tiles.&lt;br /&gt;
* Green Triangle - 2 pts&lt;br /&gt;
* Green Straight - 2 pts&lt;br /&gt;
* Green Curve - 2 pts&lt;br /&gt;
* Green Diamond - 3 pts&lt;br /&gt;
* Yellow Triangle - 3 pts&lt;br /&gt;
* Yellow Straight - 3 pts&lt;br /&gt;
* Yellow Curve - 3 pts&lt;br /&gt;
* Yellow Diamond - 4 pts&lt;br /&gt;
* Pink Triangle - 4 pts&lt;br /&gt;
* Pink Straight - 4 pts&lt;br /&gt;
* Pink Curve - 4 pts&lt;br /&gt;
* Pink Diamond - 5 pts&lt;br /&gt;
* Yellow/Green Diamond - 3 pts&lt;br /&gt;
* Pink/Green Diamond - 4 pts&lt;br /&gt;
* Yellow/Pink Diamond - 5 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;100&amp;quot; | Plot Colour&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Triangle of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Straight of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bend of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Diamond of 4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Diamond of 4 with NW-SE diagonal&amp;lt;BR&amp;gt; (see note below)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;B&amp;gt;NOTE&amp;lt;/B&amp;gt;: as long as the diagonal between the 2 colours can be seen to go from top-left to bottom-right, the plot can be sideways or upside down with respect to what is seen on the objective card (you can turn your head sideways to check since you are playing online and, unlike live play, you won&#039;t give away information about what objective you are holding!)&lt;br /&gt;
&lt;br /&gt;
===Gardener Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 4 Tall on Green w/ Fertilizer - 3 pts&lt;br /&gt;
* 4 Tall on Green w/ Enclosure - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ Watershed - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ NO Improvements - 5 pts&lt;br /&gt;
* 3 Tall on 4 Greens - 8 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Fertilizer - 4 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Enclosure - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Watershed - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ NO Improvements - 6 pts&lt;br /&gt;
* 3 Tall on 3 Yellows - 7 pts&lt;br /&gt;
* 4 Tall on Pink w/ Fertilizer - 5 pts&lt;br /&gt;
* 4 Tall on Pink w/ Enclosure - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ Watershed - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ NO Improvements - 7 pts&lt;br /&gt;
* 3 Tall on 2 Pinks - 6 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bamboo Colour &lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Height&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Fertilizer Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Watershed Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Enclosure Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Blank Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 2 Pink Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 3 Yellow Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 4 Green Bases&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panda Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 2 Green - 3 points (x5 cards)&lt;br /&gt;
* 2 Yellow - 4 pts (x4)&lt;br /&gt;
* 2 Pink - 5 pts (x3)&lt;br /&gt;
* 1 Green, 1 Yellow, 1 Pink - 6 pts (x3)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Panda Objective&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Number Available&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Point Value&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x1,&amp;lt;BR&amp;gt; Yellow Bamboo x1,&amp;lt;BR&amp;gt; Pink Bamboo x1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5067</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5067"/>
		<updated>2020-07-24T10:19:56Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Objective distribution= */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to earn points by completing objectives. There are three types of objectives: Plot, Gardener and Panda. Players start with one of each type.&lt;br /&gt;
&lt;br /&gt;
==Turns== &lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
# Randomly determining that turn&#039;s weather (except in the player&#039;s first turn)&lt;br /&gt;
# Performing 2 different actions&lt;br /&gt;
&lt;br /&gt;
A player may place improvements and irrigation channels, and claim completed objectives, at any time during their turn.&lt;br /&gt;
&lt;br /&gt;
Weather effects are (and all are optional):&lt;br /&gt;
* &#039;&#039;&#039;Sun&#039;&#039;&#039; - take a 3rd action&lt;br /&gt;
* &#039;&#039;&#039;Rain&#039;&#039;&#039; - grow 1 bamboo on any irrigated plot&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; - may take two identical actions this turn&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039; - move panda to &#039;&#039;&#039;any&#039;&#039;&#039; plot and he eats a bamboo as normal&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; - take an improvement chip from the bank of 3 watersheds, 3 fertilizers, and 3 enclosures.  If no chips are available, choose 1 of the other 4 types of weather&lt;br /&gt;
* &#039;&#039;&#039;Question mark&#039;&#039;&#039; - choose any 1 of the 5 types of weather &lt;br /&gt;
&lt;br /&gt;
==Available actions==&lt;br /&gt;
* &#039;&#039;&#039;Plots&#039;&#039;&#039; - draw 3 plot tiles and place one in the garden. Plots can only be placed adjacent to the pond or in a spot next to 2 other existing plots.&lt;br /&gt;
* &#039;&#039;&#039;Irrigation&#039;&#039;&#039; - Take an irrigation channel and add it to your reserve. You can then place it immediately or save it for later use.&lt;br /&gt;
* &#039;&#039;&#039;Gardener&#039;&#039;&#039; - Move the gardener any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then grow bamboo (and surrounding same color tiles). &lt;br /&gt;
* &#039;&#039;&#039;Panda&#039;&#039;&#039; - Move the panda any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then eat a bamboo section. The bamboo is then placed in your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Objective&#039;&#039;&#039; - Take another objective card from one of the 3 decks. There is a hand limit of 5 cards. If the selected plot or gardener objective is already reflected in the current state of the garden, the objective is placed at the bottom of the deck and a subsequent objective may be selected. This is the only situation where an action can be cancelled, and a different action can be taken.&lt;br /&gt;
&lt;br /&gt;
==Irrigation channels==&lt;br /&gt;
Irrigation channels picked up in a previous Irrigation action may be placed on the board at any time during your turn. Once you have an irrigation channel in your reserve, click on the channel from your panel on the right (a red box should appear around it) and then place the irrigation channel between any two plots (the game allows you to place an irrigation beside the pond, but that is a wasted move as any of the 6 plots directly beside the pond are considered to be irrigated automatically). Placing an irrigation channel from your reserve does NOT use up one of your actions for that turn.  &lt;br /&gt;
&lt;br /&gt;
When a plot is irrigated for the &amp;lt;B&amp;gt;first&amp;lt;/B&amp;gt; time it grows bamboo. A plot with a watershed improvement is also considered to be irrigated automatically for plot and gardening purposes, but not for placing irrigation channels. Irrigation channels must always have a connection path back to the central pond either directly or via previous irrigation channels.&lt;br /&gt;
&lt;br /&gt;
==The Gardener and the Panda==&lt;br /&gt;
The gardener grows bamboo on the plot that he moves to and all adjacent &#039;&#039;&#039;irrigated&#039;&#039;&#039; plots of the &#039;&#039;&#039;same color&#039;&#039;&#039;.  Bamboo stalks normally grow 1 taller with every valid gardener or Rain weather action.  However, if the plot has a fertilizer improvement, the bamboo stalk will grow 2 taller with every valid garderner or Rain weather action.  Bamboo stalks grow up to a maximum height of 4.&lt;br /&gt;
&lt;br /&gt;
The panda normally eats 1 bamboo from any plot that he moves to either using the Panda action or the Storm weather action.  However, the panda can NOT eat any bamboo from a plot with an enclosure improvement.  &lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
Improvement chips are gained through the Clouds weather action&lt;br /&gt;
&lt;br /&gt;
If you have an improvement in your reserve panel, you can click on it (a red box should appear around it) and then select the plot on the board where you wish to place the improvement. Improvements can only be placed on plots with no bamboo or improvements (completely blank). Once an improvement is placed, it cannot be changed. Placing an improvement from your reserve does &#039;&#039;not&#039;&#039; use up any of your actions for that turn.&lt;br /&gt;
&lt;br /&gt;
==Completing objectives and game end==&lt;br /&gt;
&lt;br /&gt;
A player can complete any number of objectives any time during their turn. They may do so if their objective card is matched by the conditions of the garden at that time (for plot and gardener objectives), or if a player has the correct amount of bamboo for panda objectives. A completed objective is never lost, even if the garden conditions change later in the game.  &lt;br /&gt;
&lt;br /&gt;
Plot objectives are completed when the garden configuration shown on the card is reflected in the garden with all the component plots irrigated.  Gardener objectives are completed when a matching bamboo towers of the matching colour and base is reflected in the garden. Panda objectives are completed by returning the matching amount of bamboo from your reserve to the supply. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game end is triggered&#039;&#039;&#039; when a player has completed a certain number of objectives.&lt;br /&gt;
&lt;br /&gt;
* 2 players - 9 objectives&lt;br /&gt;
* 3 players - 8 objectives&lt;br /&gt;
* 4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and receives the Emperor card, scoring 2 bonus points. The other players have a final turn.  After they finish, the highest score wins.  If the score is tied, the tie breaker is the number of points on panda objectives. If the score is still tied then all tied players win.&lt;br /&gt;
&lt;br /&gt;
==Tile distribution==&lt;br /&gt;
&lt;br /&gt;
28 tiles in total consisting of:&lt;br /&gt;
* 11 green plots: 5 blank, 2 watershed, 2 fertilizer, 2 enclosure&lt;br /&gt;
* 9 yellow plots: 6 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 7 pink plots: 4 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 1 blue pond (the starting tile)&lt;br /&gt;
&lt;br /&gt;
==Objective distribution==&lt;br /&gt;
=== Plot Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
Straights, curves and triangles all consist of 3 tiles. Diamonds consist of 4 tiles.&lt;br /&gt;
* Green Triangle - 2 pts&lt;br /&gt;
* Green Straight - 2 pts&lt;br /&gt;
* Green Curve - 2 pts&lt;br /&gt;
* Green Diamond - 3 pts&lt;br /&gt;
* Yellow Triangle - 3 pts&lt;br /&gt;
* Yellow Straight - 3 pts&lt;br /&gt;
* Yellow Curve - 3 pts&lt;br /&gt;
* Yellow Diamond - 4 pts&lt;br /&gt;
* Pink Triangle - 4 pts&lt;br /&gt;
* Pink Straight - 4 pts&lt;br /&gt;
* Pink Curve - 4 pts&lt;br /&gt;
* Pink Diamond - 5 pts&lt;br /&gt;
* Yellow/Green Diamond - 3 pts&lt;br /&gt;
* Pink/Green Diamond - 4 pts&lt;br /&gt;
* Yellow/Pink Diamond - 5 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;100&amp;quot; | Plot Colour&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Triangle of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Straight of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bend of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Diamond of 4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Diamond of 4 with NW-SE diagonal&amp;lt;BR&amp;gt; (see note below)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;B&amp;gt;NOTE&amp;lt;/B&amp;gt;: as long as the diagonal between the 2 colours can be seen to go from top-left to bottom-right, the plot can be sideways or upside down with respect to what is seen on the objective card (you can turn your head sideways to check since you are playing online and, unlike live play, you won&#039;t give away information about what objective you are holding!)&lt;br /&gt;
&lt;br /&gt;
===Gardener Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 4 Tall on Green w/ Fertilizer - 3 pts&lt;br /&gt;
* 4 Tall on Green w/ Enclosure - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ Watershed - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ NO Improvements - 5 pts&lt;br /&gt;
* 3 Tall on 4 Greens - 8 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Fertilizer - 4 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Enclosure - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Watershed - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ NO Improvements - 6 pts&lt;br /&gt;
* 3 Tall on 3 Yellows - 7 pts&lt;br /&gt;
* 4 Tall on Pink w/ Fertilizer - 5 pts&lt;br /&gt;
* 4 Tall on Pink w/ Enclosure - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ Watershed - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ NO Improvements - 7 pts&lt;br /&gt;
* 3 Tall on 2 Pinks - 6 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bamboo Colour &lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Height&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Fertilizer Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Watershed Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Enclosure Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Blank Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 2 Pink Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 3 Yellow Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 4 Green Bases&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panda Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 2 Green - 3 points (x5 cards)&lt;br /&gt;
* 2 Yellow - 4 pts (x4)&lt;br /&gt;
* 2 Pink - 5 pts (x3)&lt;br /&gt;
* 1 Green, 1 Yellow, 1 Pink - 6 pts (x3)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Panda Objective&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Number Available&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Point Value&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x1,&amp;lt;BR&amp;gt; Yellow Bamboo x1,&amp;lt;BR&amp;gt; Pink Bamboo x1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5066</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5066"/>
		<updated>2020-07-24T10:19:44Z</updated>

