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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pomeroy</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-30T13:14:01Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5939</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5939"/>
		<updated>2020-10-21T17:24:21Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards. You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the wild color(s) (those colors without any subs left.)&lt;br /&gt;
&lt;br /&gt;
If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub down. This probably won’t expend all the points if the sub’s value is already low enough.  &lt;br /&gt;
&lt;br /&gt;
Be mindful not to discard fleet cards that will activate useful torpedoes.  Discard those fleet cards that allow you to trash threatening or useless torpedoes.  These expended fleet cards will be replaced by a fleet card that may be more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.  If you must use a fleet card that moves your sub up, try to choose a sub of yours that already has a high value so that most of the movement is expended and the card is replaced by a fleet card that doesn’t move your own sub up.  Be careful whenever your own sub has a high value and there are ‘wild’ color torpedoes available - your opponent will use them to sink your sub and win the game sooner.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Any chance you get try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). &lt;br /&gt;
&lt;br /&gt;
Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5938</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5938"/>
		<updated>2020-10-21T17:21:39Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards. You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the wild color(s) (those colors without any subs left.)&lt;br /&gt;
&lt;br /&gt;
If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub, this likely won’t expend all the points if the sub’s value is already low enough.  Be mindful not to discard fleet cards that will activate useful torpedoes.  Discard those fleet cards that allow you to trash threatening or useless torpedoes.  These expended fleet cards will be replaced by a fleet card that is likely more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.  If you must use a fleet card that moves your sub up, try to choose a sub of yours that already has a high value so that most of the movement is expended and the card is replaced by a fleet card that doesn’t move your own sub up.  Be careful whenever your own sub has a high value and their are ‘wild’ color torpedoes available as your opponent will use them to sink your sub and win the game sooner.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Any chance you get try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). &lt;br /&gt;
&lt;br /&gt;
Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5937</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5937"/>
		<updated>2020-10-21T16:54:43Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares to sink ships, there aren’t many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: You’re obviously clueless where to look on your first move. I sometimes plant a salvo in the middle of each quadrant, then I’ll survey the edges and corners.  Beware of repeating this opening strategy with repeat opponents as it’s easily defeated if anticipated.&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels the length of your enemy’s undetected target ship(s) and without any misses or previously located ships; then try to hit the intersecting square. This strategy works best for finding longer ships but isn’t helpful for finding the smallest ship (the sub).&lt;br /&gt;
Any ship could escape detection so don’t ignore single or parallel channels the length of the remaining undetected ship(s).&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to reveal.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be revealed and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5936</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5936"/>
		<updated>2020-10-21T16:53:22Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Quadrant and Edges Opening Salvo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares to sink ships, there aren’t many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: You’re obviously clueless where to look on your first move. I sometimes plant a salvo in the middle of each quadrant, then I’ll survey the edges and corners.  Beware of repeating this opening strategy with repeat opponents as it is fairly easily defeated strategy if anticipated.&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels the length of your enemy’s undetected target ship(s) and without any misses or previously located ships; then try to hit the intersecting square. This strategy works best for finding longer ships but isn’t helpful for finding the smallest ship (the sub).&lt;br /&gt;
Any ship could escape detection so don’t ignore single or parallel channels the length of the remaining undetected ship(s).&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to reveal.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be revealed and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5923</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5923"/>
		<updated>2020-10-20T18:15:13Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits. Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to point new open ends away from confined space so you’re less likely to encounter constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5922</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5922"/>
		<updated>2020-10-20T18:14:37Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits. Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to point new open ends away from confined space so you’re less likely to encountered constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5921</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5921"/>
		<updated>2020-10-20T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to point new open ends away from confined space so you’re less likely to encountered constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5920</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5920"/>
		<updated>2020-10-20T18:12:04Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space so you’re less likely to encountered constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5919</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5919"/>
		<updated>2020-10-20T18:07:51Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
&lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space so you’re less likely to encountered constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5918</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5918"/>
		<updated>2020-10-20T17:59:31Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
&lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
&lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
&lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
&lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
&lt;br /&gt;
#Try to align open ends in a parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;br /&gt;
&lt;br /&gt;
#Alignment of two adjacent parallel exits allows you to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  &lt;br /&gt;
&lt;br /&gt;
#Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space so you’re less likely to encountered constraints with tiles that follow.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5900</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5900"/>
		<updated>2020-10-17T19:49:41Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.  &lt;br /&gt;
#Intuition will be difficult and is probably not available for you to rely on in this game.  There are few chances to rely on anything but chance, so throw caution to the wind and have fun even if you don’t win.  &lt;br /&gt;
#It gets harder to win as the game progresses because open exits easily accumulate on opposite ends of the board.  Resist the temptation to throw in the towel once the exits start to accumulate, you may get lucky.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align two adjacent parallel exits in order to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space where it might be possible to align open ends in an parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_haggis&amp;diff=5899</id>
		<title>Tips haggis</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_haggis&amp;diff=5899"/>
		<updated>2020-10-17T19:38:24Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before choosing your cards, sort them by rank and then by color so you can choose the largest combination of cards to play.&lt;br /&gt;
&lt;br /&gt;
I try to start with those of the lowest rank with the greatest number of cards 1st. But it is important to sort by color first in case you can find a large combination to play that way.&lt;br /&gt;
&lt;br /&gt;
When responding to my opponents move I sort by rank (or color) and again choose those of the lowest rank that still beats the opponent.&lt;br /&gt;
&lt;br /&gt;
When your opponent reverts to playing single cards, avoid playing any single card that you can play later as a set.  Otherwise you’ll degrade your hand by squandering a winning set you can play when it’s your round to begin.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5897</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5897"/>
		<updated>2020-10-17T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  &lt;br /&gt;
#Collaboration in this game doesn’t imply that players should communicate their moves. That type of collaboration is cheating and not meant for this game - it makes winning too easy.  &lt;br /&gt;
#There may not be a good way to prevent cheating, but cheating is cheating so avoid it unless in ‘training’ mode. That said, new players will obviously benefit from disclosing their tiles in practice sessions with friends, and this ‘practice’ makes it easier to ‘intuit’, or guess a collaborator’s likely moves even without knowing their hand.  Collaboration is best served when opponents are better able to guess, or ‘intuit’ their opponents moves without talking them through or otherwise disclosing their hand to your collaborators.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align two adjacent parallel exits in order to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space where it might be possible to align open ends in an parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5896</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5896"/>
		<updated>2020-10-17T15:43:20Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards. You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the wild color(s) (those colors without any subs left.)&lt;br /&gt;
&lt;br /&gt;
If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub, this likely won’t expend all the points if the sub’s value is already low enough.  This expended fleet card will be replaced by a fleet card that is likely more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.  If you must use a fleet card that moves your sub up, try to choose a sub of yours that already has a high value so that most of the movement is expended and the card is replaced by a fleet card that doesn’t move your own sub up.  Be careful whenever your own sub has a high value and their are ‘wild’ color torpedoes available as your opponent will use them to sink your sub and win the game sooner.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Any chance you get try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). &lt;br /&gt;
&lt;br /&gt;
Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_haggis&amp;diff=5895</id>
		<title>Tips haggis</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_haggis&amp;diff=5895"/>
		<updated>2020-10-17T15:38:40Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Before choosing your cards, sort them by rank and choose the largest combination of cards to play.  I start with those of the lowest rank with the greatest number of cards 1st...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Before choosing your cards, sort them by rank and choose the largest combination of cards to play.&lt;br /&gt;
&lt;br /&gt;
I start with those of the lowest rank with the greatest number of cards 1st.&lt;br /&gt;
&lt;br /&gt;
When responding to my opponents move I sort by rank and again choose those of the lowest rank that still beats the opponent.&lt;br /&gt;
&lt;br /&gt;
When your opponent reverts to playing single cards, avoid playing any single card that you can play later as a set.  Otherwise you’ll degrade your hand by squandering a winning set you can play when it’s your round to begin.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=5894</id>
		<title>Tips potionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=5894"/>
		<updated>2020-10-17T15:29:43Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &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;br /&gt;
&lt;br /&gt;
If you take low value potions near the start then later when you have lots of potions, you can start taking the high value ones and get lots and lots of points!&lt;br /&gt;
&lt;br /&gt;
