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	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-16T01:35:19Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5563</id>
		<title>Gamehelpsantorini</title>
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		<updated>2020-09-11T05:19:25Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
=== Setup ===&lt;br /&gt;
1. The first player offers 2, 3, or 4 power cards for selection (depending on player count). Try the &#039;&#039;Quick Setup&#039;&#039; option to have Board Game Arena do this for you.&lt;br /&gt;
&lt;br /&gt;
2. The first player chooses which power will start the game. Follow our suggestion for a balanced game.&lt;br /&gt;
&lt;br /&gt;
3. In turn order, each player selects a power from those on offer. The first player receives the last remaining power.&lt;br /&gt;
&lt;br /&gt;
4. Whoever selected the starting power becomes the new first player.&lt;br /&gt;
&lt;br /&gt;
5. Each player places 2 workers in their color on the board.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
1. &#039;&#039;&#039;Move&#039;&#039;&#039; one of your workers to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Win condition: If your worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3 during your turn, you win!&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If none of your workers can move, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring the moved worker. You may build on any level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If your worker cannot build, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heart of the game are the variable player powers, which adjust these basic rules for each player. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. Try the &#039;&#039;Simple Gods&#039;&#039; option for your first few games.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards, although we do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players select one shared power card and place it beside the board. After placing workers, the first player places the golden Ram figure on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the Ram figure receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. &amp;lt;b&amp;gt;Domes are not blocks.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the Ram figure (used only in the Golden Fleece Variant).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force&#039;&#039; is a special action available to some powers. &amp;lt;b&amp;gt;&#039;&#039;Force&#039;&#039; is not the same as &#039;&#039;move&#039;&#039;&amp;lt;/b&amp;gt; so it does not trigger the normal win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tokens&#039;&#039; are special markers related to some powers. Tokens cannot be placed on a space that is occupied or contains a token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== Differences From The Physical Game ==&lt;br /&gt;
Minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance:&lt;br /&gt;
&lt;br /&gt;
The setup changed. Instead of choosing the first &#039;&#039;player&#039;&#039;, you choose the first &#039;&#039;power&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The text on 12 powers changed. The cards are clearly marked with &#039;&#039;REVISED POWER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Please do not modify anything below this point.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== List of Powers (60) ==&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Volatile Warrior&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Devastatingly Handsome&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Love&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God Of Music&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of War&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Hunt&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Falling Stars&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Swift Huntress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Wisdom&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Shouldering the Heavens&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Tamer of Pegasus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Violence&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine &amp;amp; Mortal Twins&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Primordial Nothingness&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Ferryman to the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Time&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine Enchantress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of History&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Harvest&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Wine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Discord&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move and build with an opponent Worker that was not the one your opponent most recently moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Desire&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen &amp;amp; Guardian Automaton&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Earth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;The Gray Hags&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Menaces&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Blacksmiths&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Marriage&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Doer of Great Deeds&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Travel&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Hearth and Home&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen of the Amazons&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hydra&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Many-Headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If none of your Workers neighbor each other, gain a new Worker and place it in one of the lowest unoccupied spaces next to the Worker you moved. Otherwise, remove one of your Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Sleep&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Rainbow&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Leader of the Argonauts&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Famine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Maenads&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Raving Ones&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your Workers neighbor an opponent&#039;s Worker on opposite sides, that opponent loses the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Powerful Sorceress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Petrifying Gorgon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Bull-headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Dreams&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Nyx&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Night&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Before players choose powers, the first player selects a God Power card to be Nyx&#039;s Night Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of All Turns:&amp;lt;/b&amp;gt; If there are an odd number of Complete Towers in play, gain your Night Power and your opponent loses their God Power. If there are an even number of Complete Towers, lose your Night Power and your opponent gains their God Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Cunning Leader&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Wild&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Horse&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Spring Growth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Gigantic Cyclops&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sea&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Benefactor of Mankind&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proteus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Shapeshifting Sea God&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; After your Worker moves, if possible, force one of your other Workers into the space just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Scylla&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Menacing Sea Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves from a space that neighbors an opponent&#039;s Worker, you may force their Worker into the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Moon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Dancing&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Slayer of the Minotaur&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Waves&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Fortune&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Astronomy&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sky&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5562</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5562"/>
		<updated>2020-09-11T05:17:37Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
=== Setup ===&lt;br /&gt;
1. The first player offers 2, 3, or 4 power cards for selection (depending on player count). Try the &#039;&#039;Quick Setup&#039;&#039; option to have Board Game Arena do this for you.&lt;br /&gt;
&lt;br /&gt;
2. The first player chooses which power will start the game. Follow our suggestion for a balanced game.&lt;br /&gt;
&lt;br /&gt;
3. In turn order, each player selects a power from those on offer. The first player receives the last remaining power.&lt;br /&gt;
&lt;br /&gt;
4. Whoever selected the starting power becomes the new first player.&lt;br /&gt;
&lt;br /&gt;
5. each player places 2 workers in their color on the board.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
1. &#039;&#039;&#039;Move&#039;&#039;&#039; one of your workers to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Win condition: If your worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3 during your turn, you win!&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If none of your workers can move, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring the moved worker. You may build on any level.&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;Loss condition: If your worker cannot build, you lose.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heart of the game are the variable player powers, which slightly change these basic rules for each player. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. Try the &#039;&#039;Simple Gods&#039;&#039; option for your first few games.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards, although we do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players select one shared power card and place it beside the board. After placing workers, the first player places the golden Ram figure on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the Ram figure receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. &amp;lt;b&amp;gt;Domes are not blocks.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the Ram figure (used only in the Golden Fleece Variant).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force&#039;&#039; is a special action available to some powers. &amp;lt;b&amp;gt;&#039;&#039;Force&#039;&#039; is not the same as &#039;&#039;move&#039;&#039;&amp;lt;/b&amp;gt; so it does not trigger the normal win condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tokens&#039;&#039; are special markers related to a power. Tokens cannot be placed on a space that is occupied or contains a token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== Differences From The Physical Game ==&lt;br /&gt;
Minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance:&lt;br /&gt;
&lt;br /&gt;
The setup changed. Instead of choosing the first &#039;&#039;player&#039;&#039;, you choose the first &#039;&#039;power&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The text on 12 powers changed. The cards are clearly marked with &#039;&#039;REVISED POWER&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Please do not modify anything below this point.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== List of Powers (60) ==&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Volatile Warrior&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Devastatingly Handsome&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Love&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God Of Music&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of War&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Hunt&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Falling Stars&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Swift Huntress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Wisdom&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Shouldering the Heavens&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Tamer of Pegasus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Violence&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine &amp;amp; Mortal Twins&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Primordial Nothingness&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Ferryman to the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Time&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine Enchantress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of History&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Harvest&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Wine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Discord&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move and build with an opponent Worker that was not the one your opponent most recently moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Desire&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen &amp;amp; Guardian Automaton&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Earth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;The Gray Hags&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Menaces&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Blacksmiths&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Marriage&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Doer of Great Deeds&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Travel&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Hearth and Home&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen of the Amazons&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hydra&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Many-Headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If none of your Workers neighbor each other, gain a new Worker and place it in one of the lowest unoccupied spaces next to the Worker you moved. Otherwise, remove one of your Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Sleep&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Rainbow&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Leader of the Argonauts&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Famine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Maenads&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Raving Ones&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your Workers neighbor an opponent&#039;s Worker on opposite sides, that opponent loses the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Powerful Sorceress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Petrifying Gorgon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Bull-headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Dreams&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Nyx&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Night&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Before players choose powers, the first player selects a God Power card to be Nyx&#039;s Night Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of All Turns:&amp;lt;/b&amp;gt; If there are an odd number of Complete Towers in play, gain your Night Power and your opponent loses their God Power. If there are an even number of Complete Towers, lose your Night Power and your opponent gains their God Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Cunning Leader&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Wild&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Horse&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Spring Growth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Gigantic Cyclops&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sea&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Benefactor of Mankind&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Simple God &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proteus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Shapeshifting Sea God&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3 &amp;amp;mdash; REVISED POWER&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; After your Worker moves, if possible, force one of your other Workers into the space just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Scylla&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Menacing Sea Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves from a space that neighbors an opponent&#039;s Worker, you may force their Worker into the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Moon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Dancing&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Slayer of the Minotaur&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2 &amp;amp;mdash; Hero Power&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;color:#6a1b9a&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Waves&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Fortune&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Astronomy&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p style=&amp;quot;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sky&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5503</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5503"/>
		<updated>2020-09-08T00:24:35Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Add Nyx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;Tokens&#039;&#039; are special pieces related to power cards. Tokens cannot be placed on space that are occupied or contain another token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    Please do not modify anything below this point.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== List of Simple Gods (10) ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God Of Music&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Hunt&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Wisdom&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Shouldering the Heavens&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Harvest&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Blacksmiths&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Travel&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Bull-headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Wild&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Benefactor of Mankind&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods (40) ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Love&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of War&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Falling Stars&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Violence&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine &amp;amp; Mortal Twins&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Primordial Nothingness&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Ferryman to the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Time&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine Enchantress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of History&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Wine&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Eris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Discord&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move and build with an opponent Worker that was not the one your opponent most recently moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Desire&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen &amp;amp; Guardian Automaton&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Earth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;The Gray Hags&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Underworld&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Menaces&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Marriage&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Hearth and Home&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen of the Amazons&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hydra&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Many-Headed Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If none of your Workers neighbor each other, gain a new Worker and place it in one of the lowest unoccupied spaces next to the Worker you moved. Otherwise, remove one of your Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Sleep&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Rainbow&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Famine&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Maenads&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Raving Ones&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your Workers neighbor an opponent&#039;s Worker on opposite sides, that opponent loses the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Petrifying Gorgon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Dreams&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Nyx&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Night&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Before players choose powers, the first player selects a God Power card to be Nyx&#039;s Night Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of All Turns:&amp;lt;/b&amp;gt; If there are an odd number of Complete Towers in play, gain your Night Power and your opponent loses their God Power. If there are an even number of Complete Towers, lose your Night Power and your opponent gains their God Power.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Horse&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Spring Growth&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sea&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Proteus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Shapeshifting Sea God&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; After your Worker moves, if possible, force one of your other Workers into the space just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Scylla&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Menacing Sea Monster&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves from a space that neighbors an opponent&#039;s Worker, you may force their Worker into the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Moon&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Dancing&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Waves&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Fortune&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Astronomy&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sky&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2, 3, 4 &amp;amp;mdash; Golden Fleece Variant&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers (10) ==&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Volatile Warrior&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Devastatingly Handsome&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Swift Huntress&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Tamer of Pegasus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Doer of Great Deeds&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Leader of the Argonauts&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Powerful Sorceress&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Cunning Leader&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Gigantic Cyclops&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Slayer of the Minotaur&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Players: 2&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=5475</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=5475"/>
		<updated>2020-09-06T14:56:14Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* General tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* Which actions on the page will generate calls to the server.&lt;br /&gt;
* What happens when you get a notification for a change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details of how the file is structured are described below with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Here is the basic structure:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;constructor&#039;&#039;&#039;: here you can define global variables for your whole interface.&lt;br /&gt;
* &#039;&#039;&#039;setup&#039;&#039;&#039;: this method is called when the page is refreshed, and sets up the game interface.&lt;br /&gt;
* &#039;&#039;&#039;onEnteringState&#039;&#039;&#039;: this method is called when entering a new game state. You can use it to customize the view for each game state.&lt;br /&gt;
* &#039;&#039;&#039;onLeavingState&#039;&#039;&#039;: this method is called when leaving a game state.&lt;br /&gt;
* &#039;&#039;&#039;onUpdateActionButtons&#039;&#039;&#039;: called when entering a new state, in order to add action buttons to the status bar.&lt;br /&gt;
* &#039;&#039;(utility methods)&#039;&#039;: this is where you can define your utility methods.&lt;br /&gt;
* &#039;&#039;(player&#039;s actions)&#039;&#039;: this is where you can write your handlers for player actions on the interface (example: click on an item).&lt;br /&gt;
* &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;: this method associates notifications with notification handlers. For each game notification, you can trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* &#039;&#039;(notification handlers)&#039;&#039;: this is where you define the notifications handlers associated with notifications in &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;, above.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: ID of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
: Note: This is a variable, not a function.&lt;br /&gt;
: Note: If you want to hide an element from spectators, you should use [[Game_interface_stylesheet:_yourgamename.css#spectatorMode|CSS &#039;spectatorMode&#039; class]].&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains the initial set of data to init the game, created at game start or by game refresh (F5).&lt;br /&gt;
: You can update it as needed to keep an up-to-date reference of the game on the client side if you need it. (Most of the time this is unnecessary).&lt;br /&gt;
&lt;br /&gt;
; this.isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play).&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of the active player, or null if we are not in an &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players who are currently active (or an empty array if there are none).&lt;br /&gt;
&lt;br /&gt;
; this.bRealtime&lt;br /&gt;
: Return true if the game is in realtime. Note that having a distinct behavior in realtime and turn-based should be exceptional.&lt;br /&gt;
&lt;br /&gt;
; typeof g_replayFrom != &#039;undefined&#039;&lt;br /&gt;
: Returns true if the game is in instant replay mode (replay during the game)&lt;br /&gt;
&lt;br /&gt;
; g_archive_mode&lt;br /&gt;
: Returns true if the game is in archive mode (advanced replay after the game has ended)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
You may consider making a function like this, to detect if the game is in a read-only state:&lt;br /&gt;
&lt;br /&gt;
  // Returns true for spectators, instant replay (during game), archive mode (after game end)&lt;br /&gt;
  isReadOnly: function () {&lt;br /&gt;
    return this.isSpectator || typeof g_replayFrom != &#039;undefined&#039; || g_archive_mode;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA uses the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things more easily. The BGA framework uses Dojo extensively.&lt;br /&gt;
&lt;br /&gt;
To implement a game, you only need to use a few parts of the Dojo framework. All the Dojo methods you need are described on this page.&lt;br /&gt;
&lt;br /&gt;
== Javascript minimization (before July 2020) ==&lt;br /&gt;
&lt;br /&gt;
For performance reasons, when deploying a game the js code is minimized using ShrinkSafe (based on ECMASCRIPT version 3). Some advanced syntax may not be compatible with this process. In particular:&lt;br /&gt;
* You should not use reserved keywords from the javascript language as variables.&lt;br /&gt;
* You should not declare default argument values in function declarations. The following syntax is invalid for ShrinkSafe: &#039;&#039;&#039;function myFunc(requiredArg, optionalArg = &#039;defaultValue&#039;) {}&#039;&#039;&#039;&lt;br /&gt;
* You should not use &#039;&#039;&#039;let&#039;&#039;&#039; or &#039;&#039;&#039;const&#039;&#039;&#039; to declare variables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; a developer encountering some problems with this has successfully used [http://plugins.netbeans.org/plugin/58580/jshint JSHint] on NetBeans to evaluate code to make it compatible for ECMAScript 3. With the plugin installed, set the below options in &#039;&#039;&#039;.jshintrc&#039;&#039;&#039; file, and then open &#039;&#039;&#039;Action Items&#039;&#039;&#039; window (in NetBeans):&amp;lt;pre&amp;gt;{ &amp;quot;maxerr&amp;quot;: 999, &amp;quot;esversion&amp;quot;: 3 }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; some online tools also allow to convert between different versions of javascript, such as https://www.typescriptlang.org/play or https://babeljs.io/ or https://extendsclass.com/javascript-fiddle.html&lt;br /&gt;
&lt;br /&gt;
== Javascript minimization (after July 2020) ==&lt;br /&gt;
&lt;br /&gt;
For performance reasons, when deploying a game the javascript code is minimized using &#039;&#039;&#039;terser&#039;&#039;&#039; (https://github.com/terser/terser). This minifier works with modern javascript syntax. From your project &amp;quot;Manage game&amp;quot; page, you can now test a minified version of jour javascript on the studio (and revert to the original).&lt;br /&gt;
&lt;br /&gt;
== Accessing and manipulating the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get an HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with the BGA Framework. You should not use the &#039;&#039;&#039;getElementById&#039;&#039;&#039; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify the CSS property of any HTML element in your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprites to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify the CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have a complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situations, many small CSS property updates can be replaced by a CSS class change (i.e., you add a CSS class to your element instead of applying all modifications manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and without error.&lt;br /&gt;
* You can test whether you applied the CSS to an element with the &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; method.&lt;br /&gt;
&lt;br /&gt;
Example from &#039;&#039;Reversi&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property changes in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on the client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: We encourage you to use &#039;&#039;&#039;dojo.addClass&#039;&#039;&#039;, &#039;&#039;&#039;dojo.removeClass&#039;&#039;&#039; and &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (i.e., elements of class &amp;quot;token&amp;quot;) on the board (i.e., the element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert HTML code somewhere in your game interface without breaking something. It is much better to use than the &#039;&#039;&#039;innerHTML=&#039;&#039;&#039; method if you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The third parameter of dojo.place can take various interesting values:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;replace&amp;quot; : (see description above).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;first&amp;quot; : Places the node as a child of the reference node. The node is placed as the first child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;last&amp;quot; (default) : Places the node as a child of the reference node. The node is placed as the last child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;before&amp;quot; : places the node right before the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;after&amp;quot; : places the node right after the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only&amp;quot; : replaces all children of the reference node with the node.&lt;br /&gt;