		<summary type="html">&lt;p&gt;Kevan: format as sections and rearrange, general copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to earn points by completing objectives. There are three types of objectives: Plot, Gardener and Panda. Players start with one of each type.&lt;br /&gt;
&lt;br /&gt;
==Turns== &lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
# Randomly determining that turn&#039;s weather (except in the player&#039;s first turn)&lt;br /&gt;
# Performing 2 different actions&lt;br /&gt;
&lt;br /&gt;
A player may place improvements and irrigation channels, and claim completed objectives, at any time during their turn.&lt;br /&gt;
&lt;br /&gt;
Weather effects are (and all are optional):&lt;br /&gt;
* &#039;&#039;&#039;Sun&#039;&#039;&#039; - take a 3rd action&lt;br /&gt;
* &#039;&#039;&#039;Rain&#039;&#039;&#039; - grow 1 bamboo on any irrigated plot&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; - may take two identical actions this turn&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039; - move panda to &#039;&#039;&#039;any&#039;&#039;&#039; plot and he eats a bamboo as normal&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; - take an improvement chip from the bank of 3 watersheds, 3 fertilizers, and 3 enclosures.  If no chips are available, choose 1 of the other 4 types of weather&lt;br /&gt;
* &#039;&#039;&#039;Question mark&#039;&#039;&#039; - choose any 1 of the 5 types of weather &lt;br /&gt;
&lt;br /&gt;
==Available actions==&lt;br /&gt;
* &#039;&#039;&#039;Plots&#039;&#039;&#039; - draw 3 plot tiles and place one in the garden. Plots can only be placed adjacent to the pond or in a spot next to 2 other existing plots.&lt;br /&gt;
* &#039;&#039;&#039;Irrigation&#039;&#039;&#039; - Take an irrigation channel and add it to your reserve. You can then place it immediately or save it for later use.&lt;br /&gt;
* &#039;&#039;&#039;Gardener&#039;&#039;&#039; - Move the gardener any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then grow bamboo (and surrounding same color tiles). &lt;br /&gt;
* &#039;&#039;&#039;Panda&#039;&#039;&#039; - Move the panda any number of garden tiles in a &#039;&#039;&#039;straight line&#039;&#039;&#039; (can not jump over gaps) and then eat a bamboo section. The bamboo is then placed in your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Objective&#039;&#039;&#039; - Take another objective card from one of the 3 decks. There is a hand limit of 5 cards. If the selected plot or gardener objective is already reflected in the current state of the garden, the objective is placed at the bottom of the deck and a subsequent objective may be selected. This is the only situation where an action can be cancelled, and a different action can be taken.&lt;br /&gt;
&lt;br /&gt;
==Irrigation channels==&lt;br /&gt;
Irrigation channels picked up in a previous Irrigation action may be placed on the board at any time during your turn. Once you have an irrigation channel in your reserve, click on the channel from your panel on the right (a red box should appear around it) and then place the irrigation channel between any two plots (the game allows you to place an irrigation beside the pond, but that is a wasted move as any of the 6 plots directly beside the pond are considered to be irrigated automatically). Placing an irrigation channel from your reserve does NOT use up one of your actions for that turn.  &lt;br /&gt;
&lt;br /&gt;
When a plot is irrigated for the &amp;lt;B&amp;gt;first&amp;lt;/B&amp;gt; time it grows bamboo. A plot with a watershed improvement is also considered to be irrigated automatically for plot and gardening purposes, but not for placing irrigation channels. Irrigation channels must always have a connection path back to the central pond either directly or via previous irrigation channels.&lt;br /&gt;
&lt;br /&gt;
==The Gardener and the Panda==&lt;br /&gt;
The gardener grows bamboo on the plot that he moves to and all adjacent &#039;&#039;&#039;irrigated&#039;&#039;&#039; plots of the &#039;&#039;&#039;same color&#039;&#039;&#039;.  Bamboo stalks normally grow 1 taller with every valid gardener or Rain weather action.  However, if the plot has a fertilizer improvement, the bamboo stalk will grow 2 taller with every valid garderner or Rain weather action.  Bamboo stalks grow up to a maximum height of 4.&lt;br /&gt;
&lt;br /&gt;
The panda normally eats 1 bamboo from any plot that he moves to either using the Panda action or the Storm weather action.  However, the panda can NOT eat any bamboo from a plot with an enclosure improvement.  &lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
Improvement chips are gained through the Clouds weather action&lt;br /&gt;
&lt;br /&gt;
If you have an improvement in your reserve panel, you can click on it (a red box should appear around it) and then select the plot on the board where you wish to place the improvement. Improvements can only be placed on plots with no bamboo or improvements (completely blank). Once an improvement is placed, it cannot be changed. Placing an improvement from your reserve does &#039;&#039;not&#039;&#039; use up any of your actions for that turn.&lt;br /&gt;
&lt;br /&gt;
==Completing objectives and game end==&lt;br /&gt;
&lt;br /&gt;
A player can complete any number of objectives any time during their turn. They may do so if their objective card is matched by the conditions of the garden at that time (for plot and gardener objectives), or if a player has the correct amount of bamboo for panda objectives. A completed objective is never lost, even if the garden conditions change later in the game.  &lt;br /&gt;
&lt;br /&gt;
Plot objectives are completed when the garden configuration shown on the card is reflected in the garden with all the component plots irrigated.  Gardener objectives are completed when a matching bamboo towers of the matching colour and base is reflected in the garden. Panda objectives are completed by returning the matching amount of bamboo from your reserve to the supply. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game end is triggered&#039;&#039;&#039; when a player has completed a certain number of objectives.&lt;br /&gt;
&lt;br /&gt;
* 2 players - 9 objectives&lt;br /&gt;
* 3 players - 8 objectives&lt;br /&gt;
* 4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and receives the Emperor card, scoring 2 bonus points. The other players have a final turn.  After they finish, the highest score wins.  If the score is tied, the tie breaker is the number of points on panda objectives. If the score is still tied then all tied players win.&lt;br /&gt;
&lt;br /&gt;
==Tile distribution==&lt;br /&gt;
&lt;br /&gt;
28 tiles in total consisting of:&lt;br /&gt;
* 11 green plots: 5 blank, 2 watershed, 2 fertilizer, 2 enclosure&lt;br /&gt;
* 9 yellow plots: 6 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 7 pink plots: 4 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 1 blue pond (the starting tile)&lt;br /&gt;
&lt;br /&gt;
==Objective distribution===&lt;br /&gt;
=== Plot Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
Straights, curves and triangles all consist of 3 tiles. Diamonds consist of 4 tiles.&lt;br /&gt;
* Green Triangle - 2 pts&lt;br /&gt;
* Green Straight - 2 pts&lt;br /&gt;
* Green Curve - 2 pts&lt;br /&gt;
* Green Diamond - 3 pts&lt;br /&gt;
* Yellow Triangle - 3 pts&lt;br /&gt;
* Yellow Straight - 3 pts&lt;br /&gt;
* Yellow Curve - 3 pts&lt;br /&gt;
* Yellow Diamond - 4 pts&lt;br /&gt;
* Pink Triangle - 4 pts&lt;br /&gt;
* Pink Straight - 4 pts&lt;br /&gt;
* Pink Curve - 4 pts&lt;br /&gt;
* Pink Diamond - 5 pts&lt;br /&gt;
* Yellow/Green Diamond - 3 pts&lt;br /&gt;
* Pink/Green Diamond - 4 pts&lt;br /&gt;
* Yellow/Pink Diamond - 5 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;100&amp;quot; | Plot Colour&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Triangle of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Straight of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bend of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Diamond of 4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Diamond of 4 with NW-SE diagonal&amp;lt;BR&amp;gt; (see note below)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;B&amp;gt;NOTE&amp;lt;/B&amp;gt;: as long as the diagonal between the 2 colours can be seen to go from top-left to bottom-right, the plot can be sideways or upside down with respect to what is seen on the objective card (you can turn your head sideways to check since you are playing online and, unlike live play, you won&#039;t give away information about what objective you are holding!)&lt;br /&gt;
&lt;br /&gt;
===Gardener Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 4 Tall on Green w/ Fertilizer - 3 pts&lt;br /&gt;
* 4 Tall on Green w/ Enclosure - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ Watershed - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ NO Improvements - 5 pts&lt;br /&gt;
* 3 Tall on 4 Greens - 8 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Fertilizer - 4 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Enclosure - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Watershed - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ NO Improvements - 6 pts&lt;br /&gt;
* 3 Tall on 3 Yellows - 7 pts&lt;br /&gt;
* 4 Tall on Pink w/ Fertilizer - 5 pts&lt;br /&gt;
* 4 Tall on Pink w/ Enclosure - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ Watershed - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ NO Improvements - 7 pts&lt;br /&gt;
* 3 Tall on 2 Pinks - 6 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bamboo Colour &lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Height&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Fertilizer Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Watershed Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Enclosure Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Blank Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 2 Pink Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 3 Yellow Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 4 Green Bases&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panda Objectives (15 total)===&lt;br /&gt;
&lt;br /&gt;
* 2 Green - 3 points (x5 cards)&lt;br /&gt;
* 2 Yellow - 4 pts (x4)&lt;br /&gt;
* 2 Pink - 5 pts (x3)&lt;br /&gt;
* 1 Green, 1 Yellow, 1 Pink - 6 pts (x3)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Panda Objective&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Number Available&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Point Value&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x1,&amp;lt;BR&amp;gt; Yellow Bamboo x1,&amp;lt;BR&amp;gt; Pink Bamboo x1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=5065</id>
		<title>Tips yatzy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=5065"/>
		<updated>2020-07-24T10:07:42Z</updated>