The game goes faster than you expect, do not try to &amp;quot;save&amp;quot; potions to use in later turn(s). Try and complete both potions each time if at all possible. This generally means using potions before ( and after ) taking your marble from the stack.&lt;br /&gt;
&lt;br /&gt;
Before deciding on marbles to save, take a look at the new potions available and what your opponents need, if they have the Elixir of Blind Love.&lt;br /&gt;
&lt;br /&gt;
In order to choose a marble, start looking for all lone, single marbles of the color needed and especially those that might be embedded between two marbles of the same color, choose the combination that fills the most slots in your potions.  The better move may be to take a marble without explosions if it fills a critical slot in one of your potions.  Using the Lavamancer potion to clear marbles of one color that reduces the stack to the point where the colors you need remain plentiful in an arrangement that most fully satisfies your open slots.&lt;br /&gt;
&lt;br /&gt;
Also consider the possibility that an initial explosion could trigger others.  Lastly, be mindful of any explosions that set your opponents up favorably, that should discourage that move.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5893</id>
		<title>Tips redsevengame</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5893"/>
		<updated>2020-10-17T15:19:49Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try and plan ahead so that you can win future rounds.  You can win and play cards to your palette so you’ll be in much better shape for future rounds (for future canvases).  Those cards either keep below 4, play the Red7, or play a run, etc.&lt;br /&gt;
&lt;br /&gt;
Try to add a card to your palette each turn, maybe more than one to the palette if you’re able.  &lt;br /&gt;
If you can change the canvas, consider playing a card to your palette 1st. That card played to your palette won’t take away from any canvas that follows, and may very well enable you to restore your lead.  &lt;br /&gt;
&lt;br /&gt;
Any winning card played to the canvas ends your turn, so don’t miss the chance to add card(s) to your palette first, but be careful because you can’t retract cards played to the palette. I sometime find that I’ve placed a card on the palette I’d intended for the canvas - too bad, you can’t fix that mistake.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5892</id>
		<title>Tips redsevengame</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5892"/>
		<updated>2020-10-17T15:04:52Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try and plan ahead so that you can win future rounds.&lt;br /&gt;
&lt;br /&gt;
Try to add a card to your palette each turn, maybe more than one to the palette if you’re able.  &lt;br /&gt;
If you can change the canvas, consider playing a card to your palette 1st. That card played to your palette won’t take away from any canvas that follows, and may very well preserve your lead.  &lt;br /&gt;
&lt;br /&gt;
Any winning card played to the canvas ends your turn, so don’t miss the chance to add card(s) to your palette first, but be careful because you can’t retract cards played to the palette. I sometime find that I’ve placed a card on the palette I’d intended for the canvas - too bad, you can’t fix that mistake.&lt;br /&gt;
&lt;br /&gt;
If you can keep below 4, Play the Red7, get a run, etc. You&#039;ll be in much better shape for future rounds.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_teotihuacan&amp;diff=5891</id>
		<title>Tips teotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_teotihuacan&amp;diff=5891"/>
		<updated>2020-10-17T14:54:37Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. For Starting Tiles Selection: 1st Gold &amp;gt; Cocoa &amp;gt;  2nd/3rd Gold &amp;gt; Wood &amp;gt; Avenue of the Dead &amp;gt; Rest.&lt;br /&gt;
&lt;br /&gt;
2. Don&#039;t neglect early movements on the Avenue of the Dead. A Temple action during Eclipse 1 can translate to to 8+ points for just two wood in the long run.&lt;br /&gt;
&lt;br /&gt;
3. Plan your turns around your next desired resource gathering move that involves 3x dice and work backward getting the cocoa and levels required to make it happens.&lt;br /&gt;
&lt;br /&gt;
4. Taking the extra die on your first ascension is great if you can immediately use it to activate another solid 3 dice action, especially if it it’s all level 4+ dice.&lt;br /&gt;
&lt;br /&gt;
5. Your strategy should involve heavily using one of the three tiles clockwise from the Palace (where dice ascend to), and chaining that with another tile within 3 tiles of that tile. Usually just this is enough to ascend a couple dice and repeat it until the end of the game.&lt;br /&gt;
&lt;br /&gt;
6. In general, your strategy should be predominantly Decorations/Gold based or Pyramid based. Get upgrades and plan movements accordingly.&lt;br /&gt;
&lt;br /&gt;
7. The technology that allows you to gather an extra cocoa and VP is the best upgrade. It&#039;s worth getting even if you&#039;re the 4th person to do so. The second best technology is the one that gives you an extra resource, but that one is optional if you&#039;re going a heavy decorations strategy.&lt;br /&gt;
&lt;br /&gt;
8. The best pyramid building technology is the one that gives you an extra die and resource discount. You can just park a die on the pyramid and get a double level up every time you use it. Double pyramid upgrades can be pretty good if you can get them early.&lt;br /&gt;
&lt;br /&gt;
9. The Gold/Decoration strategy has the highest scoring potential, but a lot of the points require the game to go a bit longer so that you can reach the end of two tracks. The pyramid strategy usually ends the game several turns early though, especially if multiple people are doing it.&lt;br /&gt;
&lt;br /&gt;
10. The green track is usually the first track you go up. It combos naturally with the extra cocoa required for the double track move when you ascend and just makes everything a bit easier.&lt;br /&gt;
&lt;br /&gt;
11. In order for masks to be worthwhile, you generally need the bonus tile that doubles mask scoring to be at the top of the green track (because you always go up the green track) AND there must be a good distribution of masks available to pick up. Otherwise, don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
12. Worshiping generally isn&#039;t something you want to do too often. Sometimes you may want to do it just to reposition your workers, or pick up a bonus, but in the long run, normal actions and ascensions should be better.&lt;br /&gt;
&lt;br /&gt;
Previous tips for a second opinion:&lt;br /&gt;
&lt;br /&gt;