&lt;br /&gt;
positif integer : This parameter can be a positif integer. In this case, the node will be placed as a child of the reference node with this number (counting from 0). If the number is more than number of children, the node will be appended to the reference node making it the last child. &lt;br /&gt;
&lt;br /&gt;
See also full doc on dojo.place : [https://dojotoolkit.org/reference-guide/1.7/dojo/place.html]&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dojo Animations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA animations is based on Dojo Animation ([http://dojotoolkit.org/documentation/tutorials/1.8/animation/ see tutorial here]).&lt;br /&gt;
&lt;br /&gt;
However, most of the time, you can just use methods below, which are built on top of Dojo Animation.&lt;br /&gt;
&lt;br /&gt;
Note: one interesting method from Dojo that could be useful from time to time is &amp;quot;Dojo.Animation&amp;quot;. It allows you to make any CSS property &amp;quot;slide&amp;quot; from one value to another.&lt;br /&gt;
&lt;br /&gt;
Note 2: the slideTo methods are not compatible with CSS transform (scale, zoom, rotate...). If possible, avoid using CSS transform on nodes that are being slided. Eventually, the only possible solution to make these 2 compatible is to disable all CSS transform properties, use slideToObjectPos/placeOnObjectPos, and then apply them again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same as &amp;quot;slideToObject&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectAndDestroy: function( node, to, time, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is a handy shortcut to slide an existing HTML object to some place then destroy it upon arrival. It can be used for example to move a victory token or a card from the board to the player panel to show that the player earns it, then destroy it when we don&#039;t need to keep it visible on the player panel.&lt;br /&gt;
&lt;br /&gt;
It works the same as this.slideToObject and takes the same arguments. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideToObjectAndDestroy( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 1000, 0 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotating elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can check here [http://jimfulton.info/demos/dojo-animated-rotate.html an example of use] of Dojo to make an element rotate.&lt;br /&gt;
&lt;br /&gt;
This example combines &amp;quot;Dojo.Animation&amp;quot; method and a CSS3 property that allow you to rotate the element.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: to asses browser compatibility, you must select the CSS property to use just like in the example (see sourcecode below):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var transform;&lt;br /&gt;
        dojo.forEach(&lt;br /&gt;
            [&#039;transform&#039;, &#039;WebkitTransform&#039;, &#039;msTransform&#039;,&lt;br /&gt;
             &#039;MozTransform&#039;, &#039;OTransform&#039;],&lt;br /&gt;
            function (name) {&lt;br /&gt;
                if (typeof dojo.body().style[name] != &#039;undefined&#039;) {&lt;br /&gt;
                    transform = name;&lt;br /&gt;
                }&lt;br /&gt;
            });&lt;br /&gt;
        // ... and then use &amp;quot;transform&amp;quot; as the name of your CSS property for rotation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Callbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you wish to run some code only after an animation has completed you can do this by linking a callback method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var animation_id = this.slideToObject( mobile_obj, target_obj, duration, delay );&lt;br /&gt;
dojo.connect(animation_id, &#039;onEnd&#039;, dojo.hitch(this, &#039;callback_function&#039;, parameters));&lt;br /&gt;
animation_id.play();&lt;br /&gt;
&lt;br /&gt;
…&lt;br /&gt;
&lt;br /&gt;
callback_function: function(params) {&lt;br /&gt;
   // this will be called after the animation ends&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wish to call a second animation after the first (rather than general code) then you can use a dojo animation chain (see tutorial referenced above).&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: this function destroys original object and places a clone onto a new parent, this will break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onclick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkPossibleActions( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkPossibleActions: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
* this is independent of the player being active, so can be used instead of this.checkAction(). This is particularly useful for multiplayer states when the player is not active in a &#039;player may like to change their mind&#039; scenario. &lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.  if no error this function is called with parameter value false.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)destination, (opt)blinking, (opt)color )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: an element ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* destination (optional): deprecated, do not use this. Use &#039;&#039;&#039;null&#039;&#039;&#039; as value if you need to specify other arguments.&lt;br /&gt;
* blinking (optional): if set to &#039;&#039;&#039;true&#039;&#039;&#039;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
* color: could be &#039;&#039;&#039;blue&#039;&#039;&#039; (default), &#039;&#039;&#039;red&#039;&#039;&#039; or &#039;&#039;&#039;gray&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hearts example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args ) {&lt;br /&gt;
                      &lt;br /&gt;
            if (this.isCurrentPlayerActive()) {            &lt;br /&gt;
                switch( stateName ) {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example using blinking red button:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.addActionButton( &#039;commit_button&#039;, _(&#039;Confirm&#039;), &#039;onConfirm&#039;, null, true, &#039;red&#039;); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: at least in studio example above will make button huge, because it sets it display of blinking things to &#039;&#039;&#039;block&#039;&#039;&#039;, &lt;br /&gt;
if you don&#039;t like it you have to change css display value&lt;br /&gt;
of the button to inline-block (the id of the button is the first argument, i.e &#039;commit_button&#039; in example above)&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pre-defined notification types ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tableWindow&#039;&#039;&#039; - This defines notification to display [[Game_interface_logic:_yourgamename.js#Scoring_dialogs|Scoring Dialogs]], see below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;message&#039;&#039;&#039; - This defines notification that shows on players log and have no other effect&lt;br /&gt;
&lt;br /&gt;
   // You can call this on php side without doing anything on client side&lt;br /&gt;
    self::notifyAllPlayers( &#039;message&#039;, &#039;hello&#039;, array( ) );&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( nodeId, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you should use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browsers (see [[BGA_Studio_Guidelines|Guidelines]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( &#039;cardcount&#039;, _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( nodeId, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to to all the DOM nodes set with this cssClass (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.removeTooltip( nodeId )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove a tooltip from the DOM node.&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;confirmationDialog( message, yesHandler, noHandler )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to bake the pie?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.bakeThePie();&lt;br /&gt;
        } ) ); &lt;br /&gt;
        return; // nothing should be called or done after calling this, all action must be done in the handler  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple choice dialog ===&lt;br /&gt;
You can use this dialog to give user a choice with small amount of options:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var keys = [1,5,10];&lt;br /&gt;
        this.multipleChoiceDialog(&lt;br /&gt;
          _(&#039;How many bugs to fix?&#039;), keys, &lt;br /&gt;
            dojo.hitch(this, function(choice) {&lt;br /&gt;
                            var bugchoice = keys[choice];&lt;br /&gt;
                            console.log(&#039;dialog callback with &#039;+bugchoice);&lt;br /&gt;
                            this.ajaxcall( &#039;/mygame/mygame/fixBugs.html&#039;, { bugs: bugchoice}, this, function( result ) {} );                        }));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
As a general rule, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog over the play zone. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new ebg.popindialog();&lt;br /&gt;
  this.myDlg.create( &#039;myDialogUniqueId&#039; );&lt;br /&gt;
  this.myDlg.setTitle( _(&amp;quot;my dialog title to translate&amp;quot;) );&lt;br /&gt;
  this.myDlg.setMaxWidth( 500 ); // Optional&lt;br /&gt;
  &lt;br /&gt;
  // Create the HTML of my dialog. &lt;br /&gt;
  // The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
  &lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.setContent( html ); // Must be set before calling show() so that the size of the content is defined before positioning the dialog&lt;br /&gt;
  this.myDlg.show();&lt;br /&gt;
  &lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, if you have an &amp;quot;OK&amp;quot; button in the HTML of your dialog:&lt;br /&gt;
  dojo.connect( $(&#039;my_ok_button&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.destroy();&lt;br /&gt;
            } );&lt;br /&gt;
&lt;br /&gt;
If necessary, you can remove the default top right corner &#039;close&#039; icon, or replace the function called when it is clicked:&lt;br /&gt;
  // Removes the default close icon&lt;br /&gt;
  this.myDlg.hideCloseIcon();&lt;br /&gt;
&lt;br /&gt;
  // Replace the function call when it&#039;s clicked&lt;br /&gt;
  this.myDlg.replaceQuitCallback( function() { ... } );&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; clienttranslate(&amp;quot;a string with an ${argument}&amp;quot;), &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also use three extra attributes in the parameter array for the notification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table,&lt;br /&gt;
            &amp;quot;header&amp;quot; =&amp;gt; array(&#039;str&#039; =&amp;gt; clienttranslate(&#039;Table header with parameter ${number}&#039;),&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;number&#039; =&amp;gt; 3 ),&lt;br /&gt;
                               ),&lt;br /&gt;
            &amp;quot;footer&amp;quot; =&amp;gt; &#039;&amp;lt;div&amp;gt;Some footer&amp;lt;/div&amp;gt;&#039;,&lt;br /&gt;
            &amp;quot;closing&amp;quot; =&amp;gt; clienttranslate( &amp;quot;Closing button label&amp;quot; )&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039;: the content for this parameter will display before the table (also, the html will be parsed and player names will be colored according to the current game colors). &lt;br /&gt;
*&#039;&#039;&#039;footer&#039;&#039;&#039;: the content for this parameter will display after the table (no parsing for coloring the player names)&lt;br /&gt;
*&#039;&#039;&#039;closing&#039;&#039;&#039;: if this parameter is used, a button will be displayed with this label at the bottom of the popup and will allow players to close it (more easily than by clicking the top right &#039;cross&#039; icon).&lt;br /&gt;
&lt;br /&gt;
=== Scoring animated display ===&lt;br /&gt;
&lt;br /&gt;
Sometimes (Terra Mystica final scoring for example), you may want to display a score value over an element to make the scoring easier to follow for the players.&lt;br /&gt;
You can do it with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.displayScoring( anchor_id, color, score, duration );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;anchor_id&#039;&#039;&#039;: ID of the element to place the animated score onto (without the &#039;#&#039;) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;color&#039;&#039;&#039;: hexadecimal RGB representation of the color (should be the color of the scoring player), but without a leading &#039;#&#039;.  For instance, &#039;ff0000&#039; for red.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;score&#039;&#039;&#039;: numeric score to display, prefixed by a &#039;+&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;duration&#039;&#039;&#039;: animation duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: if you want to display successively each score, you can use &#039;&#039;this.notifqueue.setSynchronous()&#039;&#039; function.&lt;br /&gt;
&lt;br /&gt;
=== Speech bubble ===&lt;br /&gt;
&lt;br /&gt;
For better interactivity in some games (Love Letter for example), you may use comic book style speech bubbles to express the players voices.&lt;br /&gt;
This is done with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.showBubble( anchor_id, text, delay, duration, custom_class )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
delay in milliseconds is optional (default 0)&lt;br /&gt;
&lt;br /&gt;
duration in milliseconds is optional (default 3000)&lt;br /&gt;
&lt;br /&gt;
custom_class is optional, if you need to override the default bubble style&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: if your bubble could overlap other active elements of the interface (buttons in particular), as it stays in place even after disappearing, you should use a custom class to give it the style &amp;quot;pointer-events: none;&amp;quot; in order to intercept click events.&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value with animation :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].toValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Gomoku example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets with &#039;&#039;&#039;ensureSpecificGameImageLoading( image_file_names_array )&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// By default, do not preload anything&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan1.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan2.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan3.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan4.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan5.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan6.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan7.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan8.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan9.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan10.png&#039; );&lt;br /&gt;
var to_preload = [];&lt;br /&gt;
for( i in this.gamedatas.clans )&lt;br /&gt;
{&lt;br /&gt;
	var clan_id = this.gamedatas.clans[i];&lt;br /&gt;
	to_preload.push( &#039;clan&#039;+clan_id+&#039;.png&#039; );&lt;br /&gt;
}&lt;br /&gt;
if( to_preload.length == 5 )&lt;br /&gt;
{&lt;br /&gt;
	this.ensureSpecificGameImageLoading( to_preload );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You don&#039;t need to specify to not preload game box images (game_box.png, game_box75.png...) since they are not preloaded by default.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we ensure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onScreenWidthChange()&#039;&#039;&#039;&lt;br /&gt;
This function can be overridden in your game to manage some resizing on the client side when the browser window is resized. This function is also triggered at load time, so it can be used to adapt to the viewport size at the start of the game too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updatePageTitle()&#039;&#039;&#039;&lt;br /&gt;
This function allows to update the current page title and turn description according to the game state. If the current game state description this.gamedatas.gamestate.descriptionmyturn is modified before calling the function, it allows to update the turn description without changing state.&lt;br /&gt;
&lt;br /&gt;
Example from Terra Mystica:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onClickFavorTile: function( evt )&lt;br /&gt;
{&lt;br /&gt;
    [...]&lt;br /&gt;
&lt;br /&gt;
    if ( ... ) {&lt;br /&gt;
&lt;br /&gt;
        this.gamedatas.gamestate.descriptionmyturn = _(&#039;Special action: &#039;) + _(&#039;Advance 1 space	on a Cult track&#039;);&lt;br /&gt;
        this.updatePageTitle();&lt;br /&gt;
        this.removeActionButtons();&lt;br /&gt;
&lt;br /&gt;
        this.addActionButton( &#039;action_confirm1&#039;, _(&amp;quot;Fire&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm2&#039;, _(&amp;quot;Water&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm3&#039;, _(&amp;quot;Earth&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm4&#039;, _(&amp;quot;Air&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
&lt;br /&gt;
        this.addActionButton( &#039;action_cancel&#039;, _(&amp;quot;Cancel&amp;quot;), function() { ... }, false, false, &#039;gray&#039;&lt;br /&gt;
        );&lt;br /&gt;
&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    [...]&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
Add a custom sound and make it load with your interface:&lt;br /&gt;
&lt;br /&gt;
Add this in your template (.tpl) file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;audio id=&amp;quot;audiosrc_&amp;lt;gamename&amp;gt;_&amp;lt;yoursoundname&amp;gt;&amp;quot; src=&amp;quot;{GAMETHEMEURL}img/&amp;lt;filename&amp;gt;.mp3&amp;quot; preload=&amp;quot;none&amp;quot; autobuffer&amp;gt;&amp;lt;/audio&amp;gt;&lt;br /&gt;
&amp;lt;audio id=&amp;quot;audiosrc_o_&amp;lt;gamename&amp;gt;_&amp;lt;yoursoundname&amp;gt;&amp;quot; src=&amp;quot;{GAMETHEMEURL}img/&amp;lt;filename&amp;gt;.ogg&amp;quot; preload=&amp;quot;none&amp;quot; autobuffer&amp;gt;&amp;lt;/audio&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is a requirement to provide both a mp3 and a ogg file.&lt;br /&gt;
&lt;br /&gt;
Play the sound (from your .js file):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            playSound(&#039;&amp;lt;gamename&amp;gt;_&amp;lt;yoursoundname&amp;gt;&#039;);             &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable the standard &amp;quot;move&amp;quot; sound for this move (to replace it with your custom sound):&lt;br /&gt;
&lt;br /&gt;
Add this to your notification handler:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            this.disableNextMoveSound();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: it only disable the sound for the next move.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5448</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5448"/>
		<updated>2020-09-04T13:18:03Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;Tokens&#039;&#039; are special pieces related to power cards. Tokens cannot be placed on space that are occupied or contain another token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Simple Gods (10) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God Of Music&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Hunt&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Wisdom&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Shouldering the Heavens&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Harvest&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Blacksmiths&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Travel&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Bull-headed Monster&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Wild&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Titan Benefactor of Mankind&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods (39) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Love&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of War&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Falling Stars&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Violence&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine &amp;amp; Mortal Twins&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Primordial Nothingness&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Ferryman to the Underworld&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Time&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Divine Enchantress&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of History&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Wine&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Discord&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move and build with an opponent Worker that was not the one your opponent most recently moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Desire&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen &amp;amp; Guardian Automaton&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Earth&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;The Gray Hags&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Underworld&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Menaces&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Marriage&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Hearth and Home&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Queen of the Amazons&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hydra&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Many-Headed Monster&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If none of your Workers neighbor each other, gain a new Worker and place it in one of the lowest unoccupied spaces next to the Worker you moved. Otherwise, remove one of your Workers from play.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Sleep&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Rainbow&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Famine&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Maenads&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Raving Ones&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your Workers neighbor an opponent&#039;s Worker on opposite sides, that opponent loses the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Petrifying Gorgon&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of Dreams&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Winged Horse&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Spring Growth&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sea&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Proteus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Shapeshifting Sea God&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; After your Worker moves, if possible, force one of your other Workers into the space just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Scylla&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Menacing Sea Monster&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves from a space that neighbors an opponent&#039;s Worker, you may force their Worker into the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of the Moon&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Dancing&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Waves&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Goddess of Fortune&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Muse of Astronomy&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;God of the Sky&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers (10) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Volatile Warrior&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Devastatingly Handsome&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Swift Huntress&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Tamer of Pegasus&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Doer of Great Deeds&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Leader of the Argonauts&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Powerful Sorceress&amp;lt;/i&amp;gt; &amp;amp;mdash; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Cunning Leader&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Gigantic Cyclops&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;, &amp;lt;i&amp;gt;Slayer of the Minotaur&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5412</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5412"/>
		<updated>2020-09-02T03:30:07Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;Tokens&#039;&#039; are special pieces related to power cards. Tokens cannot be placed on space that are occupied or contain another token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Simple Gods (10) ==&lt;br /&gt;
&lt;br /&gt;
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    Content generated directly from the game code.&lt;br /&gt;
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&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods (34) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Gaea&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place 2 extra Workers of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Build:&amp;lt;/b&amp;gt; When a Worker builds a dome, Gaea may immediately place a Worker from her God Power card onto a ground-level space neighboring the dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers (10) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5395</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5395"/>
		<updated>2020-08-30T22:31:37Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;Tokens&#039;&#039; are special pieces related to power cards. Tokens cannot be placed on space that are occupied or contain another token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Simple Gods (10) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods (33) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Clio&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Place a Coin Token on each of the first 3 blocks your Workers build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponents treat spaces containing your Coin Tokens as if they contain only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers (10) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5380</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5380"/>
		<updated>2020-08-27T04:23:39Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;Tokens&#039;&#039; are special pieces related to power cards. Tokens cannot be placed on space that are occupied or contain another token. Tokens are removed from the board when built upon.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Simple Gods ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5378</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5378"/>
		<updated>2020-08-26T20:43:56Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant), or the Talus token (Europa &amp;amp; Talus power).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Simple Gods ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Apollo&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Artemis&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Athena&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atlas&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Demeter&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hephaestus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hermes&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Minotaur&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pan&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Prometheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Additional Gods ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Aphrodite&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Ares&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Asteria&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bia&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Castor &amp;amp; Pollux&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chaos&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Charon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Chronus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Circe&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Dionysus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Eros&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Europa &amp;amp; Talus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Graeae&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hades&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Harpies&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hera&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hestia&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hippolyta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Iris&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Limus&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medusa&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Morpheus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Pegasus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Persephone&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Poseidon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Selene&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Terpsichore&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Triton&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Tyche&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Urania&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Zeus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of Hero Powers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Please do not modify this section.&lt;br /&gt;
    Content auto-generated directly from the game code.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Achilles&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Adonis&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Atalanta&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Bellerophon&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Heracles&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Jason&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Medea&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;(revised power)&amp;lt;/span&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Odysseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Polyphemus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;Theseus&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5377</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5377"/>
		<updated>2020-08-26T20:16:57Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Undo revision 5374 by ArielFriedrichGauss (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards at all. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant), or the Talus token (Europa &amp;amp; Talus power).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Power Cards ==&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: 12 powers differ from the physical game: Adonis, Aeolus, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Simple Gods ===&lt;br /&gt;
==== Apollo ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artemis ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Athena ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Atlas ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Demeter ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hephaestus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hermes ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minotaur ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pan ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prometheus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Aphrodite ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ares ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Asteria ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bia ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Castor &amp;amp; Pollux ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Charon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chronus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Circe ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dionysus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eros ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Europa &amp;amp; Talus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Graeae ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hades ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harpies ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hera ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hestia ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hippolyta ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hypnus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iris ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Medusa ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morpheus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pegasus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Persephone ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poseidon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Selene ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Terpsichore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Triton ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyche ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Urania ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zeus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero Powers ===&lt;br /&gt;