		<summary type="html">&lt;p&gt;Kevan: this is not true, even offline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/osyp.php an online application] that allows you to compare your moves with those of a computer playing optimally (i.e. making plays that are most likely to score you the highest overall, in the largest number of possible scenarios). Try using it and see if you can improve your thinking.&lt;br /&gt;
&lt;br /&gt;
[http://www-set.win.tue.nl/~wstomv/misc/yahtzee/yptd.php Another app on that same website] lets you play through an entire game of Yahtzee and get all of it analyzed afterwards. Here are [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/instr-ptd.html the instructions on how to read the analysis].&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_cantstop&amp;diff=5046</id>
		<title>Tips cantstop</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_cantstop&amp;diff=5046"/>
		<updated>2020-07-23T21:17:46Z</updated>

		<summary type="html">&lt;p&gt;Kevan: cut weak/meaningless advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The numbers near the centre of the board are easier to roll. If you manage to get your tokens on 6/7/8 or 5/7/8 or 6/7/9, it&#039;s highly likely that you&#039;ll be able to advance. Time to get greedy and make the most of it! In turn, if you have advanced on 2, 3, 11, or 12, and have all three black tokens on the board, it is often advisable to stop immediately. Remember, a move ahead on 2/12 is worth about 4 moves on 6/7/8.&lt;br /&gt;
&lt;br /&gt;
The longer you can delay putting the third black token on the table, the longer you can safely continue rolling. For this reason, on your first few rolls, it is usually preferable to advance on one track only (especially if you can do it twice) than on two different tracks.&lt;br /&gt;
&lt;br /&gt;
Manage your risks. If you&#039;re far ahead, play it a bit safer. If you&#039;re far behind, the best you can get by avoiding risks is a respectable defeat.&lt;br /&gt;
&lt;br /&gt;
Remember that you can&#039;t use tracks won by any player. This includes the ones you&#039;ve won, and the ones you&#039;re about to win if you stop. Thus in the later stages of the game, it&#039;s easy to get stuck and lose a turn.&lt;br /&gt;
&lt;br /&gt;
Pick your battles. In games with more than 2 players (especially 3), try not to fight the same opponent on every track you go for.&lt;br /&gt;
&lt;br /&gt;
Never ever assume that you&#039;ll win a track even if you only need to move one more, especially near the centre of the board.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_takenoko&amp;diff=5045</id>
		<title>Tips takenoko</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_takenoko&amp;diff=5045"/>
		<updated>2020-07-23T21:16:59Z</updated>

		<summary type="html">&lt;p&gt;Kevan: clarify what this is saying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Collect as much bamboo as you can, even if you don&#039;t currently have a card that requires the color you can get. Bamboo with the wrong color is better than nothing.&lt;br /&gt;
*Try to have 5 objective cards in your hand at all times; this means your first two moves should be obtaining an objective card, and collecting an irrigation channel.&lt;br /&gt;
*Watch the moves your opponent is making, and if it seems apparent they are trying to fulfill a specific objective, do your best to sabotage or delay their fulfillment.&lt;br /&gt;
*When you have the question mark weather card in the early stages, the best tile to pick is irrigation.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5044</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=5044"/>
		<updated>2020-07-23T21:16:01Z</updated>

		<summary type="html">&lt;p&gt;Kevan: clarify that it&amp;#039;s number of objectives completed by a player that counts, rather than total&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to earn points by completing objectives. There are three types of objectives: Plot, Gardener and Panda. Players start with one of each type.&lt;br /&gt;
 &lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
# Determine weather (except in the players first turn)&lt;br /&gt;
# Perform 2 different actions, place any number of improvements and irrigation channels, and complete any number of objectives&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weather types (always optional)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sun&#039;&#039;&#039; - take a 3rd action&lt;br /&gt;
* &#039;&#039;&#039;Rain&#039;&#039;&#039; - grow 1 bamboo on any irrigated plot&lt;br /&gt;
* &#039;&#039;&#039;Wind&#039;&#039;&#039; - may take two identical actions this turn&lt;br /&gt;
* &#039;&#039;&#039;Storm&#039;&#039;&#039; - move panda to &amp;lt;B&amp;gt;any&amp;lt;/B&amp;gt; plot and he eats a bamboo as normal&lt;br /&gt;
* &#039;&#039;&#039;Clouds&#039;&#039;&#039; - take an improvement chip from the bank of 3 watersheds, 3 fertilizers, and 3 enclosures.  If no chips are available, choose 1 of the other 4 types of weather&lt;br /&gt;
* &#039;&#039;&#039;Question mark&#039;&#039;&#039; - choose any 1 of the 5 types of weather &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plots&#039;&#039;&#039; - draw 3 plot tiles and place one in the garden&lt;br /&gt;
* &#039;&#039;&#039;Irrigation&#039;&#039;&#039; - Take an irrigation channel from the reserve. Either place it immediately or store it in your reserve for later use.&lt;br /&gt;
* &#039;&#039;&#039;Gardener&#039;&#039;&#039; - Move the gardener any number of garden tiles in a &amp;lt;B&amp;gt;straight line&amp;lt;/B&amp;gt; (can not jump over gaps) and then grow bamboo (and surrounding same color tiles). &lt;br /&gt;
* &#039;&#039;&#039;Panda&#039;&#039;&#039; - Move the panda any number of garden tiles in a &amp;lt;B&amp;gt;straight line&amp;lt;/B&amp;gt; (can not jump over gaps) and then eat a bamboo section. The bamboo is then placed in your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Objective&#039;&#039;&#039; - Take another objective card from one of the 3 decks. There is a hand limit of 5 cards. If the selected plot or gardener objective is already reflected in the current state of the garden, the objective is placed at the bottom of the deck and a subsequent objective may be selected. This is the only situation where an action can be cancelled, and a different action can be taken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile Distribution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
28 tiles in total consisting of:&lt;br /&gt;
* 11 green plots: 5 blank, 2 watershed, 2 fertilizer, 2 enclosure&lt;br /&gt;
* 9 yellow plots: 6 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 7 pink plots: 4 blank, 1 watershed, 1 fertilizer, 1 enclosure&lt;br /&gt;
* 1 blue pond (the starting tile)&lt;br /&gt;
&lt;br /&gt;
Plots can only be placed adjacent to the pond or in a spot next to 2 other existing plots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvements&#039;&#039;&#039;&lt;br /&gt;
Improvements need to have been picked up during a previous Clouds weather action in order to be placed as soon as a plot is added to the garden. Once you have an improvement in your reserve, click on the desired improvement from the panel on the right (a red box should appear around it) and then select the plot on the board where you wish to place the improvement. Improvements can only be placed on plots with no bamboo or any other improvement (completely blank). Once an improvement is placed, it cannot be changed. Placing an improvement from your reserve does NOT use up one of your actions for that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irrigation Channels&#039;&#039;&#039;&lt;br /&gt;
Irrigation channels picked up in a previous Irrigation action may be placed on the board at any time during your turn. Once you have an irrigation channel in your reserve, click on the channel from your panel on the right (a red box should appear around it) and then place the irrigation channel between any two plots (the game allows you to place an irrigation beside the pond, but that is a wasted move as any of the 6 plots directly beside the pond are considered to be irrigated automatically). Placing an irrigation channel from your reserve does NOT use up one of your actions for that turn.  &lt;br /&gt;
&lt;br /&gt;
When a plot is irrigated for the &amp;lt;B&amp;gt;first&amp;lt;/B&amp;gt; time it grows bamboo. A plot with a watershed improvement is also considered to be irrigated automatically for plot and gardening purposes, but not for placing irrigation channels. Irrigation channels must always have a connection path back to the central pond either directly or via previous irrigation channels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Growing Bamboo&#039;&#039;&#039;&lt;br /&gt;
The gardener grows bamboo on the plot that he moves to and all adjacent &amp;lt;B&amp;gt;irrigated&amp;lt;/B&amp;gt; plots of the &amp;lt;B&amp;gt;same color&amp;lt;/B&amp;gt;.  Bamboo stalks normally grow 1 taller with every valid gardener or Rain weather action.  However, if the plot has a fertilizer improvement, the bamboo stalk will grow 2 taller with every valid garderner or Rain weather action.  Bamboo stalks grow up to a maximum height of 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eating Bamboo&#039;&#039;&#039;&lt;br /&gt;
The panda normally eats 1 bamboo from any plot that he moves to either using the Panda action or the Storm weather action.  However, the panda can NOT eat any bamboo from a plot with an enclosure improvement.  &lt;br /&gt;
&lt;br /&gt;
===Completing objectives===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game ends&#039;&#039;&#039; when a player has completed a certain number of objectives.&lt;br /&gt;
&lt;br /&gt;
* 2 players - 9 objectives&lt;br /&gt;
* 3 players - 8 objectives&lt;br /&gt;
* 4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
A player can complete any number of objectives any time during their turn. They may do so if their objective card is matched by the conditions of the garden at that time (for plot and gardener objectives), or if a player has the correct amount of bamboo for panda objectives. A completed objective is never lost, even if the garden conditions change later in the game.  &lt;br /&gt;
&lt;br /&gt;
Plot objectives are completed when the garden configuration shown on the card is reflected in the garden with all the component plots irrigated.  Gardener objectives are completed when a matching bamboo towers of the matching colour and base is reflected in the garden. Panda objectives are completed by returning the matching amount of bamboo from your reserve to the supply. &lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and receives the Emperor card, scoring 2 bonus points. The other players have a final turn.  After they finish, the highest score wins.  If the score is tied, the tie breaker is the number of points on panda objectives. If the score is still tied then all tied players win.&lt;br /&gt;
&lt;br /&gt;
===List of objectives===&lt;br /&gt;
&#039;&#039;&#039;I. Plot Objectives (15 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Straights, curves and triangles all consist of 3 tiles. Diamonds consist of 4 tiles.&lt;br /&gt;
* Green Triangle - 2 pts&lt;br /&gt;
* Green Straight - 2 pts&lt;br /&gt;
* Green Curve - 2 pts&lt;br /&gt;
* Green Diamond - 3 pts&lt;br /&gt;
* Yellow Triangle - 3 pts&lt;br /&gt;
* Yellow Straight - 3 pts&lt;br /&gt;
* Yellow Curve - 3 pts&lt;br /&gt;
* Yellow Diamond - 4 pts&lt;br /&gt;
* Pink Triangle - 4 pts&lt;br /&gt;
* Pink Straight - 4 pts&lt;br /&gt;
* Pink Curve - 4 pts&lt;br /&gt;
* Pink Diamond - 5 pts&lt;br /&gt;
* Yellow/Green Diamond - 3 pts&lt;br /&gt;
* Pink/Green Diamond - 4 pts&lt;br /&gt;
* Yellow/Pink Diamond - 5 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;100&amp;quot; | Plot Colour&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Triangle of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Straight of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bend of 3&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Diamond of 4&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;125&amp;quot; | Diamond of 4 with NW-SE diagonal&amp;lt;BR&amp;gt; (see note below)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow / Pink&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;B&amp;gt;NOTE&amp;lt;/B&amp;gt;: as long as the diagonal between the 2 colours can be seen to go from top-left to bottom-right, the plot can be sideways or upside down with respect to what is seen on the objective card (you can turn your head sideways to check since you are playing online and, unlike live play, you won&#039;t give away information about what objective you are holding!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Gardener Objectives (15 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 4 Tall on Green w/ Fertilizer - 3 pts&lt;br /&gt;
* 4 Tall on Green w/ Enclosure - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ Watershed - 4 pts&lt;br /&gt;
* 4 Tall on Green w/ NO Improvements - 5 pts&lt;br /&gt;
* 3 Tall on 4 Greens - 8 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Fertilizer - 4 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Enclosure - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ Watershed - 5 pts&lt;br /&gt;
* 4 Tall on Yellow w/ NO Improvements - 6 pts&lt;br /&gt;
* 3 Tall on 3 Yellows - 7 pts&lt;br /&gt;
* 4 Tall on Pink w/ Fertilizer - 5 pts&lt;br /&gt;
* 4 Tall on Pink w/ Enclosure - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ Watershed - 6 pts&lt;br /&gt;
* 4 Tall on Pink w/ NO Improvements - 7 pts&lt;br /&gt;
* 3 Tall on 2 Pinks - 6 pts&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Bamboo Colour &lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Height&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Fertilizer Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Watershed Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Enclosure Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Blank Base&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 2 Pink Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 3 Yellow Bases&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Any 4 Green Bases&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3-high&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Panda Objectives (15 total)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 Green - 3 points (x5 cards)&lt;br /&gt;
* 2 Yellow - 4 pts (x4)&lt;br /&gt;
* 2 Pink - 5 pts (x3)&lt;br /&gt;
* 1 Green, 1 Yellow, 1 Pink - 6 pts (x3)&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;150&amp;quot; | Panda Objective&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Number Available&lt;br /&gt;
! align=&amp;quot;center&amp;quot; width=&amp;quot;50&amp;quot; | Point Value&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Yellow Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Pink Bamboo x2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 pts&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Green Bamboo x1,&amp;lt;BR&amp;gt; Yellow Bamboo x1,&amp;lt;BR&amp;gt; Pink Bamboo x1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 pts&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=5031</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=5031"/>
		<updated>2020-07-21T18:59:20Z</updated>