For starting titles, I like to make sure I get at least 2 to gold and a worker in range of the tech tree set up. The best time to have a tech is before you need to use it, and the sooner you get the tech the more likely others buying after you will give you a few points (while the points are not too much overall, they can edge out a win in a close game). &lt;br /&gt;
&lt;br /&gt;
The technology tiles are very powerful, and getting a few of them on turn one and/or turn two is rather important. &lt;br /&gt;
&lt;br /&gt;
If the level 1 tech that gives one more resource per resource tile is in game, it is almost always a good buy. &lt;br /&gt;
&lt;br /&gt;
Resources are very important, but only up to the amount you need to buy stuff before the end of the game. Ending the game with a ton of extra resources normally means a game lost. I have won many games where I barely got my last &amp;quot;buy&amp;quot; in with other players sitting on 15 resources and just not in position to get to the buy point titles (pyramid, Nobel house, steps) . The temptation to do the 1 then 2 then 3 die on a resource is very strong, but if you do not have the time to spend them, all you have done is waste 3 turns. A lot of the time it is better to get a few resources and spend them right away than try to horde a lot and try to get them all spent. This is of course also based on how many turns are left in the game. &lt;br /&gt;
&lt;br /&gt;
The game will go much faster than expected, and always keep an eye out for other players with the “extra aging” tech or just lots of 4 and 5 dice sitting on the board. With one or two well placed moves they can cut 2 to 3 turns off the eclipse (per player) in one turn. I have seen an eclipse last only 4 turns because of all of the deaths. &lt;br /&gt;
Never count on having the number of turns shown before scoring. I always assume it will be at least 2 shorter for the first eclipse, and sometimes as many as 4 less for the next two. &lt;br /&gt;
The “pay all coco free” titles are very powerful and can be used to pay for workers. This lets you have level 4 and 5 workers and pay them all for free (from 3 to 8 coco). &lt;br /&gt;
&lt;br /&gt;
You always (most fo the time) want to kill your 4 and 5 workers before the end of the eclipse for cheaper workers and nice bonuses. &lt;br /&gt;
&lt;br /&gt;
I personally think trying to get masks is a trap. Even with the temple bonus of scoring masks again, I have yet to see anyone win with this strategy. You just do not have the control over which masks you can get with the random factor, and even at max masks, they just are not THAT many points. &lt;br /&gt;
&lt;br /&gt;
The pyramid is worth more on the first eclipse by a rather large amount (4 extra points per buy). If you can get 4 of them on year one, that is 4 * (1 + [0-4]+4) which is an average of 28 points as well as a possible few temple bumps for more resources, coco, or points. I personally feel it is worth at least 40 points with all of the bonuses you get. If you get the tech that gives free temple bumps on pyramid buys, that is a hard tactic to counter (other than doing it better). &lt;br /&gt;
&lt;br /&gt;
By careful of the allure of getting the 4th dice. If you are planning on locking a lot of dice or have need of some really easy to get 3 dice resources, or builds, then it can be worth it. I personally have almost never found a good use for it unless I am locking dice (something I am more likely to do with the expansions, which are not on this site as yet). &lt;br /&gt;
&lt;br /&gt;
I hope these hints have been helpful. They are by no means all of the hints, but for a beginner, I think they are all solid until you get a few games under your belt and can adapt some of the more complex other paths to victory.&lt;br /&gt;
&lt;br /&gt;
Another small hint. It is best to level up your &amp;quot;1&amp;quot; dice on the thing like building (steps, tech, ext), as the number on the dice do not matter. A &amp;quot;1&amp;quot; really hurts any combo of dice on resources, so always try to use &amp;quot;2-5&amp;quot; for those as the rewards are so much better.&lt;br /&gt;
&lt;br /&gt;
If you find the game options too complicated as a beginner, try focusing on one goal (such as pyramid tiles or decorations) and simply collect those resources needed followed by the pyramid or decoration action(s) those enable.  You can still collect bonus tiles, technologies and ascend. It can be alot of fun just focusing on those basic actions while getting used to the pace of the game, and you might even win.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_splits&amp;diff=5887</id>
		<title>Tips splits</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_splits&amp;diff=5887"/>
		<updated>2020-10-17T03:53:10Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a variety of approaches you can take when initially setting up the board.&lt;br /&gt;
The default approach is to create a board that is close to a square or a circle.&lt;br /&gt;
The alternative is to try to make a weird shaped board, one that includes irregularities or discontinuities. The variety of boards are practically unlimited.&lt;br /&gt;
An odd shaped board may increase the likelihood of one player gaining an advantage, but it might not be you that benefits.&lt;br /&gt;
&lt;br /&gt;
Your starting position is very important!&lt;br /&gt;
Keep in mind - whoever chooses location first may be at a disadvantage.&lt;br /&gt;
Try to beat your opponent(s) by trapping their sheep so they can’t divide.&lt;br /&gt;
&lt;br /&gt;
Look for sections you can take off and exclude from your opponent(s) at the earliest opportunity.&lt;br /&gt;
Make sure that you’ve located enough sheep to exploit the area isolated from your opponent.&lt;br /&gt;
&lt;br /&gt;
Read ahead - try not to let any stacks get stranded.&lt;br /&gt;
&lt;br /&gt;
Consider keeping your flock together and your opponent(s) apart as the flock size breaks a tie.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5886</id>
		<title>Tips redsevengame</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_redsevengame&amp;diff=5886"/>
		<updated>2020-10-17T03:10:12Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try and plan ahead so that you can win future rounds.&lt;br /&gt;
If you can change the canvas, consider playing a card to your palette 1st. That card won’t take away from any canvas that follows, and may very well preserve your lead.&lt;br /&gt;
&lt;br /&gt;
If you can keep below 4, Play the Red7, get a run, etc. You&#039;ll be in much better shape for future rounds.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_stoneage&amp;diff=5881</id>
		<title>Tips stoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_stoneage&amp;diff=5881"/>