&lt;br /&gt;
==== Achilles ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adonis ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Atalanta ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bellerophon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heracles ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jason ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Medea ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Odysseus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Polyphemus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Theseus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5370</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5370"/>
		<updated>2020-08-26T04:14:09Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
=== No Powers (2 players) ===&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards at all. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
=== Golden Fleece Variant (2 players) ===&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
=== Team Game (4 players) ===&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant), or the Talus token (Europa &amp;amp; Talus power).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
&lt;br /&gt;
== List of Power Cards ==&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: 12 powers differ from the physical game: Adonis, Aeolus, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Simple Gods ===&lt;br /&gt;
==== Apollo ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space by forcing their Worker to the space yours just vacated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Artemis ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move one additional time, but not back to its initial space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Athena ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your Workers moved up on your last turn, opponent Workers cannot move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Atlas ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a dome at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Demeter ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but not on the same space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hephaestus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional block (not dome) on top of your first block.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hermes ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Workers do not move up or down, they may each move any number of times (even zero), and then either builds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Minotaur ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move into an opponent Worker&#039;s space, if their Worker can be forced one space straight backwards to an unoccupied space at any level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pan ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if your Worker moves down two or more levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Prometheus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; If your Worker does not move up, it may build both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Aphrodite ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Move:&amp;lt;/b&amp;gt; If an opponent Worker starts its turn neighboring one of your Workers, its last move must be to a space neighboring one of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ares ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may remove an unoccupied block (not dome) neighboring your unmoved Worker. You also remove any Tokens on the block.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Asteria ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If one of your Workers moved down this turn, you may build a dome in any unoccupied space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bia ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers first. Your workers must be placed in perimeter spaces.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If your Worker moves into a space and the next space in the same direction is occupied by an opponent Worker, the opponent&#039;s Worker is removed from the game.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Castor &amp;amp; Pollux ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Move with all of your Workers. Do not build.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; Do not move. Build with all of your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chaos ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle all unused Simple God Powers into a face-down deck in your play area. Draw the top God Power, and place it face-up beside the deck.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; You have the Power of the face-up God Power. You must discard your current God Power and draw a new one after any turn in which at least one dome is built. If you run out of God Powers, shuffle them to create a new deck and draw the top one.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Charon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Before your Worker moves, you may force a neighboring opponent Worker to the space directly on the other side of your Worker, if that space is unoccupied.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chronus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win when there are at least five Complete Towers on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Circe ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; If an opponent&#039;s Workers do not neighbor each other, you alone have use of their power until your next turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dionysus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Each time a Worker you control creates a Complete Tower, you may take an additional turn using an opponent Worker instead of your own. No player can win during these additional turns.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Eros ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place your Workers anywhere along opposite edges of the board.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Win Condition:&amp;lt;/b&amp;gt; You also win if one of your Workers moves to a space neighboring your other Worker and both are on the first level (or the same level in a 3-player game).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Europa &amp;amp; Talus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place the Talus Token on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; You may relocate your Talus Token to an unoccupied space neighboring the Worker that moved.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All players treat the space containing the Talus Token as if it contains only a dome.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Graeae ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; When placing your Workers, place 3 of your color.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Build with either Worker that did not move.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hades ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot move down.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harpies ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Each time an opponent&#039;s Worker moves, it is forced space by space in the same direction until the next space is at a higher level or it is obstructed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hera ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; An opponent cannot win by moving into a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hestia ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build one additional time, but this cannot be on a perimeter space.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hippolyta ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Any Time:&amp;lt;/b&amp;gt; All Workers except your female Worker may only move diagonally.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hypnus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If one of your opponent&#039;s Workers is higher than all of their others, it cannot move.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iris ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; If there is a Worker neighboring your Worker and the space directly on the other side of it is unoccupied, your Worker may move to that space regardless of its level.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Limus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Medusa ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If possible, your Workers build in lower neighboring spaces that are occupied by opponent Workers, removing the opponent Workers from the game.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Morpheus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; Place a coin on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker cannot build as normal. Instead, spend any number of coins from your God Power card (even zero) and build that many times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pegasus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Your Worker may move up more than one level, but cannot win the game by doing so.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Persephone ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Opponent&#039;s Turn:&amp;lt;/b&amp;gt; If possible, at least one Worker must move up this turn.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Poseidon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; If your unmoved Worker is on the ground level, it may build up to three times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Selene ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; Your female Worker may build a dome at any level regardless of which Worker moved.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Terpsichore ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; All of your Workers must move, and then all must build.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Triton ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; Each time your Worker moves into a perimeter space, it may immediately move again.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tyche ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Shuffle a deck of 6 cards in your play area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; Draw the top card of your deck. If it is 1 - 5, discard it. If it is 6, reshuffle your deck and you may take an additional turn. On that additional turn, do not draw the top card from your deck.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Urania ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; When your Worker moves or builds, treat opposite edges and corners as if they are adjacent so that every space has 8 neighbors.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Zeus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Build:&amp;lt;/b&amp;gt; Your Worker may build a block under itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero Powers ===&lt;br /&gt;
&lt;br /&gt;
==== Achilles ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds both before and after moving.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Adonis ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, choose one of your Workers and an opponent Worker. If possible, the Workers must be neighboring at the end of your opponent&#039;s next turn.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Atalanta ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves any number of additional times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bellerophon ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Your Move:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker moves up two levels.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Heracles ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Build:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, both your Workers build any number of domes (even zero) at any level.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jason ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Setup:&amp;lt;/b&amp;gt; Place an extra Worker of your color on your God Power card.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Alternative Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, place your extra Worker on an unoccupied ground-level perimeter space. Then move and build with this Worker.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Medea ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, remove all blocks from under a Worker neighboring either of your Workers. You also remove any Tokens on the blocks.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;REVISED POWER&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Odysseus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Start of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, force to unoccupied corner spaces any number of opponent Workers that neighbor your Workers.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Polyphemus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, your Worker builds up to 2 domes at any level on any unoccupied spaces on the board.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Theseus ====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;End of Your Turn:&amp;lt;/b&amp;gt; &amp;lt;b&amp;gt;Once&amp;lt;/b&amp;gt;, if any of your Workers is exactly 2 levels below any neighboring opponent Workers, remove one of those opponent Workers from play.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5369</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5369"/>
		<updated>2020-08-26T03:42:57Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This 3D game requires a &amp;quot;modern&amp;quot; web browser (2017 or newer, specifically Google Chrome 61+, Firefox 60+, or Safari 11+) and a graphics card that supports [https://get.webgl.org/ WebGL]. In most cases, the game will detect incompatible hardware and display an error message at the start of the game. If you meet these minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1196 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please collectively agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
To setup the game, players each choose a power card and place 2 workers in their color on the board. On your turn, select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both actions in order:&lt;br /&gt;
* &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions as long as you do not move up more than 1 level.&lt;br /&gt;
** Win condition: If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win!&lt;br /&gt;
** Loss condition: If none of your workers can move, you lose.&lt;br /&gt;
* &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level.&lt;br /&gt;
** Loss condition: If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the basic rules of the game. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple Gods&#039;&#039;, then move on to &#039;&#039;All Gods&#039;&#039; once you&#039;ve gotten the hang of the game.&lt;br /&gt;
&lt;br /&gt;
During setup, each player chooses a power card from an offer of 2, 3, or 4 cards (depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds the offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds the offer, selecting from a limited set of 6, 8, or 10 random cards.&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds the offer, selected from all 50+ available cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: Setup differs from the physical game.&amp;lt;/span&amp;gt;&#039;&#039; Once the offer is built, the first player chooses which power card will start the game (follow our suggestion for a balanced game). In turn order, each player selects a power card from those on offer. The first player receives the last remaining power card. Finally, whoever selected the starting power becomes the new first player. &lt;br /&gt;
&lt;br /&gt;
== No Powers (2 players) ==&lt;br /&gt;
With 2 players, it is possible to play the game without using power cards at all. We do not recommend this.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant (2 players) ==&lt;br /&gt;
During setup, players do not select individual power cards. Instead, one power card is selected and placed beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player takes the first turn. At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. Players gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Team Game (4 players) ==&lt;br /&gt;
With 4 players, teams of two players share control of the workers in their color. Each player selects their own power card and cannot use their teammate&#039;s power. During setup, the first player on each team places the workers and the second player of each team takes the first turn. Players win or lose the game as a team.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
The following terms have special significance:&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consist of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039; and &#039;&#039;Build&#039;&#039; are the normal turn actions.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is a special action related to power cards. Note well that &#039;&#039;force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; the same as &#039;&#039;move&#039;&#039; (not a win condition).&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant), or the Talus token (Europa &amp;amp; Talus power).&lt;br /&gt;
&lt;br /&gt;
== List of Power Cards ==&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: 12 powers differ from the physical game: Adonis, Aeolus, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Simple Gods ====&lt;br /&gt;
* Apollo: Your worker may move into an opponent worker&#039;s space by forcing their worker to swap places.&lt;br /&gt;
* Artemis: Your worker may move one additional time, but not back to its initial space. Banned with Persephone.&lt;br /&gt;
* Athena: Opponent&#039;s workers cannot move up on their turn if your worker moves up on the previous turn.&lt;br /&gt;
* Atlas: Your worker may build a dome at any level.&lt;br /&gt;
* Demeter: Your worker may build one additional time, but not on the same space.&lt;br /&gt;
* Hephaestus: Your worker may build one additional block on top on your first block.&lt;br /&gt;
* Hermes: Your workers may move any number of times and either builds if they do not move up or down. Banned with Harpies.&lt;br /&gt;
* Minotaur: Your worker may move into an opponent worker&#039;s space by forcing their worker one space backwards to an unoccupied space.&lt;br /&gt;
* Pan: You also win when your worker moves down two or more levels. Banned with Hades.&lt;br /&gt;
* Prometheus: You can build both before and after moving if your worker does not move up.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Gods ====&lt;br /&gt;
* Aphrodite: If an opponent worker starts its turn neighbouring one of your workers, it must end on a space neighbouring one of your workers. Banned with Urania.&lt;br /&gt;
* Ares: You may remove an unoccupied block neighbouring your unmoved worker with any tokens on it.&lt;br /&gt;
* Bia: You place your workers first on perimeter spaces. If your worker moves into a space with an opponent worker in the next space of the same direction, that worker is removed.&lt;br /&gt;
* Chaos: You have the power of a simple god. The power changes when a dome is built.&lt;br /&gt;
* Charon: You may force an opponent worker to the space on the other unoccupied side of your worker before you move.&lt;br /&gt;
* Chronus: You also win when there are at least 5 completed towers on the board.&lt;br /&gt;
* Circe: If opponent&#039;s workers do not neighbour each other, you alone have use of their power until your next turn.&lt;br /&gt;
* Dionysus: You may take an additional turn using opponent workers after you build a dome with your workers, but no one can win by doing so.&lt;br /&gt;
* Eros: Place your workers along opposite edges. You also win when your workers neighbour each other by moving and on the first floor (same floor when 3 players).&lt;br /&gt;
* Hera: An opponent cannot win by moving to a perimeter space.&lt;br /&gt;
* Hestia: Your worker may build one additional time, but not on a perimeter space.&lt;br /&gt;
* Hypnus: If an opponent worker is higher than all of their others, it cannot move. Banned with Terpsichore.&lt;br /&gt;
* Limus: Opponent workers cannot build on a space neighbouring your workers, unless building a dome. Banned with Terpsichore.&lt;br /&gt;
* Medusa: If you build on lower neighbouring spaces that are occupied by opponent workers, that worker is removed.&lt;br /&gt;
* Morpheus: You get a coin at the start of your turn. Your workers can build any number of times by spending the same number of coins.&lt;br /&gt;
* Persephone: Opponent must move up if possible. Banned with Artemis.&lt;br /&gt;
* Poseidon: Your unmoved worker can build up to 3 times if it is on the ground floor.&lt;br /&gt;
* Selene: Your female worker can build a dome at any level regardless of which one moved. It replaces your normal build.&lt;br /&gt;
* Trition: Your worker can move again if it is on a perimeter space. Banned with Harpies.&lt;br /&gt;
* Zeus: Your worker can build a block under itself.&lt;br /&gt;
&lt;br /&gt;
==== Golden Fleece Gods ====&lt;br /&gt;
* Europa &amp;amp; Talus: You many relocate the talus token to an unoccupied space neighbouring your moved worker at the end of the turn. The token is treated as a dome for all players.&lt;br /&gt;
* Graeae: Place 3 workers of your colour. You must build with an unmoved worker.&lt;br /&gt;
* Hades: Opponent workers cannot move down. Banned with Pan.&lt;br /&gt;
* Harpies: Opponent workers are forced space by space until the next space is of a higher level or it is occupied. Banned with Hermes or Trition.&lt;br /&gt;
* Terpsichore: All your workers must move, and then all must build. Banned with Hypnus or Limus.&lt;br /&gt;
* Urania: You treat opposite edges and corners as if they are adjacent. Banned with Aphrodite.&lt;br /&gt;
&lt;br /&gt;
==== Promo Gods ====&lt;br /&gt;
* Asteria: You may build a dome at any unoccupied space if your worker moves down.&lt;br /&gt;
* Caster &amp;amp; Pollux: You may move all your workers or build with all your workers in replace of a normal turn.&lt;br /&gt;
* Hippolyta: All workers except your female worker may only move diagonally.&lt;br /&gt;
* Iris: If there is a worker neighbouring your worker and the space directly on the other side is unoccupied, you may move to that space regardless of the level.&lt;br /&gt;
* Pegasus: Your worker may move up any levels but you cannot win by this power.&lt;br /&gt;
* Tyche: Shuffle a deck of 1-6 cards. Draw a card at the end of your turn and take an additional turn if the result is 6.&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
* Achilles: Once your worker builds both before and after moving.&lt;br /&gt;
* Adonis: Once choose an opponent worker. That worker must be neighbouring one of your workers at the end of their next turn.&lt;br /&gt;
* Atalanta: Once your worker moves any number of additional times.&lt;br /&gt;
* Bellerophon: Once your worker moves up two levels.&lt;br /&gt;
* Heracles: Once instead of your normal build, both of your workers build any number of domes at any level.&lt;br /&gt;
* Jason: Once instead of your normal turn, place an additional worker on an unoccupied ground perimeter space. The worker then builds.&lt;br /&gt;
* Medea: Once remove all blocks from under a worker neighbouring one of your workers with any tokens on it.&lt;br /&gt;
* Odysseus: Once force any number of neighbouring opponent workers to unoccupied corner spaces.&lt;br /&gt;
* Polyphemus: Once your workers build up to 2 domes at any unoccupied spaces.&lt;br /&gt;
* Theseus: Once you remove an opponent worker if any of your workers is neighbouring it on a space 2 levels lower.&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
How do I adjust the view of the 3D scene?&lt;br /&gt;
* Click and drag to rotate. Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
----&lt;br /&gt;
Why can&#039;t I move up/down?&lt;br /&gt;
* Your opponent&#039;s power may restrict your movement (re: Athens, Aphrodite, Hades, Persephone).&lt;br /&gt;
----&lt;br /&gt;
Why didn&#039;t I just win?&lt;br /&gt;
* You did not &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3. Being &#039;&#039;forced&#039;&#039; to a space (re: Apollo, Charon, Harpies, Minotaur, Odysseus), moving from level 3 to level 3, building under yourself (re: Zeus), or placing a new worker (re: Jason) do not count.&lt;br /&gt;
* Your power may restrict your win conditions (re: Dionsyus, Hera, Pegasus).&lt;br /&gt;
----&lt;br /&gt;
As Apollo or Minotaur, why can&#039;t I swap/push an opponent worker?&lt;br /&gt;
* You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5353</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5353"/>
		<updated>2020-08-23T23:33:56Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Talus token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus&lt;br /&gt;
&lt;br /&gt;
=== List of God and Hero Powers ===&lt;br /&gt;
&lt;br /&gt;
==== Simple Gods ====&lt;br /&gt;
* Apollo: Your worker may move into an opponent worker&#039;s space by forcing their worker to swap places.&lt;br /&gt;
* Artemis: Your worker may move one additional time, but not back to its initial space. Banned with Persephone.&lt;br /&gt;
* Athena: Opponent&#039;s workers cannot move up on their turn if your worker moves up on the previous turn.&lt;br /&gt;
* Atlas: Your worker may build a dome at any level.&lt;br /&gt;
* Demeter: Your worker may build one additional time, but not on the same space.&lt;br /&gt;
* Hephaestus: Your worker may build one additional block on top on your first block.&lt;br /&gt;
* Hermes: Your workers may move any number of times and either builds if they do not move up or down. Banned with Harpies.&lt;br /&gt;
* Minotaur: Your worker may move into an opponent worker&#039;s space by forcing their worker one space backwards to an unoccupied space.&lt;br /&gt;
* Pan: You also win when your worker moves down two or more levels. Banned with Hades.&lt;br /&gt;
* Prometheus: You can build both before and after moving if your worker does not move up.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Gods ====&lt;br /&gt;
* Aphrodite: If an opponent worker starts its turn neighbouring one of your workers, it must end on a space neighbouring one of your workers. Banned with Urania.&lt;br /&gt;
* Ares: You may remove an unoccupied block neighbouring your unmoved worker with any tokens on it.&lt;br /&gt;
* Bia: You place your workers first on perimeter spaces. If your worker moves into a space with an opponent worker in the next space of the same direction, that worker is removed.&lt;br /&gt;
* Chaos: You have the power of a simple god. The power changes when a dome is built.&lt;br /&gt;
* Charon: You may force an opponent worker to the space on the other unoccupied side of your worker before you move.&lt;br /&gt;
* Chronus: You also win when there are at least 5 completed towers on the board.&lt;br /&gt;
* Circe: If opponent&#039;s workers do not neighbour each other, you alone have use of their power until your next turn.&lt;br /&gt;
* Dionysus: You may take an additional turn using opponent workers after you build a dome with your workers, but no one can win by doing so.&lt;br /&gt;
* Eros: Place your workers along opposite edges. You also win when your workers neighbour each other by moving and on the first floor (same floor when 3 players).&lt;br /&gt;
* Hera: An opponent cannot win by moving to a perimeter space.&lt;br /&gt;
* Hestia: Your worker may build one additional time, but not on a perimeter space.&lt;br /&gt;
* Hypnus: If an opponent worker is higher than all of their others, it cannot move. Banned with Terpsichore.&lt;br /&gt;
* Limus: Opponent workers cannot build on a space neighbouring your workers, unless building a dome. Banned with Terpsichore.&lt;br /&gt;
* Medusa: If you build on lower neighbouring spaces that are occupied by opponent workers, that worker is removed.&lt;br /&gt;
* Morpheus: You get a coin at the start of your turn. Your workers can build any number of times by spending the same number of coins.&lt;br /&gt;
* Persephone: Opponent must move up if possible. Banned with Artemis.&lt;br /&gt;
* Poseidon: Your unmoved worker can build up to 3 times if it is on the ground floor.&lt;br /&gt;
* Selene: Your female worker can build a dome at any level regardless of which one moved. It replaces your normal build.&lt;br /&gt;
* Trition: Your worker can move again if it is on a perimeter space. Banned with Harpies.&lt;br /&gt;
* Zeus: Your worker can build a block under itself.&lt;br /&gt;
&lt;br /&gt;
==== Golden Fleece Gods ====&lt;br /&gt;
* Europa &amp;amp; Talus: You many relocate the talus token to an unoccupied space neighbouring your moved worker at the end of the turn. The token is treated as a dome for all players.&lt;br /&gt;
* Graeae: Place 3 workers of your colour. You must build with an unmoved worker.&lt;br /&gt;
* Hades: Opponent workers cannot move down. Banned with Pan.&lt;br /&gt;
* Harpies: Opponent workers are forced space by space until the next space is of a higher level or it is occupied. Banned with Hermes or Trition.&lt;br /&gt;
* Terpsichore: All your workers must move, and then all must build. Banned with Hypnus or Limus.&lt;br /&gt;
* Urania: You treat opposite edges and corners as if they are adjacent. Banned with Aphrodite.&lt;br /&gt;
&lt;br /&gt;
==== Promo Gods ====&lt;br /&gt;
* Asteria: You may build a dome at any unoccupied space if your worker moves down.&lt;br /&gt;
* Caster &amp;amp; Pollux: You may move all your workers or build with all your workers in replace of a normal turn.&lt;br /&gt;
* Hippolyta: All workers except your female worker may only move diagonally.&lt;br /&gt;
* Iris: If there is a worker neighbouring your worker and the space directly on the other side is unoccupied, you may move to that space regardless of the level.&lt;br /&gt;
* Pegasus: Your worker may move up any levels but you cannot win by this power.&lt;br /&gt;
* Tyche: Shuffle a deck of 1-6 cards. Draw a card at the end of your turn and take an additional turn if the result is 6.&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
* Achilles: Once your worker builds both before and after moving.&lt;br /&gt;
* Adonis: Once choose an opponent worker. That worker must be neighbouring one of your workers at the end of their next turn.&lt;br /&gt;
* Atalanta: Once your worker moves any number of additional times.&lt;br /&gt;
* Bellerophon: Once your worker moves up two levels.&lt;br /&gt;
* Heracles: Once instead of your normal build, both of your workers build any number of domes at any level.&lt;br /&gt;
* Jason: Once instead of your normal turn, place an additional worker on an unoccupied ground perimeter space. The worker then builds.&lt;br /&gt;
* Medea: Once remove all blocks from under a worker neighbouring one of your workers with any tokens on it.&lt;br /&gt;
* Odysseus: Once force any number of neighbouring opponent workers to unoccupied corner spaces.&lt;br /&gt;
* Polyphemus: Once your workers build up to 2 domes at any unoccupied spaces.&lt;br /&gt;
* Theseus: Once you remove an opponent worker if any of your workers is neighbouring it on a space 2 levels lower.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
*&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant), or the Talus token (Europa &amp;amp; Talus power).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|-&lt;br /&gt;
! 1.&lt;br /&gt;
| How do I adjust the view of the 3D scene?&lt;br /&gt;
|&lt;br /&gt;
* Click and drag to rotate.&lt;br /&gt;
* Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
|-&lt;br /&gt;
! 2.&lt;br /&gt;
| Why can&#039;t I move up/down?&lt;br /&gt;
|&lt;br /&gt;
* Opponent is Athena: Sometimes you cannot move up.&lt;br /&gt;
* Opponent is Hades: You can never move down.&lt;br /&gt;
* Opponent is Persephone: You must move up if possible.&lt;br /&gt;
|-&lt;br /&gt;
! 3.&lt;br /&gt;
| Why didn&#039;t I just win?&lt;br /&gt;
| You must &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3 to win, so you probably didn&#039;t move.&lt;br /&gt;
* Apollo, Charon, Harpies, Minotaur, Odysseus: Being &#039;&#039;forced&#039;&#039; to a new space does not count as a move&lt;br /&gt;
* Dionsyus, Pegasus: You cannot win during additional turns or with your power&lt;br /&gt;
* Hera: You cannot win by moving to a perimeter space&lt;br /&gt;
* Jason, Zeus: Building under yourself or placing a worker does not count as a move&lt;br /&gt;
|-&lt;br /&gt;
! 4.&lt;br /&gt;
| As Apollo or Minotaur, why can&#039;t I move into an opponent worker&#039;s space?&lt;br /&gt;
| You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=5346</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=5346"/>
		<updated>2020-08-23T15:53:14Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Compatibility ==&lt;br /&gt;
This game requires 3D mode. [https://www.google.com/chrome/ Google Chrome] is the recommended browser for best performance and highest image quality. It is &#039;&#039;&#039;not recommended&#039;&#039;&#039; to play on smartphones or tablets.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific.&lt;br /&gt;
&lt;br /&gt;
* The game ends in an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;early victory&amp;lt;/span&amp;gt;&#039;&#039;&#039; if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;.&lt;br /&gt;
* Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
=== New settlement ===&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
=== Expand settlement ===&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=5234</id>
		<title>Gamehelpcoupcitystate</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=5234"/>
		<updated>2020-08-08T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Variant: Inquisitor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Coup, players vie for control of a corrupt city-state in renaissance Italy. Through your influence in the court (the character cards in your hand), bluff, steal, and murder your opponents to become the last player standing and rise to power. There is no second place.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The 15-card deck contains 3 copies of 5 different characters (&#039;&#039;Ambassador&#039;&#039;, &#039;&#039;Assassin&#039;&#039;, &#039;&#039;Captain&#039;&#039;, &#039;&#039;Contessa&#039;&#039;, &#039;&#039;Duke&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player begins with ₤2 (or ₤1 in a two-player game) and 2 cards. Money is public knowledge, but character cards in hand are secret.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
On your turn, take any action you can afford:&lt;br /&gt;
&lt;br /&gt;
=== General actions (always available) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income&#039;&#039;&#039;: Take ₤1 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Foreign Aid&#039;&#039;&#039;: Take ₤2 from the treasury. Any player claiming to be the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039; can block.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Coup&#039;&#039;&#039;: Pay ₤7 to the treasury and make another player lose influence (kill a character card). Cannot be blocked. If you start your turn with ₤10, you must choose this action.&lt;br /&gt;
&lt;br /&gt;
=== Character actions (must claim to have that character card in hand!) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Tax&#039;&#039;&#039; (as the &#039;&#039;Duke&#039;&#039;): Take ₤3 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Steal&#039;&#039;&#039; (as the &#039;&#039;Captain&#039;&#039;): Take ₤2 from another player. The targeted player can block by claiming to be the &#039;&#039;Ambassador&#039;&#039;/&#039;&#039;Inquisitor&#039;&#039; or the &#039;&#039;Captain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Ambassador&#039;&#039;): Draw 2 cards from the court deck, then return 2 cards to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Assassinate&#039;&#039;&#039; (as the &#039;&#039;Assassin&#039;&#039;): Pay ₤3 to the treasury and make another player lose influence (kill a character card). The targeted player can block by claiming to be the &#039;&#039;Contessa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
&lt;br /&gt;
Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
• If bluffing, the revealed card is killed.&lt;br /&gt;
&lt;br /&gt;
• If truthful, the revealed card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you&#039;re eliminated. The last player remaining wins!&lt;br /&gt;
&lt;br /&gt;
== Variant: Factions ==&lt;br /&gt;
&lt;br /&gt;
This variant divides players into two factions (teams), the Monarchists and the Populists. As long as there are two factions, players cannot block or target their teammates (however, &#039;&#039;&#039;Convert&#039;&#039;&#039; and challenges are always allowed). If there is only one faction in play, infighting takes over and no restriction applies.&lt;br /&gt;
&lt;br /&gt;
=== Additional actions ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Convert&#039;&#039;&#039;: Pay ₤1 to the almshouse to change your own faction, or pay ₤2 to the almshouse to change another player&#039;s faction. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Embezzle&#039;&#039;&#039; (any character except the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039;): Take all coins from the almshouse if you are NOT the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039;. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Embezzle&#039;&#039;&#039; action is challenged, the challenged player reveals both cards in hand. If a &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039; is revealed (bluffing), one is killed (any other revealed card is shuffled into the deck and replaced). Otherwise (truthful), both revealed cards are shuffled into the deck, replaced, and the challenger kills a card from his/her hand as normal.&lt;br /&gt;
&lt;br /&gt;
== Variant: Inquisitor ==&lt;br /&gt;
&lt;br /&gt;
This variant replaces the &#039;&#039;Ambassador&#039;&#039; character with the &#039;&#039;Inquisitor&#039;&#039;. The &#039;&#039;Inquisitor&#039;&#039; still blocks stealing and has two character actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Draw 1 card from the court deck, then return 1 card to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Examine&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Secretly look at 1 card in another player&#039;s hand. Choose whether to return the card to the owner or force the owner to exchange it with the court deck. &#039;&#039;Contessa&#039;&#039; can block.&lt;br /&gt;
&lt;br /&gt;
== Variant: Diplomat ==&lt;br /&gt;
&lt;br /&gt;
This variant replaces the &#039;&#039;Duke&#039;&#039; character with the &#039;&#039;Diplomat&#039;&#039;. The &#039;&#039;Diplomat&#039;&#039; still blocks foreign aid, still cannot embezzle, and has one character action:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Cooperate&#039;&#039;&#039; (as the &#039;&#039;Diplomat&#039;&#039;): Take ₤3 from the treasury and give ₤1 to another player.  Cannot be blocked.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5007</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=5007"/>
		<updated>2020-07-17T13:35:19Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* FAQs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|-&lt;br /&gt;
! 1.&lt;br /&gt;
| How do I adjust the view of the 3D scene?&lt;br /&gt;
|&lt;br /&gt;
* Click and drag to rotate.&lt;br /&gt;
* Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
|-&lt;br /&gt;
! 2.&lt;br /&gt;
| Why can&#039;t I move up/down?&lt;br /&gt;
|&lt;br /&gt;
* Opponent is Athena: Sometimes you cannot move up.&lt;br /&gt;
* Opponent is Hades: You can never move down.&lt;br /&gt;
* Opponent is Persephone: You must move up if possible.&lt;br /&gt;
|-&lt;br /&gt;
! 3.&lt;br /&gt;
| Why didn&#039;t I just win?&lt;br /&gt;
| You must &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3 to win, so you probably didn&#039;t move.&lt;br /&gt;
* Apollo, Charon, Minotaur, Odysseus: Being &#039;&#039;forced&#039;&#039; to a new space does not count as a move&lt;br /&gt;
* Zeus: Building under yourself does not count as a move&lt;br /&gt;
|-&lt;br /&gt;
! 4.&lt;br /&gt;
| As Apollo, why can&#039;t I swap positions with an opponent?&lt;br /&gt;
| You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4994</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4994"/>
		<updated>2020-07-15T02:43:28Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* FAQs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|-&lt;br /&gt;
! 1.&lt;br /&gt;
| How do I adjust the view of the 3D scene?&lt;br /&gt;
|&lt;br /&gt;
* Click and drag to rotate.&lt;br /&gt;
* Scroll the mouse wheel (on mobile: pinch with two fingers) to zoom.&lt;br /&gt;
|-&lt;br /&gt;
! 2.&lt;br /&gt;
| Why can&#039;t I move up/down?&lt;br /&gt;
|&lt;br /&gt;
* Opponent is Athena/Hades: This power prevents you from moving up/down.&lt;br /&gt;
* Persephone: You must move up if possible&lt;br /&gt;
|-&lt;br /&gt;
! 3.&lt;br /&gt;
| Why didn&#039;t I just win?&lt;br /&gt;
| You must &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3 to win, so you probably didn&#039;t move.&lt;br /&gt;
* Apollo, Charon, Minotaur, Odysseus: Being &#039;&#039;forced&#039;&#039; to a new space does not count as a move&lt;br /&gt;
* Zeus: Building under yourself does not count as a move&lt;br /&gt;
|-&lt;br /&gt;
! 4.&lt;br /&gt;
| As Apollo, why can&#039;t I swap positions with an opponent?&lt;br /&gt;
| You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4993</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4993"/>
		<updated>2020-07-15T02:28:04Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Add FAQs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! #&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|-&lt;br /&gt;
! 1.&lt;br /&gt;
| How do I adjust the view of the 3D scene?&lt;br /&gt;
| Click and drag to rotate. Scroll the mouse wheel (or pinch with two fingers on mobile) to zoom.&lt;br /&gt;
|-&lt;br /&gt;
! 2.&lt;br /&gt;
| Why can&#039;t I move up/down?&lt;br /&gt;
|&lt;br /&gt;
* Opponent is Athena/Hades: This power prevents you from moving up/down.&lt;br /&gt;
* Persephone: You must move up if possible&lt;br /&gt;
|-&lt;br /&gt;
! 3.&lt;br /&gt;
| Why didn&#039;t I just win?&lt;br /&gt;
| You must &#039;&#039;&#039;move up&#039;&#039;&#039; to level 3 to win, so you probably didn&#039;t move.&lt;br /&gt;
* Apollo, Charon, Minotaur, Odysseus: Being &#039;&#039;forced&#039;&#039; to a new space does not count as a move&lt;br /&gt;
* Zeus: Building under yourself does not count as a move&lt;br /&gt;
|-&lt;br /&gt;
! 4.&lt;br /&gt;
| As Apollo, why can&#039;t I swap positions with an opponent?&lt;br /&gt;
| You must &#039;&#039;&#039;move&#039;&#039;&#039; into the opponent&#039;s space, which means you must follow the normal movement rules (can only move up 1).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4962</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4962"/>
		<updated>2020-07-12T05:33:48Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Minimum System Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please kindly agree to abandon the game without penalty.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=4961</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=4961"/>
		<updated>2020-07-12T05:30:55Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Get the database matching a bug report */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
=== Debugging my Javascript game interface logic ===&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Browser Debugger (e.g. Chrome) ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;debugger; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
Copy and paste code for a quick code sanity check like the right number of brackets.&lt;br /&gt;
&lt;br /&gt;
PHP: [https://phpcodechecker.com/ https://phpcodechecker.com/]&lt;br /&gt;
&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
For a way to automate the below steps, see this post: https://boardgamearena.com/forum/viewtopic.php?f=12&amp;amp;t=16454#p63167&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
** &#039;&#039;&#039;Important note:&#039;&#039;&#039; if you see a &amp;quot;Done!&amp;quot; message but clicking &amp;quot;Load 1&amp;quot; doesn&#039;t bring any change, it&#039;s that the snapshot is unfortunately not available (most likely because the bug report was declared too long after the game ended and the database had already been garbage collected to reclaim space).&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;br /&gt;
*&lt;br /&gt;
* Below is an example php function you may want to make. You can call this function from the chat window: LoadDebug()  &lt;br /&gt;
* change instances of 2308257, and 2308258 to you own BGA Studio logins YourLogin0 and YourLogin1&lt;br /&gt;
* change $id0 and $id1 to the player_ids from the table you want to debug, and have recently imported.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	public function LoadDebug()&lt;br /&gt;
	{&lt;br /&gt;
		&lt;br /&gt;
		// These are the id&#039;s from the BGAtable I need to debug.&lt;br /&gt;
		$id0 = &#039;85268563&#039;;&lt;br /&gt;
		$id1 = &#039;85278138&#039;;	&lt;br /&gt;
		&lt;br /&gt;
		//player&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE player SET player_id=2308257 WHERE player_id = &#039;&amp;quot; . $id0 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE player SET player_id=2308258 WHERE player_id = &#039;&amp;quot; . $id1 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		&lt;br /&gt;
		//global &lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE global SET global_value=2308257 WHERE global_value = &#039;&amp;quot; . $id0 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE global SET global_value=2308258 WHERE global_value = &#039;&amp;quot; . $id1 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		&lt;br /&gt;
		//stats&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE stats SET stats_player_id=2308257 WHERE stats_player_id = &#039;&amp;quot; . $id0 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE stats SET stats_player_id=2308258 WHERE stats_player_id = &#039;&amp;quot; . $id1 . &amp;quot;&#039;&amp;quot; );			&lt;br /&gt;
		&lt;br /&gt;
		// &#039;other&#039; game specific tables. example:&lt;br /&gt;
		// tables specific to your schema that use player_ids&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE card SET card_location_arg=2308257 WHERE card_location_arg = &#039;&amp;quot; . $id0 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
		self::DbQuery(&amp;quot;UPDATE card SET card_location_arg=2308258 WHERE card_location_arg = &#039;&amp;quot; . $id1 . &amp;quot;&#039;&amp;quot; );&lt;br /&gt;
          }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=4960</id>
		<title>BGA Code Sharing</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=BGA_Code_Sharing&amp;diff=4960"/>
		<updated>2020-07-12T04:59:19Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Projects hosted not in studio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This page is for listing of externally hosted bga projects, tools and resources, as well as internal project&lt;br /&gt;
intended for sharing&lt;br /&gt;
&lt;br /&gt;
== Projects hosted not in studio ==&lt;br /&gt;
&lt;br /&gt;
See the table a link and nickname of the developer on bga (same as used for dev forum), and short description&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notice about artwork on BGA Open Source projects: original hi-resolution images from publishers must not be published on the repositories. In addition, it is better to specify that the images derivated from publishers artwork are copyrighted and cannot be licensed under a free license like Creative Commons.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NON-GAME PROJECTS&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code (not a game)&lt;br /&gt;
| https://github.com/elaskavaia/bga-sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| BoardGameArena Workbench (not a game)&lt;br /&gt;
| https://github.com/danielholmes/bga-workbench&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
! GAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
|-&lt;br /&gt;
| Assyria &lt;br /&gt;
| https://github.com/sebastien-prudhomme/bga-assyria&lt;br /&gt;
| daikinee &lt;br /&gt;
|-&lt;br /&gt;
| Bandido &lt;br /&gt;
| https://github.com/opheliehb/BandidoBGA&lt;br /&gt;
| ophelopede &amp;amp; Harkle &lt;br /&gt;
|-&lt;br /&gt;
| The Battle for Hill 218&lt;br /&gt;
| https://github.com/danielholmes/battle-for-hill-218&lt;br /&gt;
| Daniel Holmes (dhau)&lt;br /&gt;
|-&lt;br /&gt;
| Bonbons&lt;br /&gt;
| https://github.com/AntonioSoler/bga-bonbons&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Coinche&lt;br /&gt;
| https://github.com/drasill/bga-coinche&lt;br /&gt;
| Draasill&lt;br /&gt;
|-&lt;br /&gt;
| Coup: City State&lt;br /&gt;
| https://github.com/quietmint/bga-coupcitystate&lt;br /&gt;
| quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Egyptian Ratscrew&lt;br /&gt;
| https://github.com/0BuRner/bga-egyptianratscrew&lt;br /&gt;
| 0BuRner&lt;br /&gt;
|-&lt;br /&gt;
| Eruption&lt;br /&gt;
| https://github.com/AndyKerrison/bga-eruption&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| A Fistful Of Gold&lt;br /&gt;
| https://bitbucket.org/Joel_L/fistfulofgold&lt;br /&gt;
| Brainchild&lt;br /&gt;
|-&lt;br /&gt;
| Florenza: The Card Game&lt;br /&gt;
| https://github.com/alberto-bottarini/bga-florenza&lt;br /&gt;
| tarini &lt;br /&gt;
|-&lt;br /&gt;
| Hearts &#039;&#039;&#039;(Tutorial)&#039;&#039;&#039;&lt;br /&gt;
| https://github.com/elaskavaia/bga-heartsla&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Incan Gold&lt;br /&gt;
| https://github.com/AntonioSoler/bga-incangold&lt;br /&gt;
| Morgalad &lt;br /&gt;
|-&lt;br /&gt;
| Marco Polo&lt;br /&gt;
| https://github.com/rcitaliano/MarcoPolo&lt;br /&gt;
| rcitaliano&lt;br /&gt;
|-&lt;br /&gt;
| Nile&lt;br /&gt;
| https://github.com/AndyKerrison/bga-nile&lt;br /&gt;
| Andy_K&lt;br /&gt;
|-&lt;br /&gt;
| Noir: Killer vs Inspector&lt;br /&gt;
| https://bitbucket.org/chhuang76/bga_noirkvi&lt;br /&gt;
| ch huang&lt;br /&gt;
|-&lt;br /&gt;
| Penny Press&lt;br /&gt;
| https://github.com/AdamNovotny/bga-blooms&lt;br /&gt;
| A-dam&lt;br /&gt;
|-&lt;br /&gt;
| P.I.&lt;br /&gt;
| https://gitlab.com/fa81/bga-pi, https://github.com/hellp/bga-pi (mirror)&lt;br /&gt;
| Fabian Neumann (fa81)&lt;br /&gt;
|-&lt;br /&gt;
| Santorini&lt;br /&gt;
| https://github.com/AntonioSoler/bga-santorini&lt;br /&gt;
| Morgalad, quietmint, Tisaac&lt;br /&gt;
|-&lt;br /&gt;
| Tablut&lt;br /&gt;
| https://github.com/Lucas-C/tablut&lt;br /&gt;
| Lucas-C &amp;amp; ntaffore&lt;br /&gt;
|-&lt;br /&gt;
| Takara Island&lt;br /&gt;
| https://github.com/AntonioSoler/bga-takaraisland&lt;br /&gt;
| Morgalad&lt;br /&gt;
|-&lt;br /&gt;
| Taluva&lt;br /&gt;
| https://github.com/quietmint/bga-taluva&lt;br /&gt;
| Morgalad &amp;amp; quietmint&lt;br /&gt;
|-&lt;br /&gt;
| Teotihuacan: City of Gods&lt;br /&gt;
| https://github.com/Trompetenhut/bga-teotihuacan&lt;br /&gt;
| Trompetenhut&lt;br /&gt;
|-&lt;br /&gt;
| The King&#039;s Guild&lt;br /&gt;
| https://github.com/AdamNovotny/BGG-KingsGuild&lt;br /&gt;
| A-dam&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects on studio ==&lt;br /&gt;
&lt;br /&gt;
Links to studio project which owner wish share as read only.&lt;br /&gt;
Project owner please add you project here, dev nickname and short description if you would like to share it.&lt;br /&gt;
For the projects below any developer can add themselves to a project as read-only from http://en.studio.boardgamearena.com/#!projects page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NAME&lt;br /&gt;
! CODE LINK&lt;br /&gt;
! DEVELOPER&lt;br /&gt;
|-&lt;br /&gt;
| Shared Code&lt;br /&gt;
| http://en.studio.boardgamearena.com/#!studiogame?game=sharedcode&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
| Original BGA template&lt;br /&gt;
| http://en.studio.boardgamearena.com/#!studiogame?game=template&lt;br /&gt;
| Victoria_La&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other useful resources ==&lt;br /&gt;
&lt;br /&gt;
* Archive of tutorial projects https://www.dropbox.com/s/rsd5r4v49xudpp0/Studio.zip?dl=0&lt;br /&gt;
** Note: Hearts project is corrupted there, use Hearts tutorial project above&lt;br /&gt;
* Website with bunch of textures and sounds http://www.grsites.com/archive/textures/&lt;br /&gt;
* Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/ (recommended by Gregory Isabelli)&lt;br /&gt;
* CSS shapes https://css-tricks.com/examples/ShapesOfCSS/&lt;br /&gt;
* PDF Scraper - extract images - http://www.extractpdf.com/&lt;br /&gt;
* BoardGameArena Workbench - set of tools to help test and deploy BGA projects - https://github.com/danielholmes/bga-workbench&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=4949</id>
		<title>Gamehelpcoupcitystate</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=4949"/>
		<updated>2020-07-11T20:40:58Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Diplomat variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Coup, players vie for control of a corrupt city-state in renaissance Italy. Through your influence in the court (the character cards in your hand), bluff, steal, and murder your opponents to become the last player standing and rise to power. There is no second place.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The 15-card deck contains 3 copies of 5 different characters (&#039;&#039;Ambassador&#039;&#039;, &#039;&#039;Assassin&#039;&#039;, &#039;&#039;Captain&#039;&#039;, &#039;&#039;Contessa&#039;&#039;, &#039;&#039;Duke&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player begins with ₤2 (or ₤1 in a two-player game) and 2 cards. Money is public knowledge, but character cards in hand are secret.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
On your turn, take any action you can afford:&lt;br /&gt;
&lt;br /&gt;
=== General actions (always available) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income&#039;&#039;&#039;: Take ₤1 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Foreign Aid&#039;&#039;&#039;: Take ₤2 from the treasury. Any player claiming to be the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039; can block.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Coup&#039;&#039;&#039;: Pay ₤7 to the treasury and make another player lose influence (kill a character card). Cannot be blocked. If you start your turn with ₤10, you must choose this action.&lt;br /&gt;
&lt;br /&gt;
=== Character actions (must claim to have that character card in hand!) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Tax&#039;&#039;&#039; (as the &#039;&#039;Duke&#039;&#039;): Take ₤3 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Steal&#039;&#039;&#039; (as the &#039;&#039;Captain&#039;&#039;): Take ₤2 from another player. The targeted player can block by claiming to be the &#039;&#039;Ambassador&#039;&#039;/&#039;&#039;Inquisitor&#039;&#039; or the &#039;&#039;Captain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Ambassador&#039;&#039;): Draw 2 cards from the court deck, then return 2 cards to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Assassinate&#039;&#039;&#039; (as the &#039;&#039;Assassin&#039;&#039;): Pay ₤3 to the treasury and make another player lose influence (kill a character card). The targeted player can block by claiming to be the &#039;&#039;Contessa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
&lt;br /&gt;
Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
• If bluffing, the revealed card is killed.&lt;br /&gt;
&lt;br /&gt;
• If truthful, the revealed card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you&#039;re eliminated. The last player remaining wins!&lt;br /&gt;
&lt;br /&gt;
== Variant: Factions ==&lt;br /&gt;
&lt;br /&gt;
This variant divides players into two factions (teams), the Monarchists and the Populists. As long as there are two factions, players cannot block or target their teammates (however, &#039;&#039;&#039;Convert&#039;&#039;&#039; and challenges are always allowed). If there is only one faction in play, infighting takes over and no restriction applies.&lt;br /&gt;
&lt;br /&gt;
=== Additional actions ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Convert&#039;&#039;&#039;: Pay ₤1 to the almshouse to change your own faction, or pay ₤2 to the almshouse to change another player&#039;s faction. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Embezzle&#039;&#039;&#039; (any character except the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039;): Take all coins from the almshouse if you are NOT the &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039;. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Embezzle&#039;&#039;&#039; action is challenged, the challenged player reveals both cards in hand. If a &#039;&#039;Duke&#039;&#039;/&#039;&#039;Diplomat&#039;&#039; is revealed (bluffing), one is killed (any other revealed card is shuffled into the deck and replaced). Otherwise (truthful), both revealed cards are shuffled into the deck, replaced, and the challenger kills a card from his/her hand as normal.&lt;br /&gt;
&lt;br /&gt;
== Variant: Inquisitor ==&lt;br /&gt;
&lt;br /&gt;
This variant replaces the &#039;&#039;Ambassador&#039;&#039; character with the &#039;&#039;Inquisitor&#039;&#039;. The &#039;&#039;Inquisitor&#039;&#039; still blocks stealing and has two character actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Draw 1 card from the court deck, then return 1 card to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Examine&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Secretly look at 1 card in another player&#039;s hand. Choose whether to return the card to the owner or force the owner to exchange it with the court deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
== Variant: Diplomat ==&lt;br /&gt;
&lt;br /&gt;
This variant replaces the &#039;&#039;Duke&#039;&#039; character with the &#039;&#039;Diplomat&#039;&#039;. The &#039;&#039;Diplomat&#039;&#039; still blocks foreign aid, still cannot embezzle, and has one character action:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Cooperate&#039;&#039;&#039; (as the &#039;&#039;Diplomat&#039;&#039;): Take ₤3 from the treasury and give ₤1 to another player.  Cannot be blocked.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=4942</id>
		<title>Gamehelpstoneage</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpstoneage&amp;diff=4942"/>
		<updated>2020-07-10T23:03:19Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Expansions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Gain the most Victory Points by the end of the game. &lt;br /&gt;
&lt;br /&gt;
There are two ways to gain points:&lt;br /&gt;
&lt;br /&gt;
* Acquiring buildings during the game for either a fixed or variable amount&lt;br /&gt;
* Acquiring Civilization cards during the game that give extra points at the end of the game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round is divided into 3 phases, which are executed in the order described:&lt;br /&gt;
1. The players take turns placing their people on the game board.&lt;br /&gt;
2. The players use the actions of their placed people all at once in turn order.&lt;br /&gt;
3. The players feed their people.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: ==&lt;br /&gt;
===Place People on the Board===&lt;br /&gt;
&lt;br /&gt;
In turn order, one area at a time, players place one or more of their people in the different areas of the board. Each &amp;quot;ring&amp;quot; in each area of the board can only be occupied by one person. The exception to this rule is the hunting ground which can be occupied by as many people of any color every turn.&lt;br /&gt;
&lt;br /&gt;
====Special Considerations When Playing With Fewer Than 4 Players====&lt;br /&gt;
&lt;br /&gt;
When playing with &#039;&#039;&#039;2 or 3 players&#039;&#039;&#039;: Of the non-resource areas (Tool Maker, Hut and Field) only two may be occupied per turn. The third place remains empty until the next round. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;3 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 2 players may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;2 players&#039;&#039;&#039;: Of the resource areas (Forest, Clay Pit, Quarry and River) only 1 player may place people in each round, even if there are additional spaces for additional people.&lt;br /&gt;
&lt;br /&gt;
All remaining rules remain unchanged when playing with fewer than 4 players.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: ==&lt;br /&gt;
===Use the Actions of Your Placed People===&lt;br /&gt;
&lt;br /&gt;
In turn order each player uses all of his placed people in any order. During this phase, the following actions may be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds (Food), Forest (Wood), Clay Pit (Brick), Quarry (Stone), and River (Gold)&#039;&#039;&#039;: Roll 1 dice per person placed and acquire resources according to the number rolled (1 Food for each full 2 on Hunting Grounds, 1 Wood for each full 3 on Forest, 1 Brick for each full 4 on Clay Pit, 1 Stone for each full 5 on Quarry, 1 Gold for each full 6 on River).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Field&#039;&#039;&#039;: Placing a person in the Field increases your Agriculture Level. Each turn during the Feeding Phase, your Agriculture Level is subtracted from the amount of people you have. A higher agriculture level allows you to more easily sustain your population.  You may have a maximum agriculture level of 10.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tool Maker&#039;&#039;&#039;: Placing a person on the Tool Maker adds one new Tool to your player board. You only have 3 tools on your player board, and each subsequent person placed on the Tool Maker upgrades one of your tools to the next level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hut&#039;&#039;&#039;: Place two People on the Hut to gain an extra Person to place (and feed) for the rest of the game.  You may have a maximum of 10 people.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Building Card&#039;&#039;&#039;: Buy the building with the resources shown on the Building Card, scoring the point value shown in the top-left corner (A question mark in the top-left corner is explained below).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilization Card&#039;&#039;&#039;: Buy the card with a number of resources (of any kind) depending on its position in the Civilization Card Track (1 to 4 resources depicted above the card). The immediate effect of the card is applied when purchase. The bottom half of Civilization Card is used for scoring at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
Hunting Grounds, Forest, Clay Pit, Quarry, and River:&lt;br /&gt;
Roll 1 dice per Person placed in that area and take the corresponding resources:&lt;br /&gt;
&lt;br /&gt;
* 1 Food for each full 2 on Hunting Grounds,&lt;br /&gt;
* 1 Wood for each full 3 on Forest,&lt;br /&gt;
* 1 Brick for each full 4 on Clay Pit,&lt;br /&gt;
* 1 Stone for each full 5 on Quarry,&lt;br /&gt;
* 1 Gold for each full 6 on River.&lt;br /&gt;
&lt;br /&gt;
You may use tools to increase the dice result and take more resources.  Each of your tool must be used all at once, and can be used once per turn.  Some cards give you single-use tools which are lost after they are used, and don&#039;t count for final scoring.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
Pay the building cost to get the Building and receive the Point Value listed in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If the building cost is Not Fixed&#039;&#039;: If there is a question mark in the corner of the card, you win points for each of the resources used to acquire this building. The values of each resource correspond to the numbers it requires when people are placed on them:&lt;br /&gt;
* Each Wood is worth 3 Points,&lt;br /&gt;
* Each Brick is worth 4 Points,&lt;br /&gt;
* Each Stone is worth 5 Points,&lt;br /&gt;
* Each Gold is worth 6 Points.&lt;br /&gt;
&lt;br /&gt;
===Civilization Card Details===&lt;br /&gt;
&lt;br /&gt;
Each Civilization Card acquired brings an immediate advantage (depicted on the top half of the card) and some multiplier for final scoring (depicted on the bottom half of the card).&lt;br /&gt;
&lt;br /&gt;