		<summary type="html">&lt;p&gt;Kevan: move variant section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
===Multicolour cards===&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card. &#039;&#039;&#039;Your newest card is always placed on the left&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The right-most card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The left-most card that you have no information on and was freshly drawn to the left side. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
#Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
#The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
#Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=5030</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=5030"/>
		<updated>2020-07-21T18:58:39Z</updated>

		<summary type="html">&lt;p&gt;Kevan: more some text around, redundant to link to tips as all games include a tab for this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card. &#039;&#039;&#039;Your newest card is always placed on the left&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The right-most card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The left-most card that you have no information on and was freshly drawn to the left side. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
==Multicolour cards==&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
1) Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
&lt;br /&gt;
2) The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
&lt;br /&gt;
3) Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=5014</id>
		<title>Tips santorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=5014"/>
		<updated>2020-07-18T21:09:38Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Introduction */ copy edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This is no single strategy for Santorini, which is the beauty of the game. Each god has their own strengths and weaknesses depending on the stage of the game, and more importantly, the gods they are facing.&lt;br /&gt;
&lt;br /&gt;
== Basic strategy ==&lt;br /&gt;
* &#039;&#039;Don’t fall (Unless you have Pan)&#039;&#039; &lt;br /&gt;
The biggest advice I can give is to not let yourself be in a position where you have to jump down. If you lose height in this game it can be extremely difficult to get it back. Your opponent will try to keep you pinned down, and you can only build after moving. Dropping levels in this game is a quick way to give away an advantage to your opponent and likely lose the match.&lt;br /&gt;
However, we recommend falls from level 2 if your god is Pan.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Building on the diagonal&#039;&#039; &lt;br /&gt;
This is more of a defensive move, but it’s important to watch the diagonal. When the player builds that third level, it’s often the build from a diagonal that is left open or wasn’t seen – this can cap the third level and stop the win! Building on the diagonal is often less obvious and hence powerful.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Trapping a player&#039;&#039;&lt;br /&gt;
It sounds like an obvious one, but putting this in to practice is difficult. You can trap a player if &lt;br /&gt;
* (a) there is no equivalent level or one higher for them to step on to, or &lt;br /&gt;
* (b) if all the towers around have the blue cap (best if used with Atlas), or&lt;br /&gt;
* (c) if all the levels nearby are lower (used with Hades) or higher (used with Athena).&lt;br /&gt;
This is tough, but if you can create a gap between the player’s two pieces – and get both your pieces in between, your build options are vastly superior and they can almost certainly not out run you. Many early players will focus on building up with just one character and cutting them off with both of yours will likely trap them in a corner and leave you with 2-1 and the rest of the board to play.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Using your piece to block&#039;&#039;&lt;br /&gt;
Another key trap is to use your own builder to block. Sometimes it’s worth keeping them on a lower level just to block that tile being accessible to your opponent. That might be just before building the third level (so your opponent cannot cap it), or it might be to stop your opponent being able to move before they can build. It’s a little trick that can reduce your opponents otherwise pretty open set of options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Keeping them on the floor&#039;&#039;&lt;br /&gt;
The other noteworthy strategy is to build to the second level a lot before focusing on the third. This is equivalent to trapping in the other player or at least making it take them a lot of time to get to you! Building to the second level whenever your opponent builds to the first keeps them on the ground floor. This is helpful even if you are on the ground floor as well as you are probably filling up their side of the board with unusable space before rushing off to build behind you builder! This however does not work with Atlas, since he can stop you before you build the third floor!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Using the edge&#039;&#039;&lt;br /&gt;
Lastly, as with the second level, the edge is unusable and finding yourself backed into an edge can be dangerous. That being said, I have seen this used against me with that back corner being only accessible from three other squares – if your opponent doesn’t stay close, the corner is the perfect place to build for the win!&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 catorgies, such as Chaos.&lt;br /&gt;
&lt;br /&gt;
All above contents are adopted from https://elusivemeeple.com/2017/09/03/san-torini-strategy-tips/ by user Ariel Friedrich Gauss.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=4868</id>
		<title>Gamehelpsapiens</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=4868"/>
		<updated>2020-07-04T19:13:10Z</updated>