		<updated>2020-10-16T23:10:04Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do not ignore either buildings or cards, they are equally important for winning the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Food&#039;&#039;&#039; is very easy to run out of, try to increase your agriculture from the beginning without growing your population too early. Do this until like 30% of the game, only start growing population after that point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;: Try to collect as much wood as you can, you can use it for buying cards for the cheapest price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Bonuses&#039;&#039;&#039;: Stay aware of what bonuses (bottom half of the card) other players are collecting and which ones you can collect. Building a strong set of Green culture cards or of a multiplier which matches the extras you have been gathering is a game changer.&lt;br /&gt;
&lt;br /&gt;
‘’’Tools’’’: When deciding which meeples to use first, try to use the meeples on the most expensive resource (Gold) 1st so that you have the most tools available, then use meeples on the next cheaper resource.  This ensures the most efficient tool usage.  When gathering gold, makes sure you have a lot tools available to overcome low dice rolls, otherwise you might not get any gold.&lt;br /&gt;
&lt;br /&gt;
‘’’Building’’’: At the outset, always select the building that costs 1-7 resources. All you need is one wood and you’ve got a building.  You may need to grab that building as soon as possible because someone else will surely grab it first if you don’t.  Don’t hesitate to place meeples on a resource your competitors need for a building In order to block them from that resource if possible.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5880</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5880"/>
		<updated>2020-10-16T22:30:36Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  Collaboration in this game doesn’t allow players to communicate, that level of collaboration is cheating and not meant for this game.  There isn’t a good way to prevent cheating, but new players may benefit from disclosing their tiles in practice sessions with friends.&lt;br /&gt;
#At the beginning of your turn, select each of your tiles to see where they might fit on the board.  Remember to attempt to rotate each tile to select the most advantageous orientation.  This ‘dry-run’ may indicate problems that prevent subsequent tiles being well placed.  Be careful not to ‘double-click’ the tile before you’ve selected otherwise the double-clicked tile is placed and the other player’s turn begins.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile so that following tile(s) played will close more exits than they add.&lt;br /&gt;
#Try to align two adjacent parallel exits in order to exploit the u-shaped tile, or other tiles which have two parallel (adjacent) exits.  Aligning other tiles with adjacent exits aligned perpendicularly allows many opportunities to match tiles and close exits.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to avoid pointing new open ends away from confined space where it might be possible to align open ends in an parallel or perpendicular grouping which can then be closed with the appropriate tile.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5879</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5879"/>
		<updated>2020-10-16T22:05:53Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Bandido is a cooperative game Which allows players to collaborate to close all the exits on the board by placement of tiles which match and close those exits.  Collaboration in this game doesn’t allow players to communicate, that level of collaboration is cheating and not meant for this game.  There isn’t a good way to prevent cheating, but new players may benefit from sharing their tiles.&lt;br /&gt;
#Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
#If you need to play a tile that adds exits, try to arrange the new tile in so that following tile(s) played will close more exits than it adds.&lt;br /&gt;
#The ‘u-shaped’ tile is best to use, try align two exits next to each other in order to exploit this tile.&lt;br /&gt;
#Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
#Try to balance pointing new open ends away from congestion, with the desire to align open ends in adjacent or perpendicular grouping which can then be closed with the appropriate tile.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5820</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5820"/>
		<updated>2020-10-04T07:10:14Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to end each turn adding fewer exits (open ends) than you close.&lt;br /&gt;
&lt;br /&gt;
If you need to play a tile that adds exits, try to arrange the new tile in so that following tile(s) played will close more exits than it adds.&lt;br /&gt;
&lt;br /&gt;
The ‘u-shaped’ tile is best to use, try align two exits next to each other in order to exploit this tile.&lt;br /&gt;
&lt;br /&gt;
Be careful of the constraints that begin to develop as you add tiles to a confined area. You’ll lose the game if you can’t close an exit in a confined area.  These constraints develop quickly once you begin to get boxed-in.  Avoid adding tiles within a confined area if possible, beware of this trap.&lt;br /&gt;
&lt;br /&gt;
Try to balance pointing new open ends away from congestion, with the desire to align open ends in adjacent or perpendicular grouping which can then be closed with the appropriate tile.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5812</id>
		<title>Tips bandido</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_bandido&amp;diff=5812"/>
		<updated>2020-10-03T21:40:33Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: dus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to end each turn adding fewer exits than you close.&lt;br /&gt;
If you need to play a tile that adds exits, try to arrange the new tile in such a way that the next tile played will be able to close more exits than it introduces&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5811</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5811"/>
		<updated>2020-10-03T20:50:06Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares to sink ships, there aren’t many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels the length of your enemy’s undetected target ship(s) and without any misses or previously located ships; then try to hit the intersecting square. This strategy works best for finding longer ships but isn’t helpful for finding the smallest ship (the sub).&lt;br /&gt;
Any ship could escape detection so don’t ignore single or parallel channels the length of the remaining undetected ship(s).&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to reveal.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be revealed and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5810</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5810"/>