Place the mouse cursor on each card to see details in the tooltip. &lt;br /&gt;
&lt;br /&gt;
Note that at the list of your acquired civilization cards you will see only the bottom half of each card, for the top half is no longer relevant.&lt;br /&gt;
&lt;br /&gt;
== Phase 3: ==&lt;br /&gt;
===Feed Your People===&lt;br /&gt;
&lt;br /&gt;
Each Agriculture Level automatically counts as 1 Food during this phase.&lt;br /&gt;
&lt;br /&gt;
You must provide 1 Food per Person.&lt;br /&gt;
&lt;br /&gt;
In the event that you don&#039;t have enough food, you may use any resource to feed your people.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t manage (or choose not) to feed your people by the means above, you lose all of your food and 10 points as a penalty.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either:&lt;br /&gt;
&lt;br /&gt;
* One Building Stack is empty at the end of a round&lt;br /&gt;
or&lt;br /&gt;
* There are no more Civilization Cards at the beginning of a round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The final number of points for each player is decided by the conditions below: &lt;br /&gt;
&lt;br /&gt;
* Points earned during the game by acquiring Buildings, minus Food Penalties,&lt;br /&gt;
* Multipliers denoted at the bottom halves of Civilization Cards collected,&lt;br /&gt;
* Each Resource that a Player has leftover on his Player Board Scores 1 Point&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
===Harsh Winter===&lt;br /&gt;
* Spend an extra stone when building certain buildings to score 5 points.&lt;br /&gt;
* Spend an extra gold when purchasing cards to score 6 points.&lt;br /&gt;
&lt;br /&gt;
===Wild Animals===&lt;br /&gt;
* Four animal cards are shuffled into the deck. When revealed, animals stay in play until driven off, subtracting 1, 2, or 3 from the all dice rolls. Players must collectively place a total of X people on the card to drive it off (X = number of players).&lt;br /&gt;
&lt;br /&gt;
===Igloos===&lt;br /&gt;
* Spend 3 resources of the same type to buy an igloo, which awards points like a building but does not count for the end-game building bonus.&lt;br /&gt;
&lt;br /&gt;
===The New Huts===&lt;br /&gt;
* Adds new buildings that grant fewer points when built in exchange for a bonus (gain a wood/brick/stone each round, or +1 worker/tool/agriculture level). These do count for the end-game building bonus.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=4901</id>
		<title>Game interface logic: yourgamename.js</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Game_interface_logic:_yourgamename.js&amp;diff=4901"/>
		<updated>2020-07-08T03:29:26Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* General tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* Which actions on the page will generate calls to the server.&lt;br /&gt;
* What happens when you get a notification for a change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details of how the file is structured are described below with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Here is the basic structure:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;constructor&#039;&#039;&#039;: here you can define global variables for your whole interface.&lt;br /&gt;
* &#039;&#039;&#039;setup&#039;&#039;&#039;: this method is called when the page is refreshed, and sets up the game interface.&lt;br /&gt;
* &#039;&#039;&#039;onEnteringState&#039;&#039;&#039;: this method is called when entering a new game state. You can use it to customize the view for each game state.&lt;br /&gt;
* &#039;&#039;&#039;onLeavingState&#039;&#039;&#039;: this method is called when leaving a game state.&lt;br /&gt;
* &#039;&#039;&#039;onUpdateActionButtons&#039;&#039;&#039;: called when entering a new state, in order to add action buttons to the status bar.&lt;br /&gt;
* &#039;&#039;(utility methods)&#039;&#039;: this is where you can define your utility methods.&lt;br /&gt;
* &#039;&#039;(player&#039;s actions)&#039;&#039;: this is where you can write your handlers for player actions on the interface (example: click on an item).&lt;br /&gt;
* &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;: this method associates notifications with notification handlers. For each game notification, you can trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* &#039;&#039;(notification handlers)&#039;&#039;: this is where you define the notifications handlers associated with notifications in &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;, above.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: ID of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
: Note: This is a variable, not a function.&lt;br /&gt;
: Note: If you want to hide an element from spectators, you should use [[Game_interface_stylesheet:_yourgamename.css#spectatorMode|CSS &#039;spectatorMode&#039; class]].&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains the initial set of data to init the game, created at game start or by game refresh (F5).&lt;br /&gt;
: You can update it as needed to keep an up-to-date reference of the game on the client side if you need it. (Most of the time this is unnecessary).&lt;br /&gt;
&lt;br /&gt;
; this.isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play).&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of the active player, or null if we are not in an &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players who are currently active (or an empty array if there are none).&lt;br /&gt;
&lt;br /&gt;
; this.bRealtime&lt;br /&gt;
: Return true if the game is in realtime. Note that having a distinct behavior in realtime and turn-based should be exceptional.&lt;br /&gt;
&lt;br /&gt;
; typeof g_replayFrom != &#039;undefined&#039;&lt;br /&gt;
: Returns true if the game is in instant replay mode (replay during the game)&lt;br /&gt;
&lt;br /&gt;
; g_archive_mode&lt;br /&gt;
: Returns true if the game is in archive mode (advanced replay after the game has ended)&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA uses the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things more easily. The BGA framework uses Dojo extensively.&lt;br /&gt;
&lt;br /&gt;
To implement a game, you only need to use a few parts of the Dojo framework. All the Dojo methods you need are described on this page.&lt;br /&gt;
&lt;br /&gt;
== ShrinkSafe minimization ==&lt;br /&gt;
&lt;br /&gt;
For performance reasons, when deploying a game the js code is minimized using ShrinkSafe (based on ECMASCRIPT version 3). Some advanced syntax may not be compatible with this process. In particular:&lt;br /&gt;
* You should not use reserved keywords from the javascript language as variables.&lt;br /&gt;
* You should not declare default argument values in function declarations. The following syntax is invalid for ShrinkSafe: &#039;&#039;&#039;function myFunc(requiredArg, optionalArg = &#039;defaultValue&#039;) {}&#039;&#039;&#039;&lt;br /&gt;
* You should not use &#039;&#039;&#039;let&#039;&#039;&#039; or &#039;&#039;&#039;const&#039;&#039;&#039; to declare variables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; a developer encountering some problems with this has successfully used [http://plugins.netbeans.org/plugin/58580/jshint JSHint] on NetBeans to evaluate code to make it compatible for ECMAScript 3. With the plugin installed, set the below options in &#039;&#039;&#039;.jshintrc&#039;&#039;&#039; file, and then open &#039;&#039;&#039;Action Items&#039;&#039;&#039; window (in NetBeans):&amp;lt;pre&amp;gt;{ &amp;quot;maxerr&amp;quot;: 999, &amp;quot;esversion&amp;quot;: 3 }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; some online tools also allow to convert between different versions of javascript, such as https://www.typescriptlang.org/play or https://babeljs.io/&lt;br /&gt;
&lt;br /&gt;
== Accessing and manipulating the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get an HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with the BGA Framework. You should not use the &#039;&#039;&#039;getElementById&#039;&#039;&#039; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify the CSS property of any HTML element in your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprites to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify the CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have a complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situations, many small CSS property updates can be replaced by a CSS class change (i.e., you add a CSS class to your element instead of applying all modifications manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and without error.&lt;br /&gt;
* You can test whether you applied the CSS to an element with the &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; method.&lt;br /&gt;
&lt;br /&gt;
Example from &#039;&#039;Reversi&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property changes in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on the client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: We encourage you to use &#039;&#039;&#039;dojo.addClass&#039;&#039;&#039;, &#039;&#039;&#039;dojo.removeClass&#039;&#039;&#039; and &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (i.e., elements of class &amp;quot;token&amp;quot;) on the board (i.e., the element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert HTML code somewhere in your game interface without breaking something. It is much better to use than the &#039;&#039;&#039;innerHTML=&#039;&#039;&#039; method if you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The third parameter of dojo.place can take various interesting value.&lt;br /&gt;
&lt;br /&gt;
values possibles :&lt;br /&gt;
&lt;br /&gt;
&amp;quot;replace&amp;quot; : (see description above).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;first&amp;quot; : Places the node as a child of the reference node. The node is placed as the first child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;last&amp;quot; (default) : Places the node as a child of the reference node. The node is placed as the last child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;before&amp;quot; : places the node right before the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;after&amp;quot; : places the node right after the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only&amp;quot; : replaces all children of the reference node with the node.&lt;br /&gt;
&lt;br /&gt;
positif integer : This parameter can be a positif integer. In this case, the node will be placed as a child of the reference node with this number (counting from 0). If the number is more than number of children, the node will be appended to the reference node making it the last child. &lt;br /&gt;
&lt;br /&gt;
See also full doc on dojo.place : [https://dojotoolkit.org/reference-guide/1.7/dojo/place.html]&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dojo Animations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA animations is based on Dojo Animation ([http://dojotoolkit.org/documentation/tutorials/1.8/animation/ see tutorial here]).&lt;br /&gt;
&lt;br /&gt;
However, most of the time, you can just use methods below, which are built on top of Dojo Animation.&lt;br /&gt;
&lt;br /&gt;
Note: one interesting method from Dojo that could be useful from time to time is &amp;quot;Dojo.Animation&amp;quot;. It allows you to make any CSS property &amp;quot;slide&amp;quot; from one value to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same as &amp;quot;slideToObject&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectAndDestroy: function( node, to, time, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is a handy shortcut to slide an existing HTML object to some place then destroy it upon arrival. It can be used for example to move a victory token or a card from the board to the player panel to show that the player earns it, then destroy it when we don&#039;t need to keep it visible on the player panel.&lt;br /&gt;
&lt;br /&gt;
It works the same as this.slideToObject and takes the same arguments. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideToObjectAndDestroy( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 1000, 0 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotating elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can check here [http://jimfulton.info/demos/dojo-animated-rotate.html an example of use] of Dojo to make an element rotate.&lt;br /&gt;
&lt;br /&gt;
This example combines &amp;quot;Dojo.Animation&amp;quot; method and a CSS3 property that allow you to rotate the element.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: to asses browser compatibility, you must select the CSS property to use just like in the example (see sourcecode below):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var transform;&lt;br /&gt;
        dojo.forEach(&lt;br /&gt;
            [&#039;transform&#039;, &#039;WebkitTransform&#039;, &#039;msTransform&#039;,&lt;br /&gt;
             &#039;MozTransform&#039;, &#039;OTransform&#039;],&lt;br /&gt;
            function (name) {&lt;br /&gt;
                if (typeof dojo.body().style[name] != &#039;undefined&#039;) {&lt;br /&gt;
                    transform = name;&lt;br /&gt;
                }&lt;br /&gt;
            });&lt;br /&gt;
        // ... and then use &amp;quot;transform&amp;quot; as the name of your CSS property for rotation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Callbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you wish to run some code only after an animation has completed you can do this by linking a callback method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var animation_id = this.slideToObject( mobile_obj, target_obj, duration, delay );&lt;br /&gt;
dojo.connect(animation_id, &#039;onEnd&#039;, dojo.hitch(this, &#039;callback_function&#039;, parameters));&lt;br /&gt;
animation_id.play();&lt;br /&gt;
&lt;br /&gt;
…&lt;br /&gt;
&lt;br /&gt;
callback_function: function(params) {&lt;br /&gt;
   // this will be called after the animation ends&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wish to call a second animation after the first (rather than general code) then you can use a dojo animation chain (see tutorial referenced above).&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: this function destroys original object and places a clone onto a new parent, this will break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onclick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkPossibleActions( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkPossibleActions: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
* this is independent of the player being active, so can be used instead of this.checkAction(). This is particularly useful for multiplayer states when the player is not active in a &#039;player may like to change their mind&#039; scenario. &lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)destination, (opt)blinking, (opt)color )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: an element ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* destination (optional): deprecated, do not use this. Use &#039;&#039;&#039;null&#039;&#039;&#039; as value if you need to specify other arguments.&lt;br /&gt;
* blinking (optional): if set to &#039;&#039;&#039;true&#039;&#039;&#039;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
* color: could be &#039;&#039;&#039;blue&#039;&#039;&#039; (default), &#039;&#039;&#039;red&#039;&#039;&#039; or &#039;&#039;&#039;gray&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hearts example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args ) {&lt;br /&gt;
                      &lt;br /&gt;
            if (this.isCurrentPlayerActive()) {            &lt;br /&gt;
                switch( stateName ) {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example using blinking red button:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.addActionButton( &#039;commit_button&#039;, _(&#039;Confirm&#039;), &#039;onConfirm&#039;, null, true, &#039;red&#039;); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: at least in studio example above will make button huge, because it sets it display of blinking things to &#039;&#039;&#039;block&#039;&#039;&#039;, &lt;br /&gt;
if you don&#039;t like it you have to change css display value&lt;br /&gt;
of the button to inline-block (the id of the button is the first argument, i.e &#039;commit_button&#039; in example above)&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pre-defined notification types ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tableWindow&#039;&#039;&#039; - This defines notification to display [[Game_interface_logic:_yourgamename.js#Scoring_dialogs|Scoring Dialogs]], see below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;message&#039;&#039;&#039; - This defines notification that shows on players log and have no other effect&lt;br /&gt;
&lt;br /&gt;
   // You can call this on php side without doing anything on client side&lt;br /&gt;
    self::notifyAllPlayers( &#039;message&#039;, &#039;hello&#039;, array( ) );&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( nodeId, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you should use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browsers (see [[BGA_Studio_Guidelines|Guidelines]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( &#039;cardcount&#039;, _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( nodeId, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to to all the DOM nodes set with this cssClass (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.removeTooltip( nodeId )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove a tooltip from the DOM node.&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;confirmationDialog( message, yesHandler, noHandler )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to bake the pie?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.bakeThePie();&lt;br /&gt;
        } ) ); &lt;br /&gt;
        return; // nothing should be called or done after calling this, all action must be done in the handler  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple choice dialog ===&lt;br /&gt;
You can use this dialog to give user a choice with small amount of options:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var keys = [1,5,10];&lt;br /&gt;
        this.multipleChoiceDialog(&lt;br /&gt;
          _(&#039;How many bugs to fix?&amp;quot;), keys, &lt;br /&gt;
            dojo.hitch(this, function(choice) {&lt;br /&gt;
                            var bugchoice = keys[choice];&lt;br /&gt;
                            console.log(&#039;dialog callback with &#039;+bugchoice);&lt;br /&gt;
                            this.ajaxcall( &#039;/mygame/mygame/fixBugs.html&#039;, { bugs: bugchoice}, this, function( result ) {} );                        }));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
As a general rule, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog over the play zone. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new ebg.popindialog();&lt;br /&gt;
  this.myDlg.create( &#039;myDialogUniqueId&#039; );&lt;br /&gt;
  this.myDlg.setTitle( _(&amp;quot;my dialog title to translate&amp;quot;) );&lt;br /&gt;
  this.myDlg.setMaxWidth( 500 ); // Optional&lt;br /&gt;
  &lt;br /&gt;
  // Create the HTML of my dialog. &lt;br /&gt;
  // The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
  &lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.setContent( html ); // Must be set before calling show() so that the size of the content is defined before positioning the dialog&lt;br /&gt;
  this.myDlg.show();&lt;br /&gt;
  &lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, if you have an &amp;quot;OK&amp;quot; button in the HTML of your dialog:&lt;br /&gt;
  dojo.connect( $(&#039;my_ok_button&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.destroy();&lt;br /&gt;
            } );&lt;br /&gt;
&lt;br /&gt;
If necessary, you can remove the default top right corner &#039;close&#039; icon, or replace the function called when it is clicked:&lt;br /&gt;
  // Removes the default close icon&lt;br /&gt;
  this.myDlg.hideCloseIcon();&lt;br /&gt;
&lt;br /&gt;
  // Replace the function call when it&#039;s clicked&lt;br /&gt;
  this.myDlg.replaceQuitCallback( function() { ... } );&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; clienttranslate(&amp;quot;a string with an ${argument}&amp;quot;), &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also use three extra attributes in the parameter array for the notification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table,&lt;br /&gt;
            &amp;quot;header&amp;quot; =&amp;gt; array(&#039;str&#039; =&amp;gt; clienttranslate(&#039;Table header with parameter ${number}&#039;),&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;number&#039; =&amp;gt; 3 ),&lt;br /&gt;
                               ),&lt;br /&gt;
            &amp;quot;footer&amp;quot; =&amp;gt; &#039;&amp;lt;div&amp;gt;Some footer&amp;lt;/div&amp;gt;&#039;,&lt;br /&gt;
            &amp;quot;closing&amp;quot; =&amp;gt; clienttranslate( &amp;quot;Closing button label&amp;quot; )&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039;: the content for this parameter will display before the table (also, the html will be parsed and player names will be colored according to the current game colors). &lt;br /&gt;
*&#039;&#039;&#039;footer&#039;&#039;&#039;: the content for this parameter will display after the table (no parsing for coloring the player names)&lt;br /&gt;
*&#039;&#039;&#039;closing&#039;&#039;&#039;: if this parameter is used, a button will be displayed with this label at the bottom of the popup and will allow players to close it (more easily than by clicking the top right &#039;cross&#039; icon).&lt;br /&gt;
&lt;br /&gt;
=== Scoring animated display ===&lt;br /&gt;
&lt;br /&gt;
Sometimes (Terra Mystica final scoring for example), you may want to display a score value over an element to make the scoring easier to follow for the players.&lt;br /&gt;
You can do it with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.displayScoring( anchor_id, color, score, duration );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;anchor_id&#039;&#039;&#039;: ID of the element to place the animated score onto (without the &#039;#&#039;) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;color&#039;&#039;&#039;: hexadecimal RGB representation of the color (should be the color of the scoring player), but without a leading &#039;#&#039;.  For instance, &#039;ff0000&#039; for red.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;score&#039;&#039;&#039;: numeric score to display, prefixed by a &#039;+&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;duration&#039;&#039;&#039;: animation duration in milliseconds&lt;br /&gt;
&lt;br /&gt;
=== Speech bubble ===&lt;br /&gt;
&lt;br /&gt;
For better interactivity in some games (Love Letter for example), you may use comic book style speech bubbles to express the players voices.&lt;br /&gt;
This is done with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.showBubble( anchor_id, text, delay, duration, custom_class )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
delay in milliseconds is optional (default 0)&lt;br /&gt;
&lt;br /&gt;
duration in milliseconds is optional (default 3000)&lt;br /&gt;
&lt;br /&gt;
custom_class is optional, if you need to override the default bubble style&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: if your bubble could overlap other active elements of the interface (buttons in particular), as it stays in place even after disappearing, you should use a custom class to give it the style &amp;quot;pointer-events: none;&amp;quot; in order to intercept click events.&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Gomoku example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets with &#039;&#039;&#039;ensureSpecificGameImageLoading( image_file_names_array )&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// By default, do not preload anything&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan1.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan2.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan3.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan4.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan5.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan6.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan7.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan8.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan9.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan10.png&#039; );&lt;br /&gt;
var to_preload = [];&lt;br /&gt;
for( i in this.gamedatas.clans )&lt;br /&gt;
{&lt;br /&gt;
	var clan_id = this.gamedatas.clans[i];&lt;br /&gt;
	to_preload.push( &#039;clan&#039;+clan_id+&#039;.png&#039; );&lt;br /&gt;
}&lt;br /&gt;
if( to_preload.length == 5 )&lt;br /&gt;
{&lt;br /&gt;
	this.ensureSpecificGameImageLoading( to_preload );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You don&#039;t need to specify to not preload game box images (game_box.png, game_box75.png...) since they are not preloaded by default.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we ensure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onScreenWidthChange()&#039;&#039;&#039;&lt;br /&gt;
This function can be overridden in your game to manage some resizing on the client side when the browser window is resized. This function is also triggered at load time, so it can be used to adapt to the viewport size at the start of the game too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;updatePageTitle()&#039;&#039;&#039;&lt;br /&gt;
This function allows to update the current page title and turn description according to the game state. If the current game state description this.gamedatas.gamestate.descriptionmyturn is modified before calling the function, it allows to update the turn description without changing state.&lt;br /&gt;
&lt;br /&gt;
Example from Terra Mystica:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
onClickFavorTile: function( evt )&lt;br /&gt;
{&lt;br /&gt;
    [...]&lt;br /&gt;
&lt;br /&gt;
    if ( ... ) {&lt;br /&gt;
&lt;br /&gt;
        this.gamedatas.gamestate.descriptionmyturn = _(&#039;Special action: &#039;) + _(&#039;Advance 1 space	on a Cult track&#039;);&lt;br /&gt;
        this.updatePageTitle();&lt;br /&gt;
        this.removeActionButtons();&lt;br /&gt;
&lt;br /&gt;
        this.addActionButton( &#039;action_confirm1&#039;, _(&amp;quot;Fire&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm2&#039;, _(&amp;quot;Water&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm3&#039;, _(&amp;quot;Earth&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
        this.addActionButton( &#039;action_confirm4&#039;, _(&amp;quot;Air&amp;quot;),&lt;br /&gt;
            function() { ... }&lt;br /&gt;
        );&lt;br /&gt;
&lt;br /&gt;
        this.addActionButton( &#039;action_cancel&#039;, _(&amp;quot;Cancel&amp;quot;), function() { ... }, false, false, &#039;gray&#039;&lt;br /&gt;
        );&lt;br /&gt;
&lt;br /&gt;
        return;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    [...]&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=4900</id>
		<title>Tools and tips of BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=4900"/>
		<updated>2020-07-08T02:48:07Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* File Sync using lftp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Server Tools and Tips ==&lt;br /&gt;
=== Starting a game in one click ===&lt;br /&gt;
&lt;br /&gt;
To start a game:&lt;br /&gt;
* Go to Play now and configure game type: Simple game -&amp;gt; Turn-based -&amp;gt; Manual&lt;br /&gt;
* Select your game and click on &amp;quot;Create&amp;quot;.&lt;br /&gt;
* If you want to play a game with 3 players, specify that you want a maximum of 3 players at this table.&lt;br /&gt;
* Click on &amp;quot;Express Start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Stopping a game in one click ===&lt;br /&gt;
&lt;br /&gt;
* Click on the &amp;quot;quit&amp;quot; icon on the top right of the screen.&lt;br /&gt;
* Click on &amp;quot;Express Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Switching between users ===&lt;br /&gt;
&lt;br /&gt;
When running a game on Studio, you can use the little red arrow near each player&#039;s name to open a new tab with this player&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
=== Access to game database and Logs ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the game area, there is section without a title containing 3 useful links:&lt;br /&gt;
&lt;br /&gt;
  Go to game database • BGA request&amp;amp;SQL logs • BGA unexpected exceptions logs&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Go to game database&amp;quot; link is an immediate access to the PhpMyAdmin tool to view/edit the tables of the current game&lt;br /&gt;
* BGA request&amp;amp;SQL logs - link to your studio PHP log - all tables, all severities. Anything you print using debugging and tracing functions from PHP and some framework logs&lt;br /&gt;
* BGA unexpected exceptions logs - same log as above but only severity warning and higher&lt;br /&gt;
&lt;br /&gt;
See [[Practical debugging]] for more info about it.&lt;br /&gt;
&lt;br /&gt;
=== Save &amp;amp; restore state ===&lt;br /&gt;
&lt;br /&gt;
Using links of this section, you can save the complete current (database) state of your game, then restore it later.&lt;br /&gt;
&lt;br /&gt;
This is particularly useful when you want to develop a part of the game that is difficult to reproduce: you just have to save the situation just before, and then restore it until this part works fine.&lt;br /&gt;
&lt;br /&gt;
We provide you 3 &amp;quot;slots&amp;quot;: 1, 2 and 3. This way, you can save 3 different game situations.&lt;br /&gt;
&lt;br /&gt;
Limits:&lt;br /&gt;
* the &amp;quot;restore&amp;quot; function does not work anymore when the game is over.&lt;br /&gt;
* a saved situation from a given table cannot be restored in another table.&lt;br /&gt;
* when you &amp;quot;restore&amp;quot; a situation, the current browser page is refreshed to reflect the updated game situation, but you have to refresh you other tabs/pages manually.&lt;br /&gt;
&lt;br /&gt;
=== Input/Output debugging section ===&lt;br /&gt;
&lt;br /&gt;
This section shows you:&lt;br /&gt;
* The AJAX calls made by your game interface to the game server. AJAX calls (outputs) begins with &amp;quot;&amp;gt;&amp;quot;&lt;br /&gt;
* The notifications received by your game interface. Notifications (inputs) begins with &amp;quot;&amp;lt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: if you click on some notification title, you can resend it immediately to the user interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Run PHP functions from the chat ===&lt;br /&gt;
&lt;br /&gt;
On BGA Studio, you can directly run a PHP method from the table chat.&lt;br /&gt;
&lt;br /&gt;
For example, if on your PHP you have this method:&lt;br /&gt;
   &lt;br /&gt;
   function giveMoneyToPlayer($player_id, $amount) { ... }&lt;br /&gt;
&lt;br /&gt;
You can call this method directly from the chat like this: &lt;br /&gt;
&lt;br /&gt;
  giveMoneyToPlayer(2564,2)&lt;br /&gt;
&lt;br /&gt;
Note: this is not a real php statement, you cannot use self::, you cannot use &amp;quot;;&amp;quot; at the end and you cannot use quotes,&lt;br /&gt;
if you need to pass a string skip the quotes, like this&lt;br /&gt;
  &lt;br /&gt;
  giveToActivePlayer(money,2)&lt;br /&gt;
&lt;br /&gt;
=== Stopping Hanging Game ===&lt;br /&gt;
&lt;br /&gt;
If game is hanging and you cannot enter it to stop you can type this URL (replace 12345 with your table number),&lt;br /&gt;
which should bring you to a place where you can stop it without entering:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;nowiki&amp;gt;http://en.studio.boardgamearena.com/#!table?table=12345&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Desktop and Web Tools ==&lt;br /&gt;
=== Code Editors and IDEs ===&lt;br /&gt;
==== Eclipse For PHP Developers ====&lt;br /&gt;
&lt;br /&gt;
Eclipse PHP package can be starting point for development you need. You may also want to &lt;br /&gt;
install Tern JS plugins to understand dojo style JS. All desktops.&lt;br /&gt;
https://projects.eclipse.org/projects/tools.pdt&lt;br /&gt;
&lt;br /&gt;
==== Visual Studio Code ====&lt;br /&gt;
&lt;br /&gt;
Microsoft Visual Studio Code is light weight IDE/Editor. All desktops.&lt;br /&gt;
https://code.visualstudio.com&lt;br /&gt;
&lt;br /&gt;
==== Gedit (Ubuntu) ====&lt;br /&gt;
&#039;&#039;&#039;Edit TPL&#039;&#039;&#039;&lt;br /&gt;
To edit TPL with HTML code highlightings in Gedit under Ubuntu:&lt;br /&gt;
&lt;br /&gt;