		<summary type="html">&lt;p&gt;Kevan: attempt to explain the basic rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
Meet your tribe’s needs in two distinct domains: Food and Shelter. To do this, connect tiles to make your way into the valley. As you connect, you will &lt;br /&gt;
gather food and locate new caves. At the end of the game, players compete on the weaker of their two domains. Whoever has the most points in his &lt;br /&gt;
weaker domain will be the winner.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Place a domino on your board, adjacent to an existing domino or overlapping a cave. Colours must match the adjacent domino when playing adjacent, or must match the cave it is overlapping.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;picking scene&amp;quot; domino half (with trees) can only be placed on a tree square.&lt;br /&gt;
&lt;br /&gt;
When you play a domino adjacent to another, the matching half (or halves) of the newly placed domino gives you a bonus: gain food equal to the number printed on the board in that square, and trigger that half&#039;s &amp;quot;scene bonus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When you cover a cave, take its mountain token. You may play one mountain token per turn to trigger the corresponding scene bonus.&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, refill your hand.&lt;br /&gt;
&lt;br /&gt;
==Scene Bonuses==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white; background:grey&amp;quot;&amp;gt;Bones - Feast&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Play one additional tile, but do not gain FP or Scene Bonuses linked to it.  May be used to join to a cave and score SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tree - Picking&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Can only play on forest tiles. Add +1 FP in addition to other FPs.  (Token: Play Picking tile on Plain.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Rock - Ritual&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Mountain token from your board.  If none available, take back one already used.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Fist - Fight&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Place a fight token on a tile, either in own or opponent pool.  When tile is played owner of fight token wins 1 FP and player which places token loses 1 FP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water - Water&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Swap a tile in your pool with any tile in another player&#039;s pool or the Common Pool.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;House - Camp&amp;lt;/span&amp;gt;&#039;&#039;&#039;: +3 SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Mammoth - Hunt&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Steak token form the pool then convert any or all Steak tokens into FP.  1 3 5 7 10 FPs for 1 2 3 4 5+ Steaks respectively. (Token: Just take a steak, not able to then convert.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;Flame - Fire&#039;&#039;&#039;: Take a Bear token from your Pool and lay it on another player&#039;s Personal Board.  Must be on a free square, adjacent to any tile already in play.  Score as many SP as tiles connected to bear token.  OR Remove a Bear token from your board.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Tribe ==&lt;br /&gt;
&lt;br /&gt;
On your turn, if you cannot put a tile into play, your Tribe has reached a dead end. You can do nothing else for them; you must abandon this Tribe and start a new one. Choose a Cave with no Tribe tile on it and remove the Mountain token on it (if any) from the game. Put the tile of your choice from your  Personal Pool here, and score the lower amount of Shelter Points indicated.&lt;br /&gt;
&lt;br /&gt;
This new Tribe becomes your active Tribe, the only one to which you are allowed to connect new tiles. An active Tribe can never be connected to an abandoned Tribe.&lt;br /&gt;
&lt;br /&gt;
To indicate that a Tribe has been abandoned, flip all of the tiles of the abandoned Tribe face down&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game end triggers when the Common Pool and the Stack are both empty. End the current table turn, so that all players have played the same number &lt;br /&gt;
of turns. &lt;br /&gt;
&lt;br /&gt;
Players now count up their points. Remove your token on the Scoretrack that reached the higher total, either Food Points or Shelter Points. The player with the highest remaining score is the winner. In case of a tie, tied players share victory.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=4867</id>
		<title>Gamehelpsapiens</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsapiens&amp;diff=4867"/>
		<updated>2020-07-04T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;Kevan: move bonuses from tips page, add colours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
Meet your tribe’s needs in two distinct domains: Food and Shelter. To do this, connect tiles to make your way into the valley. As you connect, you will &lt;br /&gt;
gather food and locate new caves. At the end of the game, players compete on the weaker of their two domains. Whoever has the most points in his &lt;br /&gt;
weaker domain will be the winner.&lt;br /&gt;
&lt;br /&gt;
==Scene Bonuses==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white; background:grey&amp;quot;&amp;gt;Bones - Feast&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Play one additional tile, but do not gain FP or Scene Bonuses linked to it.  May be used to join to a cave and score SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tree - Picking&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Can only play on forest tiles. Add +1 FP in addition to other FPs.  (Token: Play Picking tile on Plain.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Rock - Ritual&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Mountain token from your board.  If none available, take back one already used.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Fist - Fight&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Place a fight token on a tile, either in own or opponent pool.  When tile is played owner of fight token wins 1 FP and player which places token loses 1 FP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water - Water&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Swap a tile in your pool with any tile in another player&#039;s pool or the Common Pool.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;House - Camp&amp;lt;/span&amp;gt;&#039;&#039;&#039;: +3 SP.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Mammoth - Hunt&amp;lt;/span&amp;gt;&#039;&#039;&#039;: Take a Steak token form the pool then convert any or all Steak tokens into FP.  1 3 5 7 10 FPs for 1 2 3 4 5+ Steaks respectively. (Token: Just take a steak, not able to then convert.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;Flame - Fire&#039;&#039;&#039;: Take a Bear token from your Pool and lay it on another player&#039;s Personal Board.  Must be on a free square, adjacent to any tile already in play.  Score as many SP as tiles connected to bear token.  OR Remove a Bear token from your board.&lt;br /&gt;
&lt;br /&gt;
== Abandoning a Tribe ==&lt;br /&gt;
&lt;br /&gt;
On your turn, if you cannot put a tile into play, your Tribe has reached a dead end. You can do nothing else for them; you must abandon this Tribe and start a new one. Choose a Cave with no Tribe tile on it and remove the Mountain token on it (if any) from the game. Put the tile of your choice from your  Personal Pool here, and score the lower amount of Shelter Points indicated.&lt;br /&gt;
&lt;br /&gt;
This new Tribe becomes your active Tribe, the only one to which you are allowed to connect new tiles. An active Tribe can never be connected to an abandoned Tribe.&lt;br /&gt;
&lt;br /&gt;
To indicate that a Tribe has been abandoned, flip all of the tiles of the abandoned Tribe face down&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game end triggers when the Common Pool and the Stack are both empty. End the current table turn, so that all players have played the same number &lt;br /&gt;
of turns. &lt;br /&gt;
&lt;br /&gt;
Players now count up their points. Remove your token on the Scoretrack that reached the higher total, either Food Points or Shelter Points. The player with the highest remaining score is the winner. In case of a tie, tied players share victory.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_sapiens&amp;diff=4866</id>
		<title>Tips sapiens</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_sapiens&amp;diff=4866"/>
		<updated>2020-07-04T19:02:41Z</updated>

		<summary type="html">&lt;p&gt;Kevan: move list of bonus effects to the rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*The game ends when Common Pool and Stack of Dominoes are both empty.  End the Current Turn so that all players have played same number of turns.  You will have leftover tiles.&lt;br /&gt;
*Keep in mind while playing that the greater of your two scores is removed as well as your opponents.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=4865</id>
		<title>Gamehelphive</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=4865"/>
		<updated>2020-07-04T18:59:39Z</updated>

		<summary type="html">&lt;p&gt;Kevan: restore grasshopper diagram to one side&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hive is an abstract board game for two players. Players compete to gain control of a hive, trying to surround their opponent&#039;s queen bee to win the game.&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
Each player takes all pieces of their color (white or black) into their reserve. The following pieces are available:&lt;br /&gt;
&lt;br /&gt;
* 1 queen bee&lt;br /&gt;
* 2 beetles&lt;br /&gt;
* 2 spiders&lt;br /&gt;
* 3 ants&lt;br /&gt;
* 3 grasshoppers&lt;br /&gt;
&lt;br /&gt;
Additionally, expansion pieces are available if the game is played with them:&lt;br /&gt;
&lt;br /&gt;
* 1 ladybug&lt;br /&gt;
* 1 mosquito&lt;br /&gt;
* 1 pill bug&lt;br /&gt;
&lt;br /&gt;
Initially, the play area is empty.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player may do one of two actions:&lt;br /&gt;
&lt;br /&gt;
* Place a piece from their reserve to the play area&lt;br /&gt;
* Move one of their pieces in the play area&lt;br /&gt;
&lt;br /&gt;
At the start of the game, a player may only place pieces until they place their queen bee. In addition, the queen bee must be placed by a player&#039;s fourth turn; if after three turns a player hasn&#039;t placed their queen bee, they must place it on the fourth turn.&lt;br /&gt;
&lt;br /&gt;
If a player is able to make a legal move, they must do so. If a player is unable to make any legal move, they must pass.&lt;br /&gt;
&lt;br /&gt;
=== Placing a piece ===&lt;br /&gt;
&lt;br /&gt;
To place a piece, a player takes one piece from their reserve and place it onto the playing area. The piece must touch at least one of their own pieces by a complete side, and it may not touch any of the opponent&#039;s pieces. Exception: The first piece placed, of course, will not touch anything, and the second piece placed will necessarily touch the first piece (of opposing color).&lt;br /&gt;
&lt;br /&gt;
=== Moving a piece ===&lt;br /&gt;
&lt;br /&gt;
To move a piece, a player chooses one of their pieces in the play area and moves it according to its movement rules below. The following golden rules must be followed at all times:&lt;br /&gt;
&lt;br /&gt;
* Adjacent pieces must always share a complete side, never part of a side or touching only at a point. Imagine a hexagonal grid; each piece occupies one such space on the grid.&lt;br /&gt;
* The One Hive rule: The hive may not be disconnected at any time. When a player moves a piece, the rest of the pieces must form a contiguous group, and the moved piece must also end up adjacent to the group.&lt;br /&gt;
* The Freedom of Movement rule: A piece must be physically able to be moved to its destination, one space at a time. In most cases, this means a piece must &amp;quot;slide&amp;quot; to its destination. Some configuration of pieces might leave a gap that is too narrow for a piece to pass through. A piece that climbs can also be subject to this rule, if there are two tall stacks that leave a narrow gap.&lt;br /&gt;
&lt;br /&gt;
=== Piece movement rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Queen bee&#039;&#039;&#039;: slides to an adjacent space. A player loses if their queen bee is surrounded (see below).&lt;br /&gt;
* &#039;&#039;&#039;Beetle&#039;&#039;&#039;: slides or climbs to an adjacent space. The beetle may climb over other pieces; if an adjacent space is occupied by a piece (of either color), a player may move their beetle on top of the piece. The piece underneath is immobilized and cannot move until the beetle moves away. It&#039;s possible to have beetles climbing over other beetles, making a taller stack. If a beetle moves on the same level, it slides.&lt;br /&gt;
* &#039;&#039;&#039;Spider&#039;&#039;&#039;: slides three spaces around the hive. The spider may not turn back within the same move. Occasionally the spider may be adjacent to more than one parts of the hive during the move; it may continue crawling on any side of the hive it touches as long as it&#039;s not traveling backward.&lt;br /&gt;
* &#039;&#039;&#039;Ant&#039;&#039;&#039;: slides to anywhere. The ant may move anywhere as long as the golden rules are respected.&lt;br /&gt;
* [[File:Grasshopper instructions.png|thumb|Grasshopper movement]]&#039;&#039;&#039;Grasshopper&#039;&#039;&#039;: jumps over a line of pieces. The grasshopper picks a direction, then jumps in that direction, landing on the first empty space. It must jump over at least one piece (of either color, which may also be a grasshopper).&lt;br /&gt;
* &#039;&#039;&#039;Ladybug&#039;&#039;&#039;: climbs for two spaces then drops back down. Like the spider, the ladybug moves three spaces: the first and the second are on top of the hive, and the third must brings it back to ground level.&lt;br /&gt;
* &#039;&#039;&#039;Mosquito&#039;&#039;&#039;: moves like any piece it&#039;s touching. The mosquito may choose any piece it&#039;s adjacent to, and copies its movement. It may climb onto the hive as a beetle; then, while on top of the hive, it is a beetle (even if it doesn&#039;t touch any beetle) until it moves to ground level. A mosquito that is only adjacent to another mosquito cannot move. A stack of pieces is treated as a beetle for the mosquito (it may not copy a piece underneath the beetle). If the pill bug is also in play, a mosquito adjacent to a pill bug may copy the special ability of the pill bug.&lt;br /&gt;
* &#039;&#039;&#039;Pill bug&#039;&#039;&#039;: slides a single space, or moves an adjacent piece to another space adjacent to the pill bug. If the pill bug decides to move another piece, it chooses a piece adjacent to it, moves it up onto the pill bug, and moves it back down to another empty space. The pill bug may not move the piece that just moved in the previous turn, and the piece moved may not move in the next turn. The pill bug may not move any piece in a stack of pieces. The pill bug must also respect the golden rules (in particular, a piece may not be moved if it will break the hive, or if the gap is too narrow).&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when a queen bee is surrounded on all six sides (by pieces of either color). The owner of the surrounded queen bee loses.&lt;br /&gt;
&lt;br /&gt;
In case both queen bees are surrounded at the same time, the game is a draw. In addition, players may agree to a draw if the game ends in a stalemate, of repeating moves over and over.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
* Ladybug: The ladybug piece is used.&lt;br /&gt;
* Mosquito: The mosquito piece is used.&lt;br /&gt;
* Pill bug: The pill bug piece is used.&lt;br /&gt;
* Tournament opening rule: The queen may not be placed in the first turn.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_ohhell&amp;diff=4864</id>
		<title>Tips ohhell</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_ohhell&amp;diff=4864"/>
		<updated>2020-07-04T18:54:45Z</updated>