		<updated>2020-10-03T20:36:05Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares to sink ships, there aren’t many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels the length of your enemy’s undetected target ship(s) and without any misses or previously located ships; then try to hit the intersecting square. This strategy works best for finding longer ships but isn’t helpful for finding the smallest ship (the sub).&lt;br /&gt;
Any ship could escape detection so don’t ignore single or parallel channels the length of the remaining undetected ship(s).&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to reveal.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be revealed and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This strategy may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided thereafter.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5806</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5806"/>
		<updated>2020-10-03T11:28:31Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares to sink ships, there aren’t many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels the length of your enemy’s undetected target ship(s) and without any misses or previously located ships; then try to hit the intersecting square. This strategy works best for finding longer ships but isn’t helpful for finding the smallest ship (the sub).&lt;br /&gt;
Any ship could escape detection so don’t ignore single or parallel channels the length of the remaining undetected ship(s).&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to reveal.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) order.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be revealed and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This strategy may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided thereafter.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5805</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5805"/>
		<updated>2020-10-03T09:12:54Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Expect to make many random choices of squares for sinking ships, there aren’t too many reliable strategies to use:&lt;br /&gt;
&lt;br /&gt;
Perpendicular Channels: once you’ve laid down a few misses, look for perpendicular channels without any misses or previously located ships, then try to hit the intersecting square. This strategy works best for finding the longer ships earlier, but not any help for finding the smallest ship.  A long ship could elude this strategy so don’t ignore parallel channels&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) order.  They may be placed symmetrically, in parallel, or Perpendicular to each other making a logical pattern - this suggests the pattern could easily be recognized and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This strategy may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided thereafter.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5791</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5791"/>
		<updated>2020-10-02T17:15:59Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There aren’t too many reliable strategies other than random choice for sinking ships:&lt;br /&gt;
&lt;br /&gt;
Perpendicular: once you’ve laid down a few misses, look for perpendicular channels without any misses or previously located ships, then try to hit the intersecting square. This strategy works best for finding the longer ships earlier, but not any help for finding the smallest ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) order.  They may be placed symmetrically, in parallel, or at right angles to each other making a logical pattern - this suggests the pattern could easily be recognized and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This strategy may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided thereafter.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5783</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=5783"/>
		<updated>2020-10-01T05:59:14Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a few approaches to use when placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) order.  They may be placed symmetrically, in parallel, or at right angles to each other making a logical pattern - this suggests the pattern could easily be recognized and prosecuted by an opponent to your disadvantage.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This strategy may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners could lead to easy detection once the edge placements are revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided thereafter.&lt;br /&gt;
&lt;br /&gt;
There aren’t too many reliable strategies for sinking ships:&lt;br /&gt;
&lt;br /&gt;
Perpendicular: once you’ve laid down a few misses, look for perpendicular channels without any misses, then try to hit the intersecting square. This strategy works best for finding the longer ships earlier, but not any help for finding the smallest ship.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5653</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5653"/>
		<updated>2020-09-17T08:38:45Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards. You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the wild color(s) (those colors without any subs left.)&lt;br /&gt;
&lt;br /&gt;
If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub, this likely won’t expend all the points if the sub’s value is already low enough.  This expended fleet card will be replaced by a fleet card that is likely more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.  If you must use a fleet card that moves your sub up, try to choose a sub of yours that already has a high value so that most of the movement is expended and the card is replaced by a fleet card that doesn’t move your own sub up.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Any chance you get try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). &lt;br /&gt;
&lt;br /&gt;
Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5638</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5638"/>
		<updated>2020-09-17T03:36:21Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards.&lt;br /&gt;
You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub, this likely won’t expend all the points if the sub’s value is already low enough.  This expended fleet card will be replaced by a fleet card that is likely more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.  If you must use a fleet card that move you sub up, try to choose a sub of yours that already has a high value so that most of the movement is expended and the card is replaced by a fleet card that doesn’t move your own sub up.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5617</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5617"/>