find gtksourceview directory in /usr/share, depending on your version (2.0, 3.0,...).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Here it&#039;s 3.0, then type in a terminal window:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sudo gedit /usr/share/gtksourceview-3.0/language-specs/html.lang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then find &#039;globs&#039; section, and change:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;property name=&amp;quot;globs&amp;quot;&amp;gt;*.html;*.htm;*.tpl&amp;lt;/property&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Sync ===&lt;br /&gt;
&lt;br /&gt;
==== File Sync using lftp ====&lt;br /&gt;
[https://lftp.yar.ru/ lftp] is a fast command-line file transfer program. It&#039;s a much better choice than rsync for BGA Studio since it supports parallel threads, transfering multiple files at a time.&lt;br /&gt;
&lt;br /&gt;
* Windows 10: Enable &amp;quot;Windows Subsystem for Linux&amp;quot; and install a Linux distribution from the Microsoft Store. [https://ubuntu.com/tutorials/ubuntu-on-windows Follow these instructions to install Ubuntu]. Then install lftp as below for Linux (e.g., open Ubuntu command prompt and run &#039;&#039;&#039;sudo apt-get install lftp&#039;&#039;&#039;).&lt;br /&gt;
* Linux: Install using your package manager, for example: &#039;&#039;&#039;sudo apt-get install lftp&#039;&#039;&#039;&lt;br /&gt;
* Mac: Install [https://brew.sh/ Homebrew], then install lftp using &#039;&#039;&#039;brew install lftp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To upload your project to BGA studio, use the &amp;quot;mirror&amp;quot; command like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lftp sftp://&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;myuser&amp;lt;/span&amp;gt;:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;mypassword&amp;lt;/span&amp;gt;@1.studio.boardgamearena.com/ -e &amp;quot;mirror --reverse --parallel=10 --delete &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;/local/path/to/myproject&amp;lt;/span&amp;gt;/ &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;myproject&amp;lt;/span&amp;gt;/; exit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Be sure to include the trailing &#039;&#039;&#039;/&#039;&#039;&#039; after both directory names.&lt;br /&gt;
&lt;br /&gt;
By default, if a file already exists on BGA Studio with the same time + size it assumed to be the same and won&#039;t be transferred. This makes the transfer process much quicker after the first time. If you&#039;re working with multiple developers on the same project and you find that it is transfers all files every time, you may want to add the option &#039;&#039;&#039;--ignore-time&#039;&#039;&#039; (if a file already exist on BGA Studio with the same size it is assumed to be the same and won&#039;t be transferred). Read [https://lftp.yar.ru/lftp-man.html the manual] for more details.&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Windows ====&lt;br /&gt;
&lt;br /&gt;
Install [http://winscp.net/ WinSCP]. Map a remote directory to a local one and enable continuous sync (one way). You need SFTP password you get when you registered dev account.&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Linux ====&lt;br /&gt;
&lt;br /&gt;
* Option 1 - Nautilus (file manager)&lt;br /&gt;
You can just use Nautilus &amp;quot;connect to a server&amp;quot; function with URL sftp://1.studio.boardgamearena.com&lt;br /&gt;
Then you&#039;ll get a mounted local folder mapping your studio folder and you can use any editor you like without further need for sync. Downside - if connection goes down you cannot work on source code, no local copy.&lt;br /&gt;
&lt;br /&gt;
* Option 2 - sftp and rsync&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#!/bin/bash&lt;br /&gt;
BASEDIR=`dirname $0`&lt;br /&gt;
REMOTE=$BASEDIR/remote&lt;br /&gt;
LOCAL=$BASEDIR/workspace&lt;br /&gt;
GAME=mygamenamehere&lt;br /&gt;
&lt;br /&gt;
#mount remote&lt;br /&gt;
fusermount -u $REMOTE #this unmounts dir&lt;br /&gt;
echo LongDevPassword | sshfs -o password_stdin myusernamehere@1.studio.boardgamearena.com: $REMOTE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#this starts auto-sync from local to remote mount&lt;br /&gt;
killall lsyncd&lt;br /&gt;
lsyncd -delay 1 -rsync $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be able run on startup, so you don&#039;t have to do anything manually. However sshfs is not very stable you&lt;br /&gt;
have to kill and restart it sometimes. And remote goes away sometimes due to connection issues with studio. &lt;br /&gt;
In this case its handy to have a local copy, which is what lsyncd for.&lt;br /&gt;
&lt;br /&gt;
You can also sync on demand (from a build script or editor command) using&lt;br /&gt;
 rsync -vlrt $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&lt;br /&gt;
==== File Sync using VSCode ====&lt;br /&gt;
You might rely on your IDE to sync the files with the SFTP server. Each time you &amp;quot;save&amp;quot; a file with your modifications, the IDE will also submit it to the sFTP server. These are instructions for VS Code&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Install this extension&#039;&#039;&#039; https://marketplace.visualstudio.com/items?itemName=liximomo.sftp (File-&amp;gt;Preferences-&amp;gt;Extensions ... type SFTP and Install)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Open VSCode on an empty folder&#039;&#039;&#039; that will be the local root of your project.&lt;br /&gt;
&lt;br /&gt;
* Execute Ctrl+Shift+P on Windows/Linux or Cmd+Shift+P on Mac to open the command palette, and the type/run : &#039;&#039;&#039;&amp;quot;SFTP: config&amp;quot;&#039;&#039;&#039; - the edit will open with json config&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Update the json&#039;&#039;&#039; as below: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;BGA&amp;quot;,&lt;br /&gt;
    &amp;quot;host&amp;quot;: &amp;quot;1.studio.boardgamearena.com&amp;quot;,&lt;br /&gt;
    &amp;quot;protocol&amp;quot;: &amp;quot;sftp&amp;quot;,&lt;br /&gt;
    &amp;quot;port&amp;quot;: 22,&lt;br /&gt;
    &amp;quot;username&amp;quot;: &amp;quot;&amp;lt;your SFTP username&amp;gt;&amp;quot;,&lt;br /&gt;
    &amp;quot;password&amp;quot;: &amp;quot;&amp;lt;your SFTP password&amp;gt;&amp;quot;,&lt;br /&gt;
    &amp;quot;remotePath&amp;quot;: &amp;quot;/&amp;lt;your project name&amp;gt;/&amp;quot;,&lt;br /&gt;
    &amp;quot;uploadOnSave&amp;quot;: true,&lt;br /&gt;
    &amp;quot;ignore&amp;quot;: [&lt;br /&gt;
        &amp;quot;.vscode&amp;quot;,&lt;br /&gt;
        &amp;quot;.git&amp;quot;,&lt;br /&gt;
        &amp;quot;.DS_Store&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Execute Ctrl+Shift+P on Windows/Linux or Cmd+Shift+P on Mac to open the command palette, and the type/run : &#039;&#039;&#039;&amp;quot;SFTP: Download Project&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will download all the files locally, and each time you modify/save a file in VSCode, it will upload it to the SFTP Server.&lt;br /&gt;
&lt;br /&gt;
=== Debuggers ===&lt;br /&gt;
&lt;br /&gt;
Browser is the best tool for JS/HTML5 debugging, see [[Practical debugging]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Version Control ===&lt;br /&gt;
Studio providers svn for you code on server, there are some limited abilities there to see history and restore. I recommend to keep your code in another repository. I suggest to use git with local repo, which you can sync to cloud or backup.&lt;br /&gt;
Other option is to host source code on github, if you do use this convention github.com/&amp;lt;yourname&amp;gt;/bga-&amp;lt;yourgame&amp;gt;. In such case make sure you &#039;&#039;&#039;don&#039;t post high-res publisher graphics&#039;&#039;&#039; only web resources, and post a separate license for graphics files. Also, &#039;&#039;&#039;don&#039;t include a file with your sftp password&#039;&#039;&#039; (github is automatically crawled for passwords by hackers; a hacking attempt occurred on BGA studio for this reason in June 2020).&lt;br /&gt;
&lt;br /&gt;
=== PHP CLI ===&lt;br /&gt;
Its handy to have php cli (command line) tools install to run php locally, so you can test some stuff without deployment cycle, or create some scripts that generate code or markup.&lt;br /&gt;
&lt;br /&gt;
=== Image Manipulation ===&lt;br /&gt;
==== ImageMagick ====&lt;br /&gt;
Handy set of image manipulation &#039;&#039;&#039;command line&#039;&#039;&#039; tools, useful to for example to stitch together bunch of images and re-size, to use as sprite (in Stock component for example). I.e. you got a graphics file from publisher where every tile is 600x600 PNG file in separate file. You want .jpg instead of .png to make it not like 20Mb, and combine all images in one column and re-size to 128x128:&lt;br /&gt;
&lt;br /&gt;
(Linux example)&lt;br /&gt;
 /usr/bin/montage  `ls Tiles*.png` -tile 1 -geometry 128x128+0+0 out/tiles128.jpg&lt;br /&gt;
&lt;br /&gt;
https://www.imagemagick.org/script/download.php&lt;br /&gt;
&lt;br /&gt;
==== Gimp ====&lt;br /&gt;
&lt;br /&gt;
GUI tool, very complex but will do ALL what you possibly need to do with game graphics&lt;br /&gt;
&lt;br /&gt;
https://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
==== Shrinking ====&lt;br /&gt;
&lt;br /&gt;
Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/ &lt;br /&gt;
&lt;br /&gt;
==== PDF Scrapper ====&lt;br /&gt;
extract images from PDF file (i.e. game rulebook) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.ilovepdf.com/&lt;br /&gt;
&lt;br /&gt;
http://www.extractpdf.com/&lt;br /&gt;
&lt;br /&gt;
==== Rename/Copy project ====&lt;br /&gt;
&lt;br /&gt;
There is a script available in sharedcode project to do the renaming which can be called in command line if you have php command line installed.&lt;br /&gt;
You need to have php clt (command line interface) installed, then you can download script and run it.&lt;br /&gt;
&lt;br /&gt;
https://github.com/elaskavaia/bga-sharedcode/blob/master/tools/bgaprojectrename.php&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 php bgaprojectrename.php &amp;lt;originalProjectPath&amp;gt; &amp;lt;copyOfProjectRenamedPath&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example on how to call it in command line  if you project name is &amp;quot;heartsmyproject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 php7.0 git/bga-sharedcode/tools/bgaprojectrename.php remote/hearts/ remote/heartsmyproject/&lt;br /&gt;
&lt;br /&gt;
==== BGA Workbench ====&lt;br /&gt;
&lt;br /&gt;
PHP library providing tools to help manage BGA Studio projects including deployment and test utilities. https://github.com/danielholmes/bga-workbench&lt;br /&gt;
&lt;br /&gt;
== Client Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Speed up game re-loading by disabling Input/Output debug section ===&lt;br /&gt;
&lt;br /&gt;
Development UI have few sections for debugging only, such as &#039;Input/Output debugging section&#039;. Loading this data will significantly slow down&lt;br /&gt;
your reload. I did some profiling and my reloading (i.e. F5) took 14 seconds, 12 of which it was dealing with loading this section. &lt;br /&gt;
If you not using it you can disable it. In your JavaScript code, in the begging of &#039;setup&#039; method add this code&lt;br /&gt;
&lt;br /&gt;
         dojo.destroy(&#039;debug_output&#039;);&lt;br /&gt;
&lt;br /&gt;
That should get rid of this section and overhead associated with loading it (it may have some other side-effects, I have not explored all of them)&lt;br /&gt;
&lt;br /&gt;
=== Speed up CSS development and layout ===&lt;br /&gt;
&lt;br /&gt;
Syncing files to server and refreshing is relative fast but still can take up to 20 seconds which is annoying.&lt;br /&gt;
If you working&lt;br /&gt;
a lot on css/images/layout you can speed it up by coping html in some state of the game to your local folder.&lt;br /&gt;
I.e. in your  project folder create directory misc/ and save your html as misc/test.html and changing path to css to load from local disk (and it will load your images to from local disk as well). &lt;br /&gt;
I.e. find something like&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;http://1.studio.boardgamearena.com:8081/data/themereleases/151226-1240/games/mygame/999999-9999/mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and replace with&lt;br /&gt;
   &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;../mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
You project structure will look like this&lt;br /&gt;
&lt;br /&gt;
 mygame&lt;br /&gt;
   img/ &amp;lt;-- your images&lt;br /&gt;
   mygame.css  &amp;lt;-- your original css&lt;br /&gt;
   ...&lt;br /&gt;
   misc/&lt;br /&gt;
     test.html &amp;lt;-- your test html&lt;br /&gt;
&lt;br /&gt;
It is a bit tricky to save html exact state, if you do save as it also pulls all resources sometimes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=4899</id>
		<title>Tools and tips of BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Tools_and_tips_of_BGA_Studio&amp;diff=4899"/>
		<updated>2020-07-08T02:40:57Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* File Sync */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
== Server Tools and Tips ==&lt;br /&gt;
=== Starting a game in one click ===&lt;br /&gt;
&lt;br /&gt;
To start a game:&lt;br /&gt;
* Go to Play now and configure game type: Simple game -&amp;gt; Turn-based -&amp;gt; Manual&lt;br /&gt;
* Select your game and click on &amp;quot;Create&amp;quot;.&lt;br /&gt;
* If you want to play a game with 3 players, specify that you want a maximum of 3 players at this table.&lt;br /&gt;
* Click on &amp;quot;Express Start&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Stopping a game in one click ===&lt;br /&gt;
&lt;br /&gt;
* Click on the &amp;quot;quit&amp;quot; icon on the top right of the screen.&lt;br /&gt;
* Click on &amp;quot;Express Stop&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Switching between users ===&lt;br /&gt;
&lt;br /&gt;
When running a game on Studio, you can use the little red arrow near each player&#039;s name to open a new tab with this player&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
=== Access to game database and Logs ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the game area, there is section without a title containing 3 useful links:&lt;br /&gt;
&lt;br /&gt;
  Go to game database • BGA request&amp;amp;SQL logs • BGA unexpected exceptions logs&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Go to game database&amp;quot; link is an immediate access to the PhpMyAdmin tool to view/edit the tables of the current game&lt;br /&gt;
* BGA request&amp;amp;SQL logs - link to your studio PHP log - all tables, all severities. Anything you print using debugging and tracing functions from PHP and some framework logs&lt;br /&gt;
* BGA unexpected exceptions logs - same log as above but only severity warning and higher&lt;br /&gt;
&lt;br /&gt;
See [[Practical debugging]] for more info about it.&lt;br /&gt;
&lt;br /&gt;
=== Save &amp;amp; restore state ===&lt;br /&gt;
&lt;br /&gt;
Using links of this section, you can save the complete current (database) state of your game, then restore it later.&lt;br /&gt;
&lt;br /&gt;
This is particularly useful when you want to develop a part of the game that is difficult to reproduce: you just have to save the situation just before, and then restore it until this part works fine.&lt;br /&gt;
&lt;br /&gt;
We provide you 3 &amp;quot;slots&amp;quot;: 1, 2 and 3. This way, you can save 3 different game situations.&lt;br /&gt;
&lt;br /&gt;
Limits:&lt;br /&gt;
* the &amp;quot;restore&amp;quot; function does not work anymore when the game is over.&lt;br /&gt;
* a saved situation from a given table cannot be restored in another table.&lt;br /&gt;
* when you &amp;quot;restore&amp;quot; a situation, the current browser page is refreshed to reflect the updated game situation, but you have to refresh you other tabs/pages manually.&lt;br /&gt;
&lt;br /&gt;
=== Input/Output debugging section ===&lt;br /&gt;
&lt;br /&gt;
This section shows you:&lt;br /&gt;
* The AJAX calls made by your game interface to the game server. AJAX calls (outputs) begins with &amp;quot;&amp;gt;&amp;quot;&lt;br /&gt;
* The notifications received by your game interface. Notifications (inputs) begins with &amp;quot;&amp;lt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note: if you click on some notification title, you can resend it immediately to the user interface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Run PHP functions from the chat ===&lt;br /&gt;
&lt;br /&gt;
On BGA Studio, you can directly run a PHP method from the table chat.&lt;br /&gt;
&lt;br /&gt;
For example, if on your PHP you have this method:&lt;br /&gt;
   &lt;br /&gt;
   function giveMoneyToPlayer($player_id, $amount) { ... }&lt;br /&gt;
&lt;br /&gt;
You can call this method directly from the chat like this: &lt;br /&gt;
&lt;br /&gt;
  giveMoneyToPlayer(2564,2)&lt;br /&gt;
&lt;br /&gt;
Note: this is not a real php statement, you cannot use self::, you cannot use &amp;quot;;&amp;quot; at the end and you cannot use quotes,&lt;br /&gt;
if you need to pass a string skip the quotes, like this&lt;br /&gt;
  &lt;br /&gt;
  giveToActivePlayer(money,2)&lt;br /&gt;
&lt;br /&gt;
=== Stopping Hanging Game ===&lt;br /&gt;
&lt;br /&gt;
If game is hanging and you cannot enter it to stop you can type this URL (replace 12345 with your table number),&lt;br /&gt;
which should bring you to a place where you can stop it without entering:&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;nowiki&amp;gt;http://en.studio.boardgamearena.com/#!table?table=12345&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Desktop and Web Tools ==&lt;br /&gt;
=== Code Editors and IDEs ===&lt;br /&gt;
==== Eclipse For PHP Developers ====&lt;br /&gt;
&lt;br /&gt;
Eclipse PHP package can be starting point for development you need. You may also want to &lt;br /&gt;
install Tern JS plugins to understand dojo style JS. All desktops.&lt;br /&gt;
https://projects.eclipse.org/projects/tools.pdt&lt;br /&gt;
&lt;br /&gt;
==== Visual Studio Code ====&lt;br /&gt;
&lt;br /&gt;
Microsoft Visual Studio Code is light weight IDE/Editor. All desktops.&lt;br /&gt;
https://code.visualstudio.com&lt;br /&gt;
&lt;br /&gt;
==== Gedit (Ubuntu) ====&lt;br /&gt;
&#039;&#039;&#039;Edit TPL&#039;&#039;&#039;&lt;br /&gt;
To edit TPL with HTML code highlightings in Gedit under Ubuntu:&lt;br /&gt;
&lt;br /&gt;
find gtksourceview directory in /usr/share, depending on your version (2.0, 3.0,...).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Here it&#039;s 3.0, then type in a terminal window:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sudo gedit /usr/share/gtksourceview-3.0/language-specs/html.lang&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then find &#039;globs&#039; section, and change:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;property name=&amp;quot;globs&amp;quot;&amp;gt;*.html;*.htm;*.tpl&amp;lt;/property&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Sync ===&lt;br /&gt;
&lt;br /&gt;
==== File Sync using lftp ====&lt;br /&gt;
[https://lftp.yar.ru/ lftp] is a fast command-line file transfer program. It&#039;s a much better choice than rsync for BGA Studio since it supports parallel threads, transfering multiple files at a time.&lt;br /&gt;
&lt;br /&gt;
* Windows 10: Enable &amp;quot;Windows Subsystem for Linux&amp;quot; and install a Linux distribution from the Microsoft Store. [https://ubuntu.com/tutorials/ubuntu-on-windows Follow these instructions to install Ubuntu]. Then install lftp as below for Linux (e.g., open Ubuntu command prompt and run &#039;&#039;&#039;sudo apt-get install lftp&#039;&#039;&#039;).&lt;br /&gt;
* Linux: Install using your package manager, for example: &#039;&#039;&#039;sudo apt-get install lftp&#039;&#039;&#039;&lt;br /&gt;
* Mac: Install [https://brew.sh/ Homebrew], then install lftp using &#039;&#039;&#039;brew install lftp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To upload your project to BGA studio, use the &amp;quot;mirror&amp;quot; command like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;lftp sftp://&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;myuser&amp;lt;/span&amp;gt;:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;mypassword&amp;lt;/span&amp;gt;@1.studio.boardgamearena.com/ -e &amp;quot;mirror -R --parallel=10 --delete &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;/local/path/to/myproject&amp;lt;/span&amp;gt;/ &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;myproject&amp;lt;/span&amp;gt;/; exit&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Be sure to include the trailing &#039;&#039;&#039;/&#039;&#039;&#039; after both directory names.&lt;br /&gt;
&lt;br /&gt;
By default, if a file already exists on BGA Studio with the same time + size it assumed to be the same and won&#039;t be transferred. This makes the transfer process much quicker after the first time. If you&#039;re working with multiple developers on the same project and you find that it is transfers all files every time, you may want to add the option &#039;&#039;&#039;--ignore-time&#039;&#039;&#039; (if a file already exist on BGA Studio with the same size it is assumed to be the same and won&#039;t be transferred). Read [https://lftp.yar.ru/lftp-man.html the manual] for more details.&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Windows ====&lt;br /&gt;
&lt;br /&gt;
Install [http://winscp.net/ WinSCP]. Map a remote directory to a local one and enable continuous sync (one way). You need SFTP password you get when you registered dev account.&lt;br /&gt;
&lt;br /&gt;
==== File Sync on Linux ====&lt;br /&gt;
&lt;br /&gt;
* Option 1 - Nautilus (file manager)&lt;br /&gt;
You can just use Nautilus &amp;quot;connect to a server&amp;quot; function with URL sftp://1.studio.boardgamearena.com&lt;br /&gt;
Then you&#039;ll get a mounted local folder mapping your studio folder and you can use any editor you like without further need for sync. Downside - if connection goes down you cannot work on source code, no local copy.&lt;br /&gt;
&lt;br /&gt;
* Option 2 - sftp and rsync&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#!/bin/bash&lt;br /&gt;
BASEDIR=`dirname $0`&lt;br /&gt;
REMOTE=$BASEDIR/remote&lt;br /&gt;
LOCAL=$BASEDIR/workspace&lt;br /&gt;
GAME=mygamenamehere&lt;br /&gt;
&lt;br /&gt;
#mount remote&lt;br /&gt;
fusermount -u $REMOTE #this unmounts dir&lt;br /&gt;
echo LongDevPassword | sshfs -o password_stdin myusernamehere@1.studio.boardgamearena.com: $REMOTE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#this starts auto-sync from local to remote mount&lt;br /&gt;
killall lsyncd&lt;br /&gt;
lsyncd -delay 1 -rsync $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be able run on startup, so you don&#039;t have to do anything manually. However sshfs is not very stable you&lt;br /&gt;
have to kill and restart it sometimes. And remote goes away sometimes due to connection issues with studio. &lt;br /&gt;
In this case its handy to have a local copy, which is what lsyncd for.&lt;br /&gt;
&lt;br /&gt;
You can also sync on demand (from a build script or editor command) using&lt;br /&gt;
 rsync -vlrt $LOCAL/$GAME/ $REMOTE/$GAME&lt;br /&gt;
&lt;br /&gt;
==== File Sync using VSCode ====&lt;br /&gt;
You might rely on your IDE to sync the files with the SFTP server. Each time you &amp;quot;save&amp;quot; a file with your modifications, the IDE will also submit it to the sFTP server. These are instructions for VS Code&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Install this extension&#039;&#039;&#039; https://marketplace.visualstudio.com/items?itemName=liximomo.sftp (File-&amp;gt;Preferences-&amp;gt;Extensions ... type SFTP and Install)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Open VSCode on an empty folder&#039;&#039;&#039; that will be the local root of your project.&lt;br /&gt;
&lt;br /&gt;
* Execute Ctrl+Shift+P on Windows/Linux or Cmd+Shift+P on Mac to open the command palette, and the type/run : &#039;&#039;&#039;&amp;quot;SFTP: config&amp;quot;&#039;&#039;&#039; - the edit will open with json config&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Update the json&#039;&#039;&#039; as below: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;BGA&amp;quot;,&lt;br /&gt;
    &amp;quot;host&amp;quot;: &amp;quot;1.studio.boardgamearena.com&amp;quot;,&lt;br /&gt;
    &amp;quot;protocol&amp;quot;: &amp;quot;sftp&amp;quot;,&lt;br /&gt;
    &amp;quot;port&amp;quot;: 22,&lt;br /&gt;
    &amp;quot;username&amp;quot;: &amp;quot;&amp;lt;your SFTP username&amp;gt;&amp;quot;,&lt;br /&gt;
    &amp;quot;password&amp;quot;: &amp;quot;&amp;lt;your SFTP password&amp;gt;&amp;quot;,&lt;br /&gt;
    &amp;quot;remotePath&amp;quot;: &amp;quot;/&amp;lt;your project name&amp;gt;/&amp;quot;,&lt;br /&gt;
    &amp;quot;uploadOnSave&amp;quot;: true,&lt;br /&gt;
    &amp;quot;ignore&amp;quot;: [&lt;br /&gt;
        &amp;quot;.vscode&amp;quot;,&lt;br /&gt;
        &amp;quot;.git&amp;quot;,&lt;br /&gt;
        &amp;quot;.DS_Store&amp;quot;&lt;br /&gt;
    ]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- Execute Ctrl+Shift+P on Windows/Linux or Cmd+Shift+P on Mac to open the command palette, and the type/run : &#039;&#039;&#039;&amp;quot;SFTP: Download Project&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This will download all the files locally, and each time you modify/save a file in VSCode, it will upload it to the SFTP Server.&lt;br /&gt;
&lt;br /&gt;
=== Debuggers ===&lt;br /&gt;
&lt;br /&gt;
Browser is the best tool for JS/HTML5 debugging, see [[Practical debugging]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Version Control ===&lt;br /&gt;
Studio providers svn for you code on server, there are some limited abilities there to see history and restore. I recommend to keep your code in another repository. I suggest to use git with local repo, which you can sync to cloud or backup.&lt;br /&gt;
Other option is to host source code on github, if you do use this convention github.com/&amp;lt;yourname&amp;gt;/bga-&amp;lt;yourgame&amp;gt;. In such case make sure you &#039;&#039;&#039;don&#039;t post high-res publisher graphics&#039;&#039;&#039; only web resources, and post a separate license for graphics files. Also, &#039;&#039;&#039;don&#039;t include a file with your sftp password&#039;&#039;&#039; (github is automatically crawled for passwords by hackers; a hacking attempt occurred on BGA studio for this reason in June 2020).&lt;br /&gt;
&lt;br /&gt;
=== PHP CLI ===&lt;br /&gt;
Its handy to have php cli (command line) tools install to run php locally, so you can test some stuff without deployment cycle, or create some scripts that generate code or markup.&lt;br /&gt;
&lt;br /&gt;
=== Image Manipulation ===&lt;br /&gt;
==== ImageMagick ====&lt;br /&gt;
Handy set of image manipulation &#039;&#039;&#039;command line&#039;&#039;&#039; tools, useful to for example to stitch together bunch of images and re-size, to use as sprite (in Stock component for example). I.e. you got a graphics file from publisher where every tile is 600x600 PNG file in separate file. You want .jpg instead of .png to make it not like 20Mb, and combine all images in one column and re-size to 128x128:&lt;br /&gt;
&lt;br /&gt;
(Linux example)&lt;br /&gt;
 /usr/bin/montage  `ls Tiles*.png` -tile 1 -geometry 128x128+0+0 out/tiles128.jpg&lt;br /&gt;
&lt;br /&gt;
https://www.imagemagick.org/script/download.php&lt;br /&gt;
&lt;br /&gt;
==== Gimp ====&lt;br /&gt;
&lt;br /&gt;
GUI tool, very complex but will do ALL what you possibly need to do with game graphics&lt;br /&gt;
&lt;br /&gt;
https://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
==== Shrinking ====&lt;br /&gt;
&lt;br /&gt;
Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/ &lt;br /&gt;
&lt;br /&gt;
==== PDF Scrapper ====&lt;br /&gt;
extract images from PDF file (i.e. game rulebook) :&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://www.ilovepdf.com/&lt;br /&gt;
&lt;br /&gt;
http://www.extractpdf.com/&lt;br /&gt;
&lt;br /&gt;
==== Rename/Copy project ====&lt;br /&gt;
&lt;br /&gt;
There is a script available in sharedcode project to do the renaming which can be called in command line if you have php command line installed.&lt;br /&gt;
You need to have php clt (command line interface) installed, then you can download script and run it.&lt;br /&gt;
&lt;br /&gt;
https://github.com/elaskavaia/bga-sharedcode/blob/master/tools/bgaprojectrename.php&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 php bgaprojectrename.php &amp;lt;originalProjectPath&amp;gt; &amp;lt;copyOfProjectRenamedPath&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example on how to call it in command line  if you project name is &amp;quot;heartsmyproject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 php7.0 git/bga-sharedcode/tools/bgaprojectrename.php remote/hearts/ remote/heartsmyproject/&lt;br /&gt;
&lt;br /&gt;
==== BGA Workbench ====&lt;br /&gt;
&lt;br /&gt;
PHP library providing tools to help manage BGA Studio projects including deployment and test utilities. https://github.com/danielholmes/bga-workbench&lt;br /&gt;
&lt;br /&gt;
== Client Tips ==&lt;br /&gt;
&lt;br /&gt;
=== Speed up game re-loading by disabling Input/Output debug section ===&lt;br /&gt;
&lt;br /&gt;
Development UI have few sections for debugging only, such as &#039;Input/Output debugging section&#039;. Loading this data will significantly slow down&lt;br /&gt;
your reload. I did some profiling and my reloading (i.e. F5) took 14 seconds, 12 of which it was dealing with loading this section. &lt;br /&gt;
If you not using it you can disable it. In your JavaScript code, in the begging of &#039;setup&#039; method add this code&lt;br /&gt;
&lt;br /&gt;
         dojo.destroy(&#039;debug_output&#039;);&lt;br /&gt;
&lt;br /&gt;
That should get rid of this section and overhead associated with loading it (it may have some other side-effects, I have not explored all of them)&lt;br /&gt;
&lt;br /&gt;
=== Speed up CSS development and layout ===&lt;br /&gt;
&lt;br /&gt;
Syncing files to server and refreshing is relative fast but still can take up to 20 seconds which is annoying.&lt;br /&gt;
If you working&lt;br /&gt;
a lot on css/images/layout you can speed it up by coping html in some state of the game to your local folder.&lt;br /&gt;
I.e. in your  project folder create directory misc/ and save your html as misc/test.html and changing path to css to load from local disk (and it will load your images to from local disk as well). &lt;br /&gt;
I.e. find something like&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;http://1.studio.boardgamearena.com:8081/data/themereleases/151226-1240/games/mygame/999999-9999/mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and replace with&lt;br /&gt;
   &amp;lt;link rel=&amp;quot;stylesheet&amp;quot; type=&amp;quot;text/css&amp;quot; href=&amp;quot;../mygame.css&amp;quot;/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
You project structure will look like this&lt;br /&gt;
&lt;br /&gt;
 mygame&lt;br /&gt;
   img/ &amp;lt;-- your images&lt;br /&gt;
   mygame.css  &amp;lt;-- your original css&lt;br /&gt;
   ...&lt;br /&gt;
   misc/&lt;br /&gt;
     test.html &amp;lt;-- your test html&lt;br /&gt;
&lt;br /&gt;
It is a bit tricky to save html exact state, if you do save as it also pulls all resources sometimes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4882</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4882"/>
		<updated>2020-07-07T07:18:03Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please agree to abandon the game.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Build offer ===&lt;br /&gt;
If you are playing with power cards, the first player or the system puts together an offer of power cards (total of 2, 3, or 4 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer, selecting from a limited set randomly chosen by the system (from 6, 8, or 10 cards, depending on player count).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer, selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
=== Select starting power ===&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, this step is new.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game. We recommend using the suggested power for a balanced game.&lt;br /&gt;
&lt;br /&gt;
=== Select powers ===&lt;br /&gt;
In turn order, each player selects 1 power card from those on offer. The first player receives the last remaining power card. The player who took the starting power becomes the new the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In the new turn order, each player places 2 workers on the board.&lt;br /&gt;
* With 4 players (team game): In the new turn order, the first player on each team places 2 workers on the board. (The second player of each team will take the first turn.)&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4881</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4881"/>