		<summary type="html">&lt;p&gt;Kevan: this is meaningless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dividing the number of cards in your hand by the number of players is a good place to start bidding. It is often easier to lose tricks than win, but betting more will earn more points, assuming you still make your bet.&lt;br /&gt;
&lt;br /&gt;
If you bid 0, you are guaranteed to win at least one point.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4684</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4684"/>
		<updated>2020-06-09T15:00:06Z</updated>

		<summary type="html">&lt;p&gt;Kevan: unify bold and bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* &#039;&#039;&#039;Lose Dice:&#039;&#039;&#039; This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; The weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4683</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4683"/>
		<updated>2020-06-09T14:58:48Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Losing Control */ fix paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* Lose dice: this reduces your dice pool: you might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* Yellow flag: This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* Weather: the weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* Green flag: No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by ending your turn in 1st gear in a space on either side of the track. While you are in the pit, your gear is either 0 or 00 depending on which option you took, and you are off the track (not blocking other players’ movement.) Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=4682</id>
		<title>Tips potionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=4682"/>
		<updated>2020-06-09T14:55:05Z</updated>

		<summary type="html">&lt;p&gt;Kevan: move Tips from rules page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can use potion effects and a Little Help to set up a favourable arrangement of marbles, before taking one and triggering explosions.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4681</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4681"/>
		<updated>2020-06-09T14:54:52Z</updated>

		<summary type="html">&lt;p&gt;Kevan: move Tips to Tips page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
*&#039;&#039;&#039;Potion of Wisdom&#039;&#039;&#039;: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Magnetical Attraction&#039;&#039;&#039;: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sands of Time&#039;&#039;&#039;: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elixir of Blind Love&#039;&#039;&#039;: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Filter of Lavamancing&#039;&#039;&#039;: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Prismatic Joy&#039;&#039;&#039;: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Balm of Uttermost Stickiness&#039;&#039;&#039;: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Draft&#039;&#039;&#039;: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4680</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4680"/>
		<updated>2020-06-09T14:54:21Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Potion effects */ replace dd/dt markup with bold, since BGA website ignores it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
You can use potion effects and a Little Help to set up a favourable arrangement of marbles, before taking one and triggering explosions.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
*&#039;&#039;&#039;Potion of Wisdom&#039;&#039;&#039;: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Magnetical Attraction&#039;&#039;&#039;: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sands of Time&#039;&#039;&#039;: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Elixir of Blind Love&#039;&#039;&#039;: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Filter of Lavamancing&#039;&#039;&#039;: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Potion of Prismatic Joy&#039;&#039;&#039;: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Balm of Uttermost Stickiness&#039;&#039;&#039;: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Draft&#039;&#039;&#039;: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4679</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4679"/>
		<updated>2020-06-09T14:51:45Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Basic gameplay */ simplify two-potion explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
Players start by picking two potions that they want to make. Players choose their first potion going clockwise around the table, and their second potion going anticlockwise.&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
At the very end of the turn, you must draw new potions to replace any that you completed. (You cannot add marbles to these new potions until next turn.)&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
You can use potion effects and a Little Help to set up a favourable arrangement of marbles, before taking one and triggering explosions.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
&lt;br /&gt;
;Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sands of Time: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Prismatic Joy: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4678</id>
		<title>Gamehelpteatime</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4678"/>
		<updated>2020-06-09T14:47:32Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Scoring */ table isn&amp;#039;t showing a border on the game page, does it need more markup?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
In this game there are 61 tiles: 1 &amp;quot;Alice&amp;quot; tile and 60 character tiles (10 tiles each of 6 different characters). The 60 character tiles are double-sided, one side &amp;quot;normal&amp;quot; and the other &amp;quot;mirrored&amp;quot; (with a golden frame). Once in play tiles are never turned over, and always keep that same side.&lt;br /&gt;
&lt;br /&gt;
To start each round, a grid of tiles is dealt out, with characters alternating &amp;quot;normal&amp;quot; and &amp;quot;mirrored&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the first turn of each round, the first player takes a single character tile and replaces it with the Alice tile. In the second turn, the second player must take one or two tiles. From the third turn onwards, players must take one, two or three tiles. Tiles taken must be adjacent, and form a line - whether vertically, horizontally or diagonally.&lt;br /&gt;
&lt;br /&gt;
Normal and mirrored versions of the same character cancel each other out on a one-for-one basis in your piles, and are discarded. (For example, if you have 3 Normal Cheshire Cats and take a Mirrored Cheshire Cat, you then have to discard one of each, leaving you with just 2 Normal Cheshire Cats.)&lt;br /&gt;
&lt;br /&gt;
A round is over when all tiles have been taken from the table. The player who took the Alice tile starts the next round.&lt;br /&gt;
&lt;br /&gt;
After the fifth round, the game is scored. (Boardgamearena also gives a running total during the course of the game.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Each player scores their piles of taken tiles accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of Tiles&lt;br /&gt;
|| 0 || 1 || 2 || 3 || 4 || 5+&lt;br /&gt;
|-&lt;br /&gt;
! Victory Points&lt;br /&gt;
|| 5 || 1 || 3 || 6 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Note that an empty pile scores higher than a pile of 1 or 2 tiles!)&lt;br /&gt;
&lt;br /&gt;
The Alice tile is also worth 4 points at the end of the game, to whoever holds it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4666</id>
		<title>Gamehelpteatime</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4666"/>
		<updated>2020-06-08T15:57:59Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Play */ reading up they&amp;#039;re double-sided tiles, not a suit of 5 normal 5 mirrored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
In this game there are 61 tiles: 1 &amp;quot;Alice&amp;quot; tile and 60 character tiles (10 tiles each of 6 different characters). The 60 character tiles are double-sided, one side &amp;quot;normal&amp;quot; and the other &amp;quot;mirrored&amp;quot; (with a golden frame). Once in play tiles are never turned over, and always keep that same side.&lt;br /&gt;
&lt;br /&gt;
To start each round, a grid of tiles is dealt out, with characters alternating &amp;quot;normal&amp;quot; and &amp;quot;mirrored&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the first turn of each round, the first player takes a single character tile and replaces it with the Alice tile. In the second turn, the second player must take one or two tiles. From the third turn onwards, players must take one, two or three tiles. Tiles taken must be adjacent, and form a line - whether vertically, horizontally or diagonally.&lt;br /&gt;
&lt;br /&gt;
Normal and mirrored versions of the same character cancel each other out on a one-for-one basis in your piles, and are discarded. (For example, if you have 3 Normal Cheshire Cats and take a Mirrored Cheshire Cat, you then have to discard one of each, leaving you with just 2 Normal Cheshire Cats.)&lt;br /&gt;
&lt;br /&gt;
A round is over when all tiles have been taken from the table. The player who took the Alice tile starts the next round.&lt;br /&gt;
&lt;br /&gt;
After the fifth round, the game is scored. (Boardgamearena also gives a running total during the course of the game.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Each player scores their piles of taken tiles accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of Tiles&lt;br /&gt;
|| 0 || 1 || 2 || 3 || 4 || 5+&lt;br /&gt;
|-&lt;br /&gt;
! Victory Points&lt;br /&gt;
|| 5 || 1 || 3 || 6 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that an empty pile scores higher than a pile of 1 or 2 tiles!&lt;br /&gt;
&lt;br /&gt;
The Alice tile is also worth 4 points at the end of the game, to whoever holds it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4665</id>
		<title>Gamehelpteatime</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4665"/>
		<updated>2020-06-08T15:55:24Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Play */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
In this game there are 61 tiles: 1 &amp;quot;Alice&amp;quot; tile and 60 character tiles (10 tiles each of 6 different characters). The 60 character tiles come in two different versions: &amp;quot;normal&amp;quot; and &amp;quot;mirrored&amp;quot; (with a golden frame).&lt;br /&gt;
&lt;br /&gt;
On the first turn of each round, the first player takes a single character tile and replaces it with the Alice tile. In the second turn, the second player must take one or two tiles. From the third turn onwards, players must take one, two or three tiles. Tiles taken must be adjacent, and form a line - whether vertically, horizontally or diagonally.&lt;br /&gt;
&lt;br /&gt;
Normal and mirrored versions of the same character cancel each other out on a one-for-one basis in your piles, and are discarded. (For example, if you have 3 Normal Cheshire Cats and take a Mirrored Cheshire Cat, you then have to discard one of each, leaving you with just 2 Normal Cheshire Cats.)&lt;br /&gt;
&lt;br /&gt;
A round is over when all tiles have been taken from the table. The player who took the Alice tile starts the next round.&lt;br /&gt;
&lt;br /&gt;
After the fifth round, the game is scored. (Boardgamearena also gives a running total during the course of the game.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Each player scores their piles of taken tiles accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of Tiles&lt;br /&gt;
|| 0 || 1 || 2 || 3 || 4 || 5+&lt;br /&gt;
|-&lt;br /&gt;
! Victory Points&lt;br /&gt;
|| 5 || 1 || 3 || 6 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that an empty pile scores higher than a pile of 1 or 2 tiles!&lt;br /&gt;
&lt;br /&gt;
The Alice tile is also worth 4 points at the end of the game, to whoever holds it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4664</id>
		<title>Gamehelpteatime</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4664"/>
		<updated>2020-06-08T15:50:36Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
In this game there are 61 tiles: 1 &amp;quot;Alice&amp;quot; tile and 60 character tiles (10 tiles each of 6 different characters). The 60 character tiles come in two different versions: &amp;quot;normal&amp;quot; and &amp;quot;mirrored&amp;quot; (with a golden frame).&lt;br /&gt;
&lt;br /&gt;
On the first turn of each round, the first player takes a single character tile and replaces it with the Alice tile. In the second turn, the second player must take one or two tiles. From the third turn onwards, players must take one, two or three tiles. Tiles taken must be adjacent, and form a line - whether vertically, horizontally or diagonally.&lt;br /&gt;
&lt;br /&gt;
Normal and mirrored versions of the same character cancel each other out on a one-for-one basis when taken, and are discarded. (For example, if you have 3 Normal Cheshire Cats and take a Mirrored Cheshire Cat, you discard the new tile and one of the old ones, leaving you with 2 Normal Cheshire Cats.)&lt;br /&gt;
&lt;br /&gt;
A round is over when all tiles have been taken from the table. The player who took the Alice tile starts the next round.&lt;br /&gt;
&lt;br /&gt;
After the fifth round, the game is scored. (Boardgamearena also gives a running total during the course of the game.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Each player scores their piles of taken tiles accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of Tiles&lt;br /&gt;
|| 0 || 1 || 2 || 3 || 4 || 5+&lt;br /&gt;
|-&lt;br /&gt;
! Victory Points&lt;br /&gt;
|| 5 || 1 || 3 || 6 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that an empty pile scores higher than a pile of 1 or 2 tiles!&lt;br /&gt;
&lt;br /&gt;
The Alice tile is also worth 4 points at the end of the game, to whoever holds it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4663</id>
		<title>Gamehelpteatime</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteatime&amp;diff=4663"/>
		<updated>2020-06-08T15:50:14Z</updated>