		<updated>2020-09-16T07:16:27Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to use fleet cards to move target subs to higher values making them more susceptible to torpedo cards.&lt;br /&gt;
You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.  If your fleet cards are undesirable, try to use them in a trivial move such as moving your opponent’s lowest value sub, this likely won’t expend all the points if the sub’s value is already low enough.  This expended fleet card will be replaced by a fleet card that is likely more desirable then the one expended.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_connectsix&amp;diff=5568</id>
		<title>Tips connectsix</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_connectsix&amp;diff=5568"/>
		<updated>2020-09-12T11:53:06Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Try to cluster your marbles with adjacent marbles vertically, horizontally and diagonally. Next try to get two strings of 4 marbles simultaneously, this will prevent your oppo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to cluster your marbles with adjacent marbles vertically, horizontally and diagonally.&lt;br /&gt;
Next try to get two strings of 4 marbles simultaneously, this will prevent your opponent from countering both allowing one of the sets of four to be extended to six for victory.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5471</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5471"/>
		<updated>2020-09-06T10:34:24Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to move target subs to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.  Using wild cards is usually how you win the game.  &lt;br /&gt;
&lt;br /&gt;
Try to trash the torpedo cards that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5441</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5441"/>
		<updated>2020-09-03T11:28:59Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to move target subs to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.&lt;br /&gt;
&lt;br /&gt;
Try to trash the torpedoes that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards) while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5440</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5440"/>
		<updated>2020-09-03T11:21:55Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of fleet cards and action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
&lt;br /&gt;
Try to move target subs to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
You want to use the torpedo cards of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher values to make them more susceptible to torpedo cards.&lt;br /&gt;
&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower values in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher values, then use torpedo cards of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.&lt;br /&gt;
&lt;br /&gt;
As soon as there are no more subs of a color, any fleet or torpedo cards of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.&lt;br /&gt;
&lt;br /&gt;
Try to trash the torpedoes that match the color of your subs, then you’ll less likely get sunk by that torpedo card and more likely have it replaced by torpedo cards of the color(s) of your target sub(s). Remember that torpedo cards are ‘common’ cards (meaning all players have access to the same torpedo cards0 while fleet cards are unique to each players hand.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=5439</id>
		<title>Tips potionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_potionexplosion&amp;diff=5439"/>
		<updated>2020-09-03T11:11:37Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &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;br /&gt;
&lt;br /&gt;
If you take low value potions near the start then when you have lots of potions, you can start taking the high ones and get lots and lots of points!&lt;br /&gt;
&lt;br /&gt;
The game goes faster than you expect, do not try to &amp;quot;save&amp;quot; potions to use in later turn. Try and complete both potions each time if at all possible. &lt;br /&gt;
&lt;br /&gt;
Before deciding on marbles to save, take a look at the new potions available and what your opponents need, if they have the Elixir of Blind Love.&lt;br /&gt;
&lt;br /&gt;
In order to choose a marble, start looking for all lone, single marbles of the color needed and especially those that might be embedded between two marbles of the same color, choose the combination that fills the most slots in your potions.  The better move may be to take a marble without explosions if it fills a critical slot in one of your potions.  &lt;br /&gt;
&lt;br /&gt;
Also consider the possibility that an initial explosion could trigger others.  Lastly, be mindful of any explosions that set your opponents up favorably, that should discourage that move.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5437</id>
		<title>Tips consonar</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_consonar&amp;diff=5437"/>
		<updated>2020-09-03T06:22:24Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;In order to check for matches, use ‘Reset’ to attempt playing each combination of card along with the action (choose the sub to move) - this will reveal other ship combina...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to check for matches, use ‘Reset’ to attempt playing each combination of card along with the action (choose the sub to move) - this will reveal other ship combinations, and susequently, any torpedoes available. &lt;br /&gt;
Try to move target subs to higher numbers to make them more susceptible to torpedoes.&lt;br /&gt;
You want to use the torpedoes of the same color as the target sub.  Hopefully you’ve promoted the target sub to higher numbers to make them more susceptible to torpedo attack.&lt;br /&gt;
Don’t hesitate to move your own sub(s) to lower numbers in order to make them less susceptible.&lt;br /&gt;
In order to torpedo a target sub, move it to higher numbers, then invoke the torpedoes of the same color,&lt;br /&gt;
or those of the color(s) without any subs left.&lt;br /&gt;
As soon as there are no more subs of a color, any actions or torpedoes of that color are considered ‘wild’, you need to use these wildcards to attack your remaining target subs.&lt;br /&gt;
Try to trash the torpedoes that match the color of your subs, then you’ll more likely to get torpedoes of the color of your target subs.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5387</id>