		<updated>2020-07-07T05:29:17Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Minimum System Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with certain browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
If other players are using outdated software, please agree to abandon the game.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Select powers === &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (6, 8, or 10 cards, depending on the number of players).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, the setup has revised rules.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game (we recommend using the suggested power for a balanced game). In turn order, the other players select a power card. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4880</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4880"/>
		<updated>2020-07-07T04:49:52Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minimum System Requirements ==&lt;br /&gt;
This game requires a computer or mobile device with a modern web browser. It may work with some browsers as old as 2017, but definitely nothing earlier than Google Chrome 61, Firefox 60, or Safari 11. Additionally, both your browser and graphics card must support [https://get.webgl.org/ WebGL].&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Select powers === &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (6, 8, or 10 cards, depending on the number of players).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, the setup has revised rules.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game (we recommend using the suggested power for a balanced game). In turn order, the other players select a power card. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4859</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4859"/>
		<updated>2020-07-04T16:24:41Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Read the Glossary section below for the meaning of specific terms used on the power cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Select powers === &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (6, 8, or 10 cards, depending on the number of players).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, the setup has revised rules.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game (we recommend using the suggested power for a balanced game). In turn order, the other players select a power card. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers ===&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Golden Fleece Variant ==&lt;br /&gt;
This is a variant for 2 players. During setup, players select one power card and place it beside the board. After placing workers, the first player places the &#039;&#039;Ram figure&#039;&#039; on the board, and the second player begins the game.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, any players neighboring the &#039;&#039;Ram figure&#039;&#039; receive the power for that turn. This means players can gain/lose the power throughout the game as they move around the board.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers, domes, or the &#039;&#039;Ram figure&#039;&#039; (used only in the Golden Fleece variant).&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4858</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4858"/>
		<updated>2020-07-04T16:09:29Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
===Select powers=== &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (6, 8, or 10 cards, depending on the number of players).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, the setup has revised rules.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game (we recommend using the suggested power for a balanced game). In turn order, the other players select a power card. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers===&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Forced&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;moved&#039;&#039;. For example, you do not win the game if the Minotaur forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4857</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4857"/>
		<updated>2020-07-04T16:08:47Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Power Cards ==&lt;br /&gt;
Playing with power cards is optional for 2 players, but required for 3 and 4 players. Power cards change the rules of the game, affecting setup, movement, building, or win condition. &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability while &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability. For your first games, we recommend playing with the 10 &#039;&#039;Simple God Powers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, 12 powers have revised rules.&amp;lt;/span&amp;gt;&#039;&#039; These are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description: Adonis, Aeolus, Bia, Charybdis, Graeae, Heracles, Jason, Limus, Medea, Nemesis, Proteus, Siren&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
===Select powers=== &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (6, 8, or 10 cards, depending on the number of players).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Veteran players: As compared with the physical game, the setup has revised rules.&amp;lt;/span&amp;gt;&#039;&#039; The first player chooses which power card will start the game (we recommend using the suggested power for a balanced game). In turn order, the other players select a power card. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers===&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Glossary ==&lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are &#039;&#039;&#039;not&#039;&#039;&#039; blocks.&lt;br /&gt;
* &#039;&#039;Force&#039;&#039; is &#039;&#039;&#039;not&#039;&#039;&#039; a &#039;&#039;move&#039;&#039;. For example, you do not win the game if the Minotaur power forces your worker up to a level 3 space.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=4829</id>
		<title>Game layout: view and template: yourgamename.view.php and yourgamename yourgamename.tpl</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=4829"/>
		<updated>2020-07-01T00:43:46Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Javascript templates */  must translate arguments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
These 2 files work together to provide the HTML layout of your game.&lt;br /&gt;
&lt;br /&gt;
Using these 2 files, you specify what HTML is rendered in your game client interface.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;yourgame.tpl&amp;gt;, you can directly write raw HTML that will be displayed by the browser.&lt;br /&gt;
&lt;br /&gt;
Example: extract of &amp;quot;hearts_hearts.tpl&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;div id=&amp;quot;myhand_wrap&amp;quot; class=&amp;quot;whiteblock&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;{MY_HAND}&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;myhand&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WARNING ==&lt;br /&gt;
&lt;br /&gt;
Your view and your template are supposed to generate only the BASE layout of the game&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t try to setup the current game situation in the view: this is the role of your Javascript code. Why? Because you&#039;ll have to write Javascript code to put game elements in place anyway, and you don&#039;t want to write it twice :)&lt;br /&gt;
&lt;br /&gt;
Example of things to generate in your view:&lt;br /&gt;
* The overall layout of your game interface (what is displayed where).&lt;br /&gt;
* The board and fixed elements on the board (ex: places for cards, squares, ...).&lt;br /&gt;
&lt;br /&gt;
Example of things that shouldn&#039;t be generate by your view:&lt;br /&gt;
* Game elements that come and go from the game area.&lt;br /&gt;
* Game elements that normally hidden from players (other players cards, cards in the deck).&lt;br /&gt;
&lt;br /&gt;
== phplib template system ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the phplib template system, used for example in PHPbb forums.&lt;br /&gt;
&lt;br /&gt;
More details about how to use phplib template system here:&lt;br /&gt;
https://web.archive.org/web/20170506065401/http://www.phpbuilder.com:80/columns/david20000512.php3&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
In your template (&amp;quot;tpl&amp;quot;) file, you can use variables. Then in your view (&amp;quot;.view.php&amp;quot;) file, you fill these variables with value.&lt;br /&gt;
&lt;br /&gt;
In the example above, &amp;quot;{MY_HAND}&amp;quot; is a variable. As you can see, a variable is uppercase characters border by &amp;quot;{&amp;quot; and &amp;quot;}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To give a value to this variable in your view.php:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Display a translated version of &amp;quot;My hand&amp;quot; at the place of the variable in the template&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::_(&amp;quot;My hand&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
   // Display some raw HTML material at the place of the variable&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::raw( &amp;quot;&amp;lt;div class=&#039;myhand_icon&#039;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WARNING: do not use a variable called {id} as it will interfere with action buttons.&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;blocks&amp;quot;, you can repeat a piece of HTML from your template several time.&lt;br /&gt;
&lt;br /&gt;
You should use &amp;quot;blocks&amp;quot; whenever you have a block of HTML that must be repeated many times. For example, for &#039;&#039;Reversi&#039;&#039;, we have to generate 64 (8x8) squares:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi_reversi.tpl)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;board&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- BEGIN square --&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;square_{X}_{Y}&amp;quot; class=&amp;quot;square&amp;quot; style=&amp;quot;left: {LEFT}px; top: {TOP}px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;!-- END square --&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;div id=&amp;quot;discs&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi.view.php)&lt;br /&gt;
&lt;br /&gt;
 $this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;reversi_reversi&amp;quot;, &amp;quot;square&amp;quot; );&lt;br /&gt;
        &lt;br /&gt;
 $hor_scale = 64.8;&lt;br /&gt;
 $ver_scale = 64.4;&lt;br /&gt;
 for( $x=1; $x&amp;lt;=8; $x++ )&lt;br /&gt;
 {&lt;br /&gt;
    for( $y=1; $y&amp;lt;=8; $y++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;square&amp;quot;, array(&lt;br /&gt;
         &#039;X&#039; =&amp;gt; $x,&lt;br /&gt;
         &#039;Y&#039; =&amp;gt; $y,&lt;br /&gt;
         &#039;LEFT&#039; =&amp;gt; round( ($x-1)*$hor_scale+10 ),&lt;br /&gt;
         &#039;TOP&#039; =&amp;gt; round( ($y-1)*$ver_scale+7 )&lt;br /&gt;
        ) );&lt;br /&gt;
    }        &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* You specify a block in your template file, using &amp;quot;BEGIN&amp;quot; and &amp;quot;END&amp;quot; keywords. In the example above, we are creating a block named &amp;quot;square&amp;quot;.&lt;br /&gt;
* In your view, you declare your block using &amp;quot;begin_block&amp;quot; method.&lt;br /&gt;
* Then, you can insert as many block as you want to, using &amp;quot;insert_block&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
The insert_block method takes 2 parameters:&lt;br /&gt;
* the name of the block to insert.&lt;br /&gt;
* an associative array you can use to assign values to template variables of this block. In the example above, there are 4 parameters in the block (X, Y, LEFT and TOP).&lt;br /&gt;
&lt;br /&gt;
== Nested blocks ==&lt;br /&gt;
&lt;br /&gt;
You can use nested blocks. In the example below, we are going to add a mini-board for each player of the game, with 4 card places on each of it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(In template file)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN player --&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;miniboard&amp;quot; id=&amp;quot;miniboard_{PLAYER_ID}&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;card_places&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;!-- BEGIN card_place --&amp;gt;&lt;br /&gt;
            &amp;lt;div id=&amp;quot;card_place_{PLAYER_ID}_{PLACE_ID}&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;!-- END card_place --&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END player --&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
(In view file)&lt;br /&gt;
&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;card_place&amp;quot; ); // Nested block must be declared first&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
{&lt;br /&gt;
    // Important: nested block must be reset here, otherwise the second player miniboard will&lt;br /&gt;
    //  have 8 card_place, the third will have 12 card_place, and so one...&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;reset_subblocks( &#039;card_place&#039; ); &lt;br /&gt;
&lt;br /&gt;
    for( $i=1; $i&amp;lt;=4; $i++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;card_place&amp;quot;, array( &lt;br /&gt;
             &#039;PLAYER_ID&#039; =&amp;gt; $player_id,&lt;br /&gt;
             &#039;PLACE_ID&#039; =&amp;gt; $i&lt;br /&gt;
       );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;insert_block( &#039;player&#039;, array( &#039;PLAYER_ID&#039; =&amp;gt; $player_id );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Javascript templates ==&lt;br /&gt;
&lt;br /&gt;
For game elements that come and go from the game area, we suggest you to define a Javascript template.&lt;br /&gt;
&lt;br /&gt;
A Javascript template is defined in your template file like this:&lt;br /&gt;
&lt;br /&gt;
(Reversi Token from Reversi example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Templates&lt;br /&gt;
&lt;br /&gt;
var jstpl_disc=&#039;&amp;lt;div class=&amp;quot;disc disccolor_${color}&amp;quot; id=&amp;quot;disc_${xy}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/script&amp;gt;  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: a section for javascript templates is already available at the end of your template skeleton file.&lt;br /&gt;
&lt;br /&gt;
Then, you can use this javascript template to insert this piece of HTML in your game interface, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.place( this.format_block( &#039;jstpl_disc&#039;, {&lt;br /&gt;
           xy: x+&#039;&#039;+y,&lt;br /&gt;
           color: color&lt;br /&gt;
    } ) , &#039;discs&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WARNING: always use lowercase for substitution variables in your Javascript templates, in order to avoid collision with phplib template variables (in particular, do not use ${ID}).&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;you must translate&#039;&#039;&#039; any text arguments passed to &#039;&#039;this.format_block()&#039;&#039; that will be rendered on the screen, for example [[Translations#On_client_side_.28Javascript.29|using &amp;quot;_()&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== How to access game information from .view.php? ==&lt;br /&gt;
&lt;br /&gt;
From your .view.php, you can access the following:&lt;br /&gt;
&lt;br /&gt;
=== Access current player id===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  global $g_user;&lt;br /&gt;
  $current_player_id = $g_user-&amp;gt;get_id();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Access game object ===&lt;br /&gt;
&lt;br /&gt;
In your view file, &amp;quot;$this-&amp;gt;game&amp;quot; contains an instance of your main game class.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Access to some game elements description described in your &amp;quot;material.inc.php&amp;quot;:&lt;br /&gt;
   $my_cards_types = $this-&amp;gt;game-&amp;gt;card_types;&lt;br /&gt;
&lt;br /&gt;
   // Access to any (public) method defined in my .game.php file:&lt;br /&gt;
   $result = $this-&amp;gt;game-&amp;gt;myMethod();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips: displaying a nice button ==&lt;br /&gt;
&lt;br /&gt;
From time to time, you need to display a standard button in your interface. BGA framework provides you a standard button that you can use directly in your interface:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;bgabutton bgabutton_blue&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My blue button&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;bgabutton bgabutton_gray&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My gray button&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;bgabutton bgabutton_red&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My red button&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;bgabutton bgabutton_red bgabutton_big&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My big red button&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: To see it in action, check for example a Coloretto game&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4556</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4556"/>
		<updated>2020-06-01T02:50:32Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Select powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
===Select powers=== &lt;br /&gt;
If you are playing with power cards (optional for 2 players, required for 3 and 4 players):&lt;br /&gt;
* &#039;&#039;&#039;Quick Setup&#039;&#039;&#039;: The system builds a random offer of 1 power card per player.&lt;br /&gt;
* &#039;&#039;&#039;Tournament Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from a limited set randomly chosen by the system (2 per player + 2).&lt;br /&gt;
* &#039;&#039;&#039;Custom Setup&#039;&#039;&#039;: The first player builds an offer of 1 power card per player selected from all available powers.&lt;br /&gt;
&lt;br /&gt;
The first player always chooses which power starts the game. In turn order, the other players select a power. The first player receives the last power card.&lt;br /&gt;
&lt;br /&gt;
=== Place workers===&lt;br /&gt;
# With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
# With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
12 powers were revised by the designer after printing the physical game, so the Board Game Arena implementation may differ from your previous experience. These powers are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description.&lt;br /&gt;
&lt;br /&gt;
* Adonis&lt;br /&gt;
* Aeolus&lt;br /&gt;
* Bia&lt;br /&gt;
* Charybdis&lt;br /&gt;
* Graeae&lt;br /&gt;
* Heracles&lt;br /&gt;
* Jason&lt;br /&gt;
* Limus&lt;br /&gt;
* Medea&lt;br /&gt;
* Nemesis&lt;br /&gt;
* Proteus&lt;br /&gt;
* Siren&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4542</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4542"/>
		<updated>2020-05-30T16:50:18Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
===Select powers=== &lt;br /&gt;
If you are playing with power cards (optional variant for 2 players, required for 3 and 4 players):&lt;br /&gt;
# With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player and chooses the first player.&lt;br /&gt;
# With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the last power card and chooses the first player.&lt;br /&gt;
&lt;br /&gt;
=== Place workers===&lt;br /&gt;
# With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
# With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
12 powers were revised by the designer after printing the physical game, so the Board Game Arena implementation may differ from your previous experience. These powers are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description.&lt;br /&gt;
&lt;br /&gt;
* Adonis&lt;br /&gt;
* Aeolus&lt;br /&gt;
* Bia&lt;br /&gt;
* Charybdis&lt;br /&gt;
* Graeae&lt;br /&gt;
* Heracles&lt;br /&gt;
* Jason&lt;br /&gt;
* Limus&lt;br /&gt;
* Medea&lt;br /&gt;
* Nemesis&lt;br /&gt;
* Proteus&lt;br /&gt;
* Siren&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4541</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4541"/>
		<updated>2020-05-30T16:13:31Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Differences from the physical game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
Select power cards (if using, optional variant)&lt;br /&gt;
# With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
# With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
&lt;br /&gt;
Place workers&lt;br /&gt;
# With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
# With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
12 powers were revised by the designer after printing the physical game, so the Board Game Arena implementation may differ from your previous experience. These powers are clearly marked with &#039;&#039;&#039;[REVISED POWER]&#039;&#039;&#039; in the description.&lt;br /&gt;
&lt;br /&gt;
* Adonis&lt;br /&gt;
* Aeolus&lt;br /&gt;
* Bia&lt;br /&gt;
* Charybdis&lt;br /&gt;
* Graeae&lt;br /&gt;
* Heracles&lt;br /&gt;
* Jason&lt;br /&gt;
* Limus&lt;br /&gt;
* Medea&lt;br /&gt;
* Nemesis&lt;br /&gt;
* Proteus&lt;br /&gt;
* Siren&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4517</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4517"/>
		<updated>2020-05-27T04:11:41Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
Select power cards (if using, optional variant)&lt;br /&gt;
# With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
# With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
&lt;br /&gt;
Place workers&lt;br /&gt;
# With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
# With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
The following powers have been revised by the designer, so the Board Game Arena implementation may differ from your previous experience with the physical copy of Santorini:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bia&#039;&#039;&#039;: Setup: Place your workers first. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Your workers must be placed in perimeter spaces.&amp;lt;/span&amp;gt; (added) [https://boardgamegeek.com/thread/2209577/article/32166000#32166000 source]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limus&#039;&#039;&#039;: Opponent&#039;s Turn: Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome. (removed &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;to create a Complete Tower&amp;lt;/span&amp;gt;&amp;quot;) [https://boardgamegeek.com/thread/1793365/article/26094202#26094202 source]&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4516</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4516"/>
		<updated>2020-05-27T04:11:21Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
Select power cards (if using, optional variant)&lt;br /&gt;
## With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
## With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
&lt;br /&gt;
Place workers&lt;br /&gt;
## With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
## With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
The following powers have been revised by the designer, so the Board Game Arena implementation may differ from your previous experience with the physical copy of Santorini:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bia&#039;&#039;&#039;: Setup: Place your workers first. &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Your workers must be placed in perimeter spaces.&amp;lt;/span&amp;gt; (added) [https://boardgamegeek.com/thread/2209577/article/32166000#32166000 source]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limus&#039;&#039;&#039;: Opponent&#039;s Turn: Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome. (removed &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;to create a Complete Tower&amp;lt;/span&amp;gt;&amp;quot;) [https://boardgamegeek.com/thread/1793365/article/26094202#26094202 source]&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4515</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4515"/>
		<updated>2020-05-27T04:09:12Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Differences from the physical game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
# Select power cards (if using, optional variant)&lt;br /&gt;
## With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
## With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
# Place workers&lt;br /&gt;
## With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
## With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
# &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
# &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
The following powers have been revised by the designer after physical copies of the game were printed, so the Board Game Arena implementation may differ from your previous experience:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bia&#039;&#039;&#039;: Setup: Place your workers first. Added &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Your workers must be placed in perimeter spaces.&amp;lt;/span&amp;gt;&amp;quot;[https://boardgamegeek.com/thread/2209577/article/32166000#32166000 source]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limus&#039;&#039;&#039;: Opponent&#039;s Turn: Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome. (removed &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;to create a Complete Tower&amp;lt;/span&amp;gt;&amp;quot;) [https://boardgamegeek.com/thread/1793365/article/26094202#26094202 source]&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4514</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4514"/>
		<updated>2020-05-27T03:59:06Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
# Select power cards (if using, optional variant)&lt;br /&gt;
## With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
## With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
# Place workers&lt;br /&gt;
## With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
## With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
# &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
# &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
The following powers have been revised by the designer after physical copies of the game were printed, so the Board Game Arena implementation may differ from your previous experience:&lt;br /&gt;
* &#039;&#039;&#039;Limus&#039;&#039;&#039;: Opponent&#039;s Turn: Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome. (removed &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;to create a Complete Tower&amp;lt;/span&amp;gt;&amp;quot;) [https://boardgamegeek.com/thread/1793365/article/26094202#26094202 source]&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4513</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4513"/>
		<updated>2020-05-27T03:58:27Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
# Select power cards (if using, optional variant)&lt;br /&gt;
## With &amp;quot;Random&amp;quot; assignment, Board Game Arena automatically assigns a power to each player.&lt;br /&gt;
## With &amp;quot;Fair Division&amp;quot; assignment, the first player selects the power cards to offer to the other players. In turn order, the other players select a power. The first player receives the remaining power card and chooses the first player.&lt;br /&gt;
# Place workers&lt;br /&gt;
* With 2 or 3 players: In turn order, place 2 workers on the board.&lt;br /&gt;
* With 4 players: Play in teams sharing control of 2 workers. In turn order, the first player on each team places 2 workers. The second player of each team takes the first turn.&lt;br /&gt;
&lt;br /&gt;
== On Your Turn ==&lt;br /&gt;
Select &#039;&#039;&#039;one&#039;&#039;&#039; of your workers and perform both steps in order:&lt;br /&gt;
# &#039;&#039;&#039;Move&#039;&#039;&#039; this worker to an unoccupied neighboring space. You may move in any of the 8 directions, as long as you do not move up more than 1 level. If this worker &#039;&#039;&#039;moves up&#039;&#039;&#039; to level 3, you win! If none of your workers can move, you lose.&lt;br /&gt;
# &#039;&#039;&#039;Build&#039;&#039;&#039; a block (ground level, level 1, level 2) or dome (level 3) on an unoccupied space neighboring this worker&#039;s new location. You may build on any level. If this worker cannot build, you lose.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
Power cards change the rules of the game, affecting setup, movement, building, or winning.&lt;br /&gt;
* &#039;&#039;God Powers&#039;&#039; provide a powerful ongoing ability.&lt;br /&gt;
* &#039;&#039;Hero Powers&#039;&#039; provide a once-per-game ability.&lt;br /&gt;
If a power &amp;quot;forces&amp;quot; an opponent&#039;s worker into another space this does &#039;&#039;&#039;not&#039;&#039;&#039; count as a move. For example, a power that forces your worker to a level 3 space does not cause you to win the game.&lt;br /&gt;
&lt;br /&gt;
=== Differences from the physical game ===&lt;br /&gt;
The following powers have been revised by the designer after physical copies of the game were printed, so the Board Game Arena implementation may differ from your previous experience:&lt;br /&gt;
* &#039;&#039;&#039;Limus&#039;&#039;&#039;: Opponent&#039;s Turn: Opponent Workers cannot build on spaces neighboring your Workers, unless building a dome. (removed &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;to create a Complete Tower&amp;lt;/span&amp;gt;&amp;quot;) [https://boardgamegeek.com/thread/1793365/article/26094202#26094202 source]&lt;br /&gt;
&lt;br /&gt;
== Glossary == &lt;br /&gt;
* &#039;&#039;Blocks&#039;&#039; are the square white pieces of a tower built on ground level, level 1, and level 2.&lt;br /&gt;
* &#039;&#039;Domes&#039;&#039; are the round blue pieces of a tower built on level 3. Domes are not blocks.&lt;br /&gt;
* &#039;&#039;Complete Towers&#039;&#039; consists of 3 blocks and a dome.&lt;br /&gt;
* &#039;&#039;Unoccupied&#039;&#039; spaces do not contain workers or domes.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4501</id>
		<title>Gamehelpsantorini</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsantorini&amp;diff=4501"/>
		<updated>2020-05-26T04:00:08Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Created page with &amp;quot;On your turn, you must move a worker one space in any direction and then that worker must build.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On your turn, you must move a worker one space in any direction and then that worker must build.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=3981</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=3981"/>
		<updated>2020-04-10T21:00:54Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Player color preferences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify the client interface of changes.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details of how the file is structured are described directly with comments in the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Here is the basic structure:&lt;br /&gt;
&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states ([http://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php#args more info here]).&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state ([http://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php#action more info here]).&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player information ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: In the following methods, be mindful of the difference between the &amp;quot;active&amp;quot; player and the &amp;quot;current&amp;quot; player. The &#039;&#039;&#039;active&#039;&#039;&#039; player is the player whose turn it is - not necessarily the player who sent a request! The &#039;&#039;&#039;current&#039;&#039;&#039; player is the player who sent the request and will see the results returned by your methods: not necessarily the player whose turn it is!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame (use count($players) instead).&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id. The returned table is cached, so ok to call multiple times without performance concerns.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name - the name of the player&lt;br /&gt;
: * player_color (ex: ff0000) - the color code of the player&lt;br /&gt;
: * player_no - the position of the player at the start of the game in natural table order, i.e. 1,2,3&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who sent the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: This is not necessarily the active player!&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