		<summary type="html">&lt;p&gt;Kevan: clarify writeup and scoring, and how the Alice tile moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
In this game there are 61 tiles: 1 &amp;quot;Alice&amp;quot; tile and 60 character tiles (10 tiles each of 6 different characters). The 60 character tiles come in two different versions: &amp;quot;normal&amp;quot; and &amp;quot;mirrored&amp;quot; (with a golden frame).&lt;br /&gt;
&lt;br /&gt;
On the first turn of each round, the first player takes a single character tile and replaces it with the Alice tile. In the second turn, the second player must take one or two tiles. From the third turn onwards, players must take one, two or three tiles. Tiles taken must be adjacent, and form a line - whether vertically, horizontally or diagonally.&lt;br /&gt;
&lt;br /&gt;
Normal and mirrored versions of the same character cancel each other out on a one-for-one basis when taken, and are discarded. (For example, if you have 3 Normal Cheshire Cats and take a Mirrored Cheshire Cat, you discard the new tile and one of the old ones, leaving you with 2 Normal Cheshire Cats.)&lt;br /&gt;
&lt;br /&gt;
A round is over when all tiles have been taken from the table. The player who took the Alice tile starts the next round.&lt;br /&gt;
&lt;br /&gt;
After the fifth round, the game is scored. (Boardgamearena also gives a running total during the course of the game.)&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Each player scores their piles of taken tiles accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Number of Tiles&lt;br /&gt;
|| 0 || 1 || 2 || 3 || 4 || 5+&lt;br /&gt;
|-&lt;br /&gt;
! Victory Points&lt;br /&gt;
|| 5 || 1 || 3 || 6 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that an empty pile scores more highly than a pile of 1 or 2 tiles!&lt;br /&gt;
&lt;br /&gt;
The Alice tile is also worth 4 points at the end of the game, to whoever holds it.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4662</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4662"/>
		<updated>2020-06-08T15:37:22Z</updated>

		<summary type="html">&lt;p&gt;Kevan: /* Basic gameplay */ tidy up wording, move the tip to a tips section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble (&amp;quot;ingredient&amp;quot;) from the dispenser. If two marbles (or groups of marbles) of the same colour collide when falling to close the gap in a column left by taking a marble, they explode and are also taken by the player. This will repeat as &amp;quot;exploded&amp;quot; marbles are removed and subsequent groupings collapse.&lt;br /&gt;
&lt;br /&gt;
Taken marbles are placed in the user&#039;s &amp;quot;hand&amp;quot;  (the rectangle above the flasks in the player&#039;s board). One at a time, you can move these marbles to the matching color on the potions in your board and/or to the &amp;quot;pool&amp;quot; holding flask (which can hold at most three but can hold any color). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
At any time on your turn (before or after your regular marble pick), you may also:&lt;br /&gt;
* Drink a potion from your potion area, to activate their effect. (You can only drink each potion once, and it still scores VP even after being drunk.) Hover over to see the effect.&lt;br /&gt;
* Once per turn, ask the professor for a Little Help. This costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
You can use potion effects and a Little Help to set up a favourable arrangement of marbles, before taking one and triggering explosions.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
&lt;br /&gt;
;Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sands of Time: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Prismatic Joy: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called &#039;scraping the bottom of the barrel&#039;. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_connectfour&amp;diff=4654</id>
		<title>Tips connectfour</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_connectfour&amp;diff=4654"/>
		<updated>2020-06-07T10:54:16Z</updated>

		<summary type="html">&lt;p&gt;Kevan: Undo revision 4647 by Zoe COOP (talk) that&amp;#039;s just a google search for &amp;quot;how to win at connect 4&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;first,  you have to pay attention to the middle column ,since  you could only connect 4 horizontally with the middle column . Try to win by connect 4 in diagonals and also make sure that is a way to win before the game almost end&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4629</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4629"/>
		<updated>2020-06-05T19:11:20Z</updated>

		<summary type="html">&lt;p&gt;Kevan: write up basic gameplay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic gameplay==&lt;br /&gt;
&lt;br /&gt;
On your turn, take any marble from the dispenser. If two marbles (or groups of marbles) of the same colour collide when closing the gap, they explode! Take those marbles too. Keep doing this until no more explosions occur.&lt;br /&gt;
&lt;br /&gt;
Taken marbles can be placed in the matching holes on your potions. You can also keep three marbles in your Pool (the retort to the right of your potions). Any marbles left in your hand at the end of your turn are returned to the dispenser.&lt;br /&gt;
&lt;br /&gt;
When all the holes of a potion are filled, that potion is completed and it moves to your potion area, becoming worth its VP at the end of the game. You can drink these potions at any time during your turn, to activate their effect. (You can only drink each potion once, and it still scores points even after being drunk.)&lt;br /&gt;
&lt;br /&gt;
Once per turn you can ask the professor for a Little Help (in addition to your regular move): this costs -2 VP, and lets you take any one marble from the dispenser, without triggering an explosion.&lt;br /&gt;
&lt;br /&gt;
When you make your third potion of a type, or when you have made five different types of potions, take a Skill token for 4VP. When the pile of Skill tokens has been depleted, that round is played out and the game ends.&lt;br /&gt;
&lt;br /&gt;
==Potion effects==&lt;br /&gt;
&lt;br /&gt;
;Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sands of Time: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Prismatic Joy: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called “scraping the bottom of the barrel”. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4628</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4628"/>
		<updated>2020-06-05T19:00:43Z</updated>

		<summary type="html">&lt;p&gt;Kevan: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Potion effects==&lt;br /&gt;
&lt;br /&gt;
;Potion of Wisdom: Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;Nothing’s out of reach if you think it through.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Magnetical Attraction: Take 2 adjacent Ingredients of different colors from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;I don’t think this is what they mean when they say “magnetic personality”.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Sands of Time: Activate again the effect of 1 Potion you already used. &#039;&#039;&amp;quot;We can always learn from our past mistakes... but we can gain even more from our past good moves!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Elixir of Blind Love: Steal all the Ingredients from 1 opponent’s Pool. &#039;&#039;&amp;quot;Why bother with theft, when all you need to do is unleash your dazzling charm?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Filter of Lavamancing: Discard up to 5 Ingredients of 1 color from the same slide track of the Dispenser back into the tank. No Explosions are triggered. &#039;&#039;&amp;quot;Not exactly a surgical strike type of thing, but undeniably powerful.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Potion of Prismatic Joy: You can place all Ingredients in your Pool on any holes of your incomplete Potions, regardless of their color. &#039;&#039;&amp;quot;Marbles? Colors? Who cares... let’s party!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Balm of Uttermost Stickiness: Take 2 or more adjacent Ingredients of the same color from the same slide track of the Dispenser. No Explosions are triggered. &#039;&#039;&amp;quot;This stuff is stickier than molasses! The thing is... how do you unstick this mess?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Abyssal Draft: Take up to 1 Ingredient of each color from the bottom row of the Dispenser slide tracks. You can only take 1 Ingredient from each slide track. &#039;&#039;&amp;quot;This is what is called “scraping the bottom of the barrel”. A huge barrel.&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4611</id>
		<title>Tips kalah</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4611"/>
		<updated>2020-06-04T15:19:15Z</updated>

		<summary type="html">&lt;p&gt;Kevan: Undo revision 4610 by Kevan (talk) image upload failed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since even novice players can spot open attacks (there are only six places to check), more advanced players organize hidden strikes. A hidden strike is when you use a sequence to open up an attack and execute the strike in the same turn. For example, you&#039;ve got 1 seed in 5 and 6, and your opponent has a stash in 8. You can open the attack by emptying 6, and then short-strike with 5 in the same turn. This sort of attack is harder to spot than an open attack.&lt;br /&gt;
&lt;br /&gt;
An even more advanced form of hidden strikes are concealed strikes. A concealed strike is when you increase one of your own houses in a sequence to open up an attack. For example, you&#039;ve got 2 seeds in 5, and 7 seeds in 6, and your opponent has a stash in 13. You can open the attack by emptying 5, thus increasing house 6 to 8 seeds. Then you can long-strike with 6, taking the 13 stash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This page uses material from the Wikipedia article [https://en.wikipedia.org/wiki/Kalah Kalah], which is released under the [https://creativecommons.org/licenses/by-sa/3.0/|Creative Commons Attribution-Share-Alike License 3.0].)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4610</id>
		<title>Tips kalah</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4610"/>
		<updated>2020-06-04T12:40:49Z</updated>

		<summary type="html">&lt;p&gt;Kevan: add image from Wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kalah diagram.png|thumb|This pattern can be cleared in a single turn by playing pits 1, 3, 1, 2, and 1, in that order, chaining together five moves.]]&lt;br /&gt;
Since even novice players can spot open attacks (there are only six places to check), more advanced players organize hidden strikes. A &lt;br /&gt;
hidden strike is when you use a sequence to open up an attack and execute the strike in the same turn. For example, you&#039;ve got 1 seed in 5 and 6, and your opponent has a stash in 8. You can open the attack by emptying 6, and then short-strike with 5 in the same turn. This sort of attack is harder to spot than an open attack.&lt;br /&gt;
&lt;br /&gt;
An even more advanced form of hidden strikes are concealed strikes. A concealed strike is when you increase one of your own houses in a sequence to open up an attack. For example, you&#039;ve got 2 seeds in 5, and 7 seeds in 6, and your opponent has a stash in 13. You can open the attack by emptying 5, thus increasing house 6 to 8 seeds. Then you can long-strike with 6, taking the 13 stash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This page uses material from the Wikipedia article [https://en.wikipedia.org/wiki/Kalah Kalah], which is released under the [https://creativecommons.org/licenses/by-sa/3.0/|Creative Commons Attribution-Share-Alike License 3.0].)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_sevenwonders&amp;diff=4609</id>
		<title>Tips sevenwonders</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_sevenwonders&amp;diff=4609"/>
		<updated>2020-06-04T12:36:34Z</updated>