		<title>Tips logger</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5387"/>
		<updated>2020-08-27T17:43:36Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, to prevent him getting into position to chop a tree.&lt;br /&gt;
Don’t forget to “stay” if doing so let’s you chop or plant adjacent trees.&lt;br /&gt;
Relying on a protestor is a weak strategy, the protester doesn&#039;t prevent a competitor from chopping adjacent trees that will fall in its direction thus losing the protested tree and protester together. &lt;br /&gt;
If the protester is placed, try to avoid trees maturing adjacent the protester as that jeopardizes the protested tree once the adjacent chopped tree falls in its direction.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5386</id>
		<title>Tips logger</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5386"/>
		<updated>2020-08-27T16:54:05Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, thus preventing him getting into position to chop a tree.&lt;br /&gt;
Don’t forget to “stay” if by doing so you can chop adjacent trees or to plant. Relying on a protestor is a weak strategy. It doesn&#039;t prevent the competitor from taking the trees and you lose the protestor man too. If the protester is placed, try to avoid trees maturing adjacent the protester as that will eliminate the protested tree once the adjacent tree falls in its direction.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5385</id>
		<title>Tips logger</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5385"/>
		<updated>2020-08-27T16:52:54Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, thus preventing him getting into position to chop a tree.&lt;br /&gt;
Don’t forget to “stay” if by doing so you can chop adjacent trees or to plant. Relying on a protestor is a weak strategy. It doesn&#039;t prevent the competitor from takiing the trees and you lose the protestor man too. If the protester is placed, try to avoid trees maturing adjacent the protester as that will eliminate the protested tree once the adjacent tree falls in its direction.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5383</id>
		<title>Tips logger</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5383"/>
		<updated>2020-08-27T16:37:38Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, thus preventing him getting into position to chop a tree.&lt;br /&gt;
Don’t forget to “stay” if by doing so you can chop adjacent trees or to plant.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5382</id>
		<title>Tips logger</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_logger&amp;diff=5382"/>
		<updated>2020-08-27T16:30:06Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, thus preventing him getting into position to chop a tree.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to place your lumberjack and planted trees between your opponent and the available maturing trees, thus preventing him getting into position to chop a tree.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=5139</id>
		<title>Tips yatzy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=5139"/>
		<updated>2020-07-31T16:16:39Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &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;br /&gt;
&lt;br /&gt;
The game of Yahtzee will challenge the player to choose between chasing similar dice to score the grand prize ( ‘Yahtzee’ is ‘five-of-a-kind’ ) versus a straight where any duplicates are re-rolled to chase the straight.  To get Yahtzee means you’ll always need to chase duplicate dice at the expense of a straight.  This ‘Yahtzee 1st and foremost’ strategy dictates that you only chase a straight when you get an inside straight (four die, 2,3,4,5) on your initial roll, otherwise you re-roll any dice not duplicated to score a ‘Yahtzee’.  &lt;br /&gt;
&lt;br /&gt;
The Yahtzee variant ‘Yams’ introduces an alternative scoring sheet with a few changes.  For instance it drops the ‘chance’, ‘three-a-kind, and a ‘rigole’ which is  four-of-a-kind plus one from the opposite die face (1 for sixes, 2 for fives, 3 for fours, etc).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=5129</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=5129"/>
		<updated>2020-07-31T00:34:02Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
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&lt;div&gt;Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. Later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards.&lt;br /&gt;
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For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
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You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
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Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
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If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;br /&gt;
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When deciding when to use dice, or to choose a 2nd die, remember that the expected value from a 6-sided die is 3.5. Therefore you assume that you can get a roll of 3 or better from each die.  If you aren’t rolling to get a four or better occasionally, you’ll seldom win Thermopyles.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tips_forsale&amp;diff=5128</id>
		<title>Tips forsale</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tips_forsale&amp;diff=5128"/>
		<updated>2020-07-30T20:45:33Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The trick with this game is knowing when to sacrifice a lot of your chips. Look at the cards beforehand and decide if they&#039;re really worth spending a lot chips. Because remember that if you pass you get half your chips back, therefore getting a much better price than the person who wins.&lt;br /&gt;
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Remember what people have and what they&#039;ve played already.&lt;br /&gt;
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Do realize there are many strategies in this game. One of the strategies is when you bid then wait for it to build up, let people pass, then end the bid. Thus you hand over only HALF of the coins you spent and got a good property.&lt;br /&gt;
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Another consideration is turn order. Since the winning bid goes first, one strategy is to bid high early to secure the first bid(s) in the following hand(s). A high 1st bid may discourage others, but can result in you overpaying when nobody follows your initial bid.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
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