		<summary type="html">&lt;p&gt;Kevan: non sequitur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are a beginner, focus on acquiring a variety of Resource cards (brown and silver cards). This strategy will not require you to analyze your opponents&#039; boards or strategies as much. Playing 3-4 Resource cards should be enough to allow you to play a variety of cards, and some yellow Commercial cards may supplement this by generating resources or allowing you to purchase resources from your neighbours at a discounted rate. You will normally only need access to one of each of the silver manufactured Resource cards, unless you have a Wonder that requires more.&lt;br /&gt;
&lt;br /&gt;
If you go the economic route by focusing on yellow Commercial cards, pay attention to the people next to you. Some wonders (Alexandria, Olympia B) can do very well with very few resources, so trading posts to those wonders will be almost useless. Some wonders (Giza, Rhodes) do especially well with many Resource cards, so trading posts to them will typically be very useful.&lt;br /&gt;
&lt;br /&gt;
Watch out for people who build many green Science cards. Green cards are high risk, high reward. They have to complete sets of three different symbols. Look at their boards to see which symbol they need to complete their next set, then take those cards yourself, before they can acquire them. If building the green card won&#039;t help you, then use it to build your wonder or get three coins instead.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t build too many red Military cards. Whether you beat your opponents 10 to 1 or 2 to 1, your point rewards are the same. The turns you spend beefing up your already-powerful army may be better spent on other cards.&lt;br /&gt;
&lt;br /&gt;
Side A of your Wonder is usually better for beginners as the resources and rewards are more straight forward to master. Side B of Wonder can be better than side A in the hands of an experienced player, though it is normally harder to build. If you plan to build all stages of your Wonder, aim to secure the resources for the more difficult last stage of your Wonder as soon as possible. You can win without building any stages of your Wonder.&lt;br /&gt;
&lt;br /&gt;
Try to never be short on money. When you are short on money it leads to not being able to get the cards that you want and therefore it leads to losing. It also makes trading post useless because you don&#039;t even have one coin to use.&lt;br /&gt;
&lt;br /&gt;
Since this is a card drafting game, a lot of the skill is in maximising your Victory Point scoring opportunities while limiting the opportunities for your neighbours.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_incangold&amp;diff=4608</id>
		<title>Tips incangold</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_incangold&amp;diff=4608"/>
		<updated>2020-06-04T12:35:23Z</updated>

		<summary type="html">&lt;p&gt;Kevan: clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The strategy should change depending on the number of players.&lt;br /&gt;
&lt;br /&gt;
==3-4 Players==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5-8 Players==&lt;br /&gt;
When having &amp;gt;6 gems on the trail: usually, some players will leave instantly upon seeing the path back to camp full of gems. You should not risk doing so as multiple camps will result in sharing of the gems.&lt;br /&gt;
&lt;br /&gt;
Always aim to be the last few explorers. Being the last explorer  ensures you get the option to go for an extra hunt alone, which gives huge rewards.&lt;br /&gt;
&lt;br /&gt;
Keep track of who&#039;s in the lead for the most number of points.&lt;br /&gt;
&lt;br /&gt;
A good start is half the battle won as it puts a lot of pressure on your opponents.&lt;br /&gt;
&lt;br /&gt;
Only cowards leave the temple before the artifact is revealed!&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4467</id>
		<title>Tips kalah</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4467"/>
		<updated>2020-05-24T14:09:45Z</updated>

		<summary type="html">&lt;p&gt;Kevan: No diagram here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since even novice players can spot open attacks (there are only six places to check), more advanced players organize hidden strikes. A hidden strike is when you use a sequence to open up an attack and execute the strike in the same turn. For example, you&#039;ve got 1 seed in 5 and 6, and your opponent has a stash in 8. You can open the attack by emptying 6, and then short-strike with 5 in the same turn. This sort of attack is harder to spot than an open attack.&lt;br /&gt;
&lt;br /&gt;
An even more advanced form of hidden strikes are concealed strikes. A concealed strike is when you increase one of your own houses in a sequence to open up an attack. For example, you&#039;ve got 2 seeds in 5, and 7 seeds in 6, and your opponent has a stash in 13. You can open the attack by emptying 5, thus increasing house 6 to 8 seeds. Then you can long-strike with 6, taking the 13 stash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This page uses material from the Wikipedia article [https://en.wikipedia.org/wiki/Kalah Kalah], which is released under the [https://creativecommons.org/licenses/by-sa/3.0/|Creative Commons Attribution-Share-Alike License 3.0].)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=4465</id>
		<title>Gamehelpkalah</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpkalah&amp;diff=4465"/>
		<updated>2020-05-24T12:39:14Z</updated>

		<summary type="html">&lt;p&gt;Kevan: tidy up rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
Kalah is played on a board of two rows, each consisting of six round holes that have a large store at either end called Kalah. (This game is also known as Mankalah.)&lt;br /&gt;
&lt;br /&gt;
A player owns the six holes closest to him and the Kalah on his right side.&lt;br /&gt;
&lt;br /&gt;
The board is set up with the same number of stones (or seeds) in each round hole. The Kalah is empty at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Beginners may want to start with three stones in each hole, but the game becomes more and more challenging by starting with 4, 5 or up to 6 stones in each hole. Traditionally the game play is most associated with 4 stones.&lt;br /&gt;
&lt;br /&gt;
==Object==&lt;br /&gt;
The object of the game is to have more stones in your Kalah than your opponent does. Once a player &#039;Captures a stone in their Kalah, it it remains there for the rest of the game. There are three ways to put stones in your Kalah:&lt;br /&gt;
&lt;br /&gt;
1) A player gets stones by placing them in regular movements into their Kalah (one at a time).&lt;br /&gt;
&lt;br /&gt;
2) Stones are captured by landing in your open space and your opponent has stones in the opposing hole. Stones from both holes are transfered to the Kalah.(the empty capture varient does not require the opponent to have stones in the opposing hole to claim the single stone)&lt;br /&gt;
&lt;br /&gt;
3) When a player has no stones on their side of the board and it is their turn to play, the game is over and all remaining stones go Kalah on that side of the board they are on.&lt;br /&gt;
&lt;br /&gt;
This BGA game will end when 50% +1 stones are in a single player&#039;s Kalah&lt;br /&gt;
&lt;br /&gt;
==Rules== &lt;br /&gt;
At the beginning of the game, the selected number of stones are in each hole (3 to 6). Each hole has the same number.&lt;br /&gt;
&lt;br /&gt;
Play is always counterclockwise. On a turn, the player removes all stones from the selected hole on their half of the board.&lt;br /&gt;
&lt;br /&gt;
Moving counter-clockwise, the player drops one stone in each hole in turn, including the player&#039;s own Kalah but not his/her opponent&#039;s Kalah.&lt;br /&gt;
&lt;br /&gt;
Under the &amp;quot;Pie Rule&amp;quot; variation, once the first player completes their initial move, the second player has the option to choose take their opponent&#039;s position.&lt;br /&gt;
&lt;br /&gt;
If the last stone is dropped into an opponent&#039;s hole or a non-empty hole of the player, the move ends without anything being captured.&lt;br /&gt;
&lt;br /&gt;
If the last stone falls into the player&#039;s Kalah, he must move again.&lt;br /&gt;
&lt;br /&gt;
If the last stone is put into an empty hole owned by the player, he captures all stones of the opposite hole together with the capturing stone and puts them in his/her Kalah. &lt;br /&gt;
If the opposite hole is empty, nothing is captured. A capture ends the move.&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends:&lt;br /&gt;
&lt;br /&gt;
When a player, at his turn, is unable to move, because his no longer has any stones in any of his holes. The remaining stones are captured by his opponent.&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
When a player collected more half of all stones in his/her Kalah.&lt;br /&gt;
&lt;br /&gt;
The player who has collected most stones in his/her Kalah is declared the winner.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
«Pie rule» - Second player can take opponent&#039;s first move and change sides of the board.&lt;br /&gt;
&lt;br /&gt;
«Empty Capture» - This variant permits to capture the last stone when landing in an empty hole on the player&#039;s own side even when the opposite hole of the opponent is empty.&lt;br /&gt;
&lt;br /&gt;
《Stones》 - This varient allows a game to start with 3, 4, 5 or 6 stones in each of the 12 holes.&lt;br /&gt;
&lt;br /&gt;
There are several other variations of this game which are not in BGA such as:&lt;br /&gt;
- No capture&lt;br /&gt;
- Placing stones in both Kalah&lt;br /&gt;
- Self capture by placing stones in an opponent&#039;s empty hole&lt;br /&gt;
- No counters in the holes to indicate number on stones in them.&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4464</id>
		<title>Tips kalah</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_kalah&amp;diff=4464"/>
		<updated>2020-05-24T12:37:25Z</updated>

		<summary type="html">&lt;p&gt;Kevan: add some advice from Wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since even novice players can spot open attacks (there are only six places to check), more advanced players organize hidden strikes. A hidden strike is when you use a sequence to open up an attack and execute the strike in the same turn. For example (using the diagram above), you&#039;ve got 1 seed in 5 and 6, and your opponent has a stash in 8. You can open the attack by emptying 6, and then short-strike with 5 in the same turn. This sort of attack is harder to spot than an open attack.&lt;br /&gt;
&lt;br /&gt;
An even more advanced form of hidden strikes are concealed strikes. A concealed strike is when you increase one of your own houses in a sequence to open up an attack. For example, you&#039;ve got 2 seeds in 5, and 7 seeds in 6, and your opponent has a stash in 13. You can open the attack by emptying 5, thus increasing house 6 to 8 seeds. Then you can long-strike with 6, taking the 13 stash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(This page uses material from the Wikipedia article [https://en.wikipedia.org/wiki/Kalah Kalah], which is released under the [https://creativecommons.org/licenses/by-sa/3.0/|Creative Commons Attribution-Share-Alike License 3.0].)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Kevan</name></author>
	</entry>
</feed>