: &#039;&#039;&#039;Very important&#039;&#039;&#039;: in your setupNewGame and zombieTurn function, you must never use getCurrentPlayerId() or getCurrentPlayerName(), otherwise it will fail with a &amp;quot;Not logged&amp;quot; error message (these actions are triggered from the main site and propagated to the gameserver from a server, not from a browser. As a consequence, there is no current player associated to these actions).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player is zombie, i.e. left or was kicked out of the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing the database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from which you should access the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA uses [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. This means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transactions is in fact very useful for you; at any time, if your game logic detects that something is wrong (example: a disallowed move), you just have to throw an exception and all changes to the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE queries. For SELECT queries, the specialized methods below are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
: Note: if you using standard types in ajax actions, like AT_alphanum it is sanitized before arrival,&lt;br /&gt;
: this is only needed if you manage to get unchecked string, like in the games where user has to enter text as a response.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you want a single global integer value for your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
You can do this with the BGA framework &amp;quot;global.&amp;quot; Your value will be stored in the &amp;quot;global&amp;quot; table in the database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method should be located at the beginning of &#039;&#039;yourgamename.php.&#039;&#039; This is where you define the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 79 globals, with IDs from 10 to 89 (inclusive). You must &#039;&#039;&#039;not&#039;&#039;&#039; use globals outside this range, as those values are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initialize your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Activate player handling ===&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;getActivePlayerId()&lt;br /&gt;
: Return the &amp;quot;active_player&amp;quot; id&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
=== Multiactivate player handling ===&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: All playing players are made active. Update notification is sent to all players (triggers onUpdateActionButtons).&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersNonMultiactive( $next_state )&lt;br /&gt;
: All playing players are made inactive. Transition to next state&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state, $bExclusive = false )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate. Update notification is sent to all players who&#039;s state changed.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: If &amp;quot;exclusive&amp;quot; parameter is not set or false it doesn&#039;t deactivate other previously active players. If its set to true, the players who will be multiactive at the end are only these in &amp;quot;$layers&amp;quot; array&lt;br /&gt;
&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
: returns true if state transition happened, false otherwise&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
: returns true if state transition happened, false otherwise&lt;br /&gt;
&lt;br /&gt;
;  $this-&amp;gt;gamestate-&amp;gt;updateMultiactiveOrNextState( $next_state_if_none )&lt;br /&gt;
: Sends update notification about multiplayer changes. All multiactive set* functions above do that, however if you want to change state manually using db queries for complex calculations, you have to call this yourself after. Do not call this if you calling one of the other setters above.&lt;br /&gt;
Example: you have player teams and you want to activate all players in one team&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $sql = &amp;quot;UPDATE player SET player_is_multiactive=&#039;0&#039;&amp;quot;;&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        $sql = &amp;quot;UPDATE player SET player_is_multiactive=&#039;1&#039; WHERE player_id=&#039;$player_id&#039; AND player_team=&#039;$team_no&#039;&amp;quot;;&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        &lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;updateMultiactiveOrNextState( &#039;error&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: During a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method in the latter case.&lt;br /&gt;
&lt;br /&gt;
=== States functions ===&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;nextState( $transition )&lt;br /&gt;
: Change current state to a new state. Important: the $transition parameter is the name of the transition, and NOT the name of the target game state, see [[Your game state machine: states.inc.php]] for more information about states.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if an action is valid for the current game state, and optionally, throw an exception if it isn&#039;t.&lt;br /&gt;
: The action is valid if it is listed in the &amp;quot;possibleactions&amp;quot; array for the current game state (see game state description).&lt;br /&gt;
: This method MUST be the first one called in ALL your PHP methods that handle player actions, in order to make sure a player doesn&#039;t perform an action not allowed by the rules at the point in the game.&lt;br /&gt;
: If &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function returns &#039;&#039;&#039;false&#039;&#039;&#039; in case of failure instead of throwing an exception. This is useful when several actions are possible, in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot; (above), except that it does NOT check if the current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in &#039;&#039;Libertalia&#039;&#039;, you want to authorize players to change their mind about the card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot;; use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;state()&lt;br /&gt;
: Get an associative array of current game state attributes, see [[Your game state machine: states.inc.php]] for state attributes.&lt;br /&gt;
  $state=$this-&amp;gt;gamestate-&amp;gt;state(); if( $state[&#039;name&#039;] == &#039;myGameState&#039; ) {...}&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
Note: There is no API to modify this order, if you have custom player order you have to maintain it in your database&lt;br /&gt;
and have custom function to access it.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
Notifications sent between the game start (setupNewGame) and the end of the &amp;quot;action&amp;quot; method of the first active state will never reach their destination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below). &lt;br /&gt;
Note: Make sure you only use single quotes (&#039;), otherwise PHP will try to interpolate the variable and will ignore the values in the args array.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ),&lt;br /&gt;
 array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: NO private data must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: this array is serialized to be sent to the browsers, and will be saved with the notification to be able to replay the game later. If it is too big, it can make notifications slower / less reliable, and replay archives very big (to the point of failing). So as a general rule, you should send only the minimum of information necessary to update the client interface with no overhead in order to keep the notifications as light as possible.&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, however it not recommended for many reasons:&lt;br /&gt;
* Its bad architecture, ui elements leak into server now you have to manage ui in many places&lt;br /&gt;
* If you decided to change something in ui in future version, old games reply and tutorials may not work, since they use stored notifications&lt;br /&gt;
* When you read log preview for old games its unreadable (this is log before you enter the game reply, useful for troubleshooting or game analysis)&lt;br /&gt;
* Its more data to transfer and store in db&lt;br /&gt;
* Its nightmare for translators, at least don&#039;t put HTML tags inside the &amp;quot;clienttranslate&amp;quot; method. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
If you still want to have pretty pictures in the log check this [[BGA_Studio_Cookbook#Inject_images_and_styled_html_in_the_log]].&lt;br /&gt;
&lt;br /&gt;
If your notification contains some phrases that build programmatically you may need to use recursive notifications. In this case the argument can be not only the string but&lt;br /&gt;
an array itself, which contains &#039;log&#039; and &#039;args&#039;, i.e.&lt;br /&gt;
&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers(&#039;playerLog&#039;,clienttranslate(&#039;Game moves ${token_name_rec}&#039;),&lt;br /&gt;
                   [&#039;token_name_rec&#039;=&amp;gt;[&#039;log&#039;=&amp;gt;&#039;${token_name} #${token_number}&#039;,&lt;br /&gt;
                                       &#039;args&#039;=&amp;gt; [&#039;token_name&#039;=&amp;gt;clienttranslate(&#039;Boo&#039;), &#039;token_number&#039;=&amp;gt;$number, &#039;i18n&#039;=&amp;gt;[&#039;token_name&#039;] ]&lt;br /&gt;
                                      ]&lt;br /&gt;
                   ]);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
Important: the variable for player name must be ${player_name} in order to be highlighted with the player color in the game log&lt;br /&gt;
&lt;br /&gt;
== About random and randomness ==&lt;br /&gt;
&lt;br /&gt;
A large number of board games rely on random, most often based on dice, cards shuffling, picking some item in a bag, and so on. This is very important to ensure a high level of randomness for each of these situations.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s are a list of techniques you should use in these situations, from the best to the worst.&lt;br /&gt;
&lt;br /&gt;
=== Dices and bga_rand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bga_rand( min, max )&#039;&#039;&#039; &lt;br /&gt;
This is a BGA framework function that provides you a random number between &amp;quot;min&amp;quot; and &amp;quot;max&amp;quot; (included), using the best available random method available on the system.&lt;br /&gt;
&lt;br /&gt;
This is the preferred function you should use, because we are updating it when a better method is introduced.&lt;br /&gt;
&lt;br /&gt;
At now, bga_rand is based on the PHP function &amp;quot;random_int&amp;quot;, which ensure a cryptographic level of randomness.&lt;br /&gt;
&lt;br /&gt;
In particular, it is &#039;&#039;&#039;mandatory&#039;&#039;&#039; to use it for all &#039;&#039;&#039;dice throw&#039;&#039;&#039; (ie: games using other methods for dice throwing will be rejected by BGA during review).&lt;br /&gt;
&lt;br /&gt;
Note: rand() and mt_rand() are deprecated on BGA and should not be used anymore, as their randomness is not as good as &amp;quot;bga_rand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== shuffle and cards shuffling ===&lt;br /&gt;
&lt;br /&gt;
To shuffle items, like a pile of cards, the best way is to use the BGA PHP [[Deck]] component and to use &amp;quot;shuffle&amp;quot; method. This ensure you that the best available shuffling method is used, and that if in the future we improve it your game will be up to date.&lt;br /&gt;
&lt;br /&gt;
At now, the Deck component shuffle method is based on PHP &amp;quot;shuffle&amp;quot; method, which has a quite good randomness (even it is not as good as bga_rand). In consequence, we accept other shuffling methods during reviews, as long as their are based on PHP &amp;quot;shuffle&amp;quot; function (or similar, like &amp;quot;array_rand&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Other methods ===&lt;br /&gt;
&lt;br /&gt;
Mysql &amp;quot;RAND()&amp;quot; function has not enough randomness to be a valid method to get a random element on BGA. This function has been used in some existing games and has given acceptable results, but now it should be avoided and you should use other methods instead.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a statistic entry  with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;$table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;$name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;$value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;$player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic $name to $value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;$player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;$player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value by $delta value. Same behavior as setStat function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getStat( $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the value of statistic specified by $name. Useful when creating derivative statistics such as average.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
=== Normal scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Tie breaker ===&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your gameinfos.inc.php file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         &#039;tie_breaker_description&#039; =&amp;gt; totranslate(&amp;quot;Describe here your tie breaker formula&amp;quot;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
=== Co-operative game ===&lt;br /&gt;
&lt;br /&gt;
To make everyone lose in full-coop game:&lt;br /&gt;
&lt;br /&gt;
Add the following in gameinfos.inc.php :&lt;br /&gt;
&#039;is_coop&#039; =&amp;gt; 1, // full cooperative&lt;br /&gt;
&lt;br /&gt;
And score zero to everyone.&lt;br /&gt;
&lt;br /&gt;
=== Semi-coop ===&lt;br /&gt;
&lt;br /&gt;
If the game is not full-coop, then everyone lose = everyone is tie. I.e. set score to 0 to everybody.&lt;br /&gt;
&lt;br /&gt;
=== Only &amp;quot;winners&amp;quot; and &amp;quot;losers ===&lt;br /&gt;
&lt;br /&gt;
For some games, there is only a group (or a single) &amp;quot;winner&amp;quot;, and everyone else is a &amp;quot;loser&amp;quot;, with no &amp;quot;end of game rank&amp;quot; (1st, 2nd, 3rd...).&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Coup&lt;br /&gt;
* Not Alone&lt;br /&gt;
* Werewolves&lt;br /&gt;
* Quantum&lt;br /&gt;
&lt;br /&gt;
In this case:&lt;br /&gt;
* Set the scores so that the winner has the best score, and the other players have the same (lower) score.&lt;br /&gt;
* Add the following lines to gameinfos.php:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// If in the game, all losers are equal (no score to rank them or explicit in the rules that losers are not ranked between them), set this to true &lt;br /&gt;
// The game end result will display &amp;quot;Winner&amp;quot; for the 1st player and &amp;quot;Loser&amp;quot; for all other players&lt;br /&gt;
&#039;losers_not_ranked&#039; =&amp;gt; true,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Werewolves and Coup are implemented like this, as you can see here:&lt;br /&gt;
* https://boardgamearena.com/#!gamepanel?game=werewolves&amp;amp;section=lastresults&lt;br /&gt;
* https://boardgamearena.com/#!gamepanel?game=coupcitystate&amp;amp;section=lastresults&lt;br /&gt;
&lt;br /&gt;
Adding this has the following effects:&lt;br /&gt;
* On game results for this game, &amp;quot;Winner&amp;quot; or &amp;quot;Loser&amp;quot; is going to appear instead of the usual &amp;quot;1st, 2nd, 3rd, ...&amp;quot;.&lt;br /&gt;
* When a game is over, the result of the game will be &amp;quot;End of game: Victory&amp;quot; or &amp;quot;End of game: Defeat&amp;quot; depending on the result of the CURRENT player (instead of the usual &amp;quot;Victory of XXX&amp;quot;).&lt;br /&gt;
* When calculating ELO points, if there is at least one &amp;quot;Loser&amp;quot;, no &amp;quot;victorious&amp;quot; player can lose ELO points, and no &amp;quot;losing&amp;quot; player can win ELO point. Usually it may happened because being tie with many players with a low rank is considered as a tie and may cost you points. If losers_not_ranked is set, we prevent this behavior and make sure you only gain/loss ELO when you get the corresponding results.&lt;br /&gt;
&lt;br /&gt;
Important: this SHOULD NOT be used for cooperative games (see is_coop parameter), or for 2 players games (it makes no sense in this case).&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
If game supports solo variant, a negative score means defeat, a positive score means victory.&lt;br /&gt;
&lt;br /&gt;
=== Player elimination ===&lt;br /&gt;
&lt;br /&gt;
In some games, this is useful to eliminate a player from the game in order he/she can start another game without waiting for the current game end.&lt;br /&gt;
&lt;br /&gt;
This case should be rare. Please don&#039;t use player elimination feature if some player just has to wait the last 10% of the game for game end. This feature should be used only in games where players are eliminated all along the game (typical examples: &amp;quot;Perudo&amp;quot; or &amp;quot;The Werewolves of Miller&#039;s Hollow&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&lt;br /&gt;
* Player to eliminate should NOT be active anymore (preferably use the feature in a &amp;quot;game&amp;quot; type game state).&lt;br /&gt;
* In your PHP code:&lt;br /&gt;
  self::eliminatePlayer( &amp;lt;player_to_eliminate_id&amp;gt; );&lt;br /&gt;
* the player is informed in a dialog box that he no longer have to played and can start another game if he/she wants too (whith buttons &amp;quot;stay at this table&amp;quot; &amp;quot;quit table and back to main site&amp;quot;). In any case, the player is free to start &amp;amp; join another table from now.&lt;br /&gt;
* When your game is over, all players who have been eliminated before receive a &amp;quot;notification&amp;quot; (the small &amp;quot;!&amp;quot; icon on the top right of the BGA interface) that indicate them that &amp;quot;the game has ended&amp;quot; and invite them to review the game results.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Helper functions ===&lt;br /&gt;
&lt;br /&gt;
    // get score&lt;br /&gt;
    function dbGetScore($player_id) {&lt;br /&gt;
        return $this-&amp;gt;getUniqueValueFromDB(&amp;quot;SELECT player_score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // set score&lt;br /&gt;
    function dbSetScore($player_id, $count) {&lt;br /&gt;
        $this-&amp;gt;DbQuery(&amp;quot;UPDATE player SET player_score=&#039;$count&#039; WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // set aux score (tie breaker)&lt;br /&gt;
    function dbSetAuxScore($player_id, $score) {&lt;br /&gt;
        $this-&amp;gt;DbQuery(&amp;quot;UPDATE player SET player_score_aux=$score WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // increment score (can be negative too)&lt;br /&gt;
    function dbIncScore($player_id, $inc) {&lt;br /&gt;
        $count = $this-&amp;gt;dbGetScore($player_id);&lt;br /&gt;
        if ($inc != 0) {&lt;br /&gt;
            $count += $inc;&lt;br /&gt;
            $this-&amp;gt;dbSetScore($player_id, $count);&lt;br /&gt;
        }&lt;br /&gt;
        return $count;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Undo moves ==&lt;br /&gt;
&lt;br /&gt;
Please read our [[BGA Undo policy]] before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: Before using these methods, you must also add the following to your &amp;quot;gameinfos.inc.php&amp;quot; file, otherwise these methods are ineffective:&lt;br /&gt;
  &#039;db_undo_support&#039; =&amp;gt; true&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function undoSavepoint( )&lt;br /&gt;
: Save the whole game situation inside an &amp;quot;Undo save point&amp;quot;.&lt;br /&gt;
: There is only ONE undo save point available (see BGA Undo policy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; function undoRestorePoint()&lt;br /&gt;
: Restore the situation previously saved as an &amp;quot;Undo save point&amp;quot;.&lt;br /&gt;
: You must make sure that the active player is the same after and before the undoRestorePoint (ie: this is your responsibility to ensure that the player that is active when this method is called is exactly the same than the player that was active when the undoSavePoint method has been called).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that existed before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player wants to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaVisibleSystemException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened in your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order that he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
When a player leaves a game for any reason (expelled, quit), he becomes a &amp;quot;zombie player&amp;quot;. In this case, the results of the game won&#039;t count for statistics, but this is cool if the other players can finish the game anyway. That&#039;s why zombie mode exists: allow the other player to finish the game, even if the situation is not ideal.&lt;br /&gt;
&lt;br /&gt;
While developing your zombie mode, keep in mind that:&lt;br /&gt;
* Do not refer to the rules, because this situation is not planned by the rules.&lt;br /&gt;
* Try to figure that you are playing with your friends and one of them has to leave: how can we finish the game without killing the spirit of the game?&lt;br /&gt;
* The idea is NOT to develop an artificial intelligence for the game.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the best thing to do when it is zombie player turn is to jump immediately to a state where he is not active anymore. For example, if he is in a game state where he has a choice between playing A and playing B, the best thing to do is NOT to choose A or B, but to pass. So, even if there&#039;s no &amp;quot;pass&amp;quot; action in the rules, add a &amp;quot;zombiepass&amp;quot; transitition in your game state and use it.&lt;br /&gt;
&lt;br /&gt;
Each time a zombie player must play, your &amp;quot;zombieTurn&amp;quot; method is called.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* $state: the name of the current game state.&lt;br /&gt;
* $active_player: the id of the active player.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your zombieTurn method looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function zombieTurn( $state, $active_player )&lt;br /&gt;
    {&lt;br /&gt;
    	$statename = $state[&#039;name&#039;];&lt;br /&gt;
&lt;br /&gt;
        if( $statename == &#039;myFirstGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my2ndGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my3rdGameState&#039;&lt;br /&gt;
               ....&lt;br /&gt;
           )&lt;br /&gt;
        {&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;zombiePass&amp;quot; );&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
            throw new BgaVisibleSystemException( &amp;quot;Zombie mode not supported at this game state: &amp;quot;.$statename );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in the example above, all corresponding game state should implement &amp;quot;zombiePass&amp;quot; as a transition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very important&#039;&#039;&#039;: your zombie code will be called when the player leaves the game. This action is triggered from the main site and propagated to the gameserver from a server, not from a browser. As a consequence, there is no current player associated to this action. In your zombieTurn function, you must &#039;&#039;&#039;never&#039;&#039;&#039; use getCurrentPlayerId() or getCurrentPlayerName(), otherwise it will fail with a &amp;quot;Not logged&amp;quot; error message.&lt;br /&gt;
&lt;br /&gt;
== Player color preferences ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BGA players (Club members) may now choose their preferred color for playing. For example, if they are used to play green for every board game, they can select &amp;quot;green&amp;quot; in their BGA preferences page.&lt;br /&gt;
&lt;br /&gt;
Making your game compatible with colors preferences is very easy and requires only 1 line of PHP and 1 configuration change :&lt;br /&gt;
&lt;br /&gt;
On your gameinfos.inc.php file, add the following lines :&lt;br /&gt;
&lt;br /&gt;
  // Favorite colors support : if set to &amp;quot;true&amp;quot;, support attribution of favorite colors based on player&#039;s preferences (see reattributeColorsBasedOnPreferences PHP method)&lt;br /&gt;
  &#039;favorite_colors_support&#039; =&amp;gt; true,&lt;br /&gt;
&lt;br /&gt;
Then, on your main &amp;lt;your_game&amp;gt;.game.php file, find the &amp;quot;reloadPlayersBasicInfos&amp;quot; call in your &amp;quot;setupNewGame&amp;quot; method and replace :&lt;br /&gt;
&lt;br /&gt;
        $sql .= implode( $values, &#039;,&#039; );&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        self::reloadPlayersBasicInfos();&lt;br /&gt;
&lt;br /&gt;
By :&lt;br /&gt;
&lt;br /&gt;
        $sql .= implode( $values, &#039;,&#039; );&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        self::reattributeColorsBasedOnPreferences( $players, array(  /* LIST HERE THE AVAILABLE COLORS OF YOUR GAME INSTEAD OF THESE ONES */&amp;quot;ff0000&amp;quot;, &amp;quot;008000&amp;quot;, &amp;quot;0000ff&amp;quot;, &amp;quot;ffa500&amp;quot;, &amp;quot;773300&amp;quot; ) );&lt;br /&gt;
        self::reloadPlayersBasicInfos();&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;reattributeColorsBasedOnPreferences&amp;quot; method reattributes all colors, taking into account players color preferences and available colors.&lt;br /&gt;
&lt;br /&gt;
Note that you must update the colors to indicate the colors available for your game.&lt;br /&gt;
&lt;br /&gt;
2 important remarks :&lt;br /&gt;
* for some games (ex : Chess), the color has an influence on a mechanism of the game, most of the time by giving a special advantage to a player (ex : Starting the game). Color preference mechanism must NOT be used in such a case.&lt;br /&gt;
* your logic should NEVER consider that the first player has the color X, that the second player has the color Y, and so on. If this is the case, your game will NOT be compatible with reattributeColorsBasedOnPreferences as this method attribute colors to players based on their preferences and not based as their order at the table.&lt;br /&gt;
&lt;br /&gt;
Colours currently listed as a choice in preferences:&lt;br /&gt;
&lt;br /&gt;
* #ff0000 Red&lt;br /&gt;
* #008000 Green&lt;br /&gt;
* #0000ff Blue&lt;br /&gt;
* #ffa500 Yellow&lt;br /&gt;
* #000000 Black&lt;br /&gt;
* #ffffff White&lt;br /&gt;
* #e94190 Pink&lt;br /&gt;
* #982fff Purple&lt;br /&gt;
* #72c3b1 Cyan&lt;br /&gt;
* #f07f16 Orange&lt;br /&gt;
* #bdd002 Khaki green&lt;br /&gt;
* #7b7b7b Gray&lt;br /&gt;
&lt;br /&gt;
== Debugging and Tracing ==&lt;br /&gt;
&lt;br /&gt;
To debug php code you can use some tracing functions available from the parent class such as debug, trace, error, warn, dump.&lt;br /&gt;
  &lt;br /&gt;
  self::debug(&amp;quot;Ahh!&amp;quot;);&lt;br /&gt;
  self::dump(&#039;my_var&#039;,$my_var);&lt;br /&gt;
&lt;br /&gt;
See [[Practical_debugging]] section for complete information about debugging interfaces and where to find logs.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=3302</id>
		<title>Gamehelpcoupcitystate</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpcoupcitystate&amp;diff=3302"/>
		<updated>2018-12-25T07:33:38Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: Remove rounds to win&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Coup, players vie for control of a corrupt city-state in renaissance Italy. Through your influence in the court (the character cards in your hand), bluff, steal, and murder your opponents to become the last player standing and rise to power. There is no second place.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
The 15-card deck contains 3 copies of 5 different characters (&#039;&#039;Ambassador&#039;&#039;, &#039;&#039;Assassin&#039;&#039;, &#039;&#039;Captain&#039;&#039;, &#039;&#039;Contessa&#039;&#039;, &#039;&#039;Duke&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Each player begins with ₤2 (or ₤1 in a two-player game) and 2 cards. Money is public knowledge, but character cards in hand are secret.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
On your turn, take any action you can afford:&lt;br /&gt;
&lt;br /&gt;
=== General actions (always available) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Income&#039;&#039;&#039;: Take ₤1 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Foreign Aid&#039;&#039;&#039;: Take ₤2 from the treasury. Any player claiming to be the &#039;&#039;Duke&#039;&#039; can block.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Coup&#039;&#039;&#039;: Pay ₤7 to the treasury and make another player lose influence (kill a character card). Cannot be blocked. If you start your turn with ₤10, you must choose this action.&lt;br /&gt;
&lt;br /&gt;
=== Character actions (must claim to have that character card in hand) ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Tax&#039;&#039;&#039; (as the &#039;&#039;Duke&#039;&#039;): Take ₤3 from the treasury. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Steal&#039;&#039;&#039; (as the &#039;&#039;Captain&#039;&#039;): Take ₤2 from another player. The targeted player can block by claiming to be the &#039;&#039;Ambassador&#039;&#039;/&#039;&#039;Inquisitor&#039;&#039; or the &#039;&#039;Captain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Ambassador&#039;&#039;): Draw 2 cards from the court deck, then return 2 cards to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Assassinate&#039;&#039;&#039; (as the &#039;&#039;Assassin&#039;&#039;): Pay ₤3 to the treasury and make another player lose influence (kill a character card). The targeted player can block by claiming to be the &#039;&#039;Contessa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Challenges ==&lt;br /&gt;
&lt;br /&gt;
Any player making a character claim can be challenged. A challenge always results in one player losing a character. The challenged player reveals a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
• If bluffing, the revealed card is killed.&lt;br /&gt;
&lt;br /&gt;
• If truthful, the revealed card is shuffled into the deck, replaced, and the challenger kills a card from his/her hand.&lt;br /&gt;
&lt;br /&gt;
Dead character cards remain face-up and their influence can no longer be used. If both of your characters die, you&#039;re eliminated. The last player remaining wins!&lt;br /&gt;
&lt;br /&gt;
== Variant: Factions ==&lt;br /&gt;
&lt;br /&gt;
This variant divides players into two factions (teams), the Monarchists and the Populists. As long as there are two factions, players cannot block or target their teammates (however, &#039;&#039;&#039;Convert&#039;&#039;&#039; and challenges are always allowed). If there is only one faction in play, infighting takes over and no restriction applies.&lt;br /&gt;
&lt;br /&gt;
=== Additional actions ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Convert&#039;&#039;&#039;: Pay ₤1 to the almshouse to change your own faction, or pay ₤2 to the almshouse to change another player&#039;s faction. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Embezzle&#039;&#039;&#039; (any character except the &#039;&#039;Duke&#039;&#039;): Take all coins from the almshouse if you are NOT the &#039;&#039;Duke&#039;&#039;. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;&#039;Embezzle&#039;&#039;&#039; action is challenged, the challenged player reveals both cards in hand. If any &#039;&#039;Dukes&#039;&#039; are revealed (bluffing), one is killed (any other revealed card is shuffled into the deck and replaced). Otherwise (truthful), both revealed cards are shuffled into the deck, replaced, and the challenger kills a card from his/her hand as normal.&lt;br /&gt;
&lt;br /&gt;
== Variant: Inquisitor ==&lt;br /&gt;
&lt;br /&gt;
This variant replaces the &#039;&#039;Ambassador&#039;&#039; character with the &#039;&#039;Inquisitor&#039;&#039;. The &#039;&#039;Inquisitor&#039;&#039; still blocks stealing and has two character actions:&lt;br /&gt;
&lt;br /&gt;
=== Replacement character actions ===&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Exchange&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Draw 1 card from the court deck, then return 1 card to the deck. Cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Examine&#039;&#039;&#039; (as the &#039;&#039;Inquisitor&#039;&#039;): Secretly look at 1 card in another player&#039;s hand. Choose whether to return the card to the owner or force the owner to exchange it with the court deck. Cannot be blocked.&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Game_art:_img_directory&amp;diff=3280</id>
		<title>Game art: img directory</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Game_art:_img_directory&amp;diff=3280"/>
		<updated>2018-11-25T18:33:22Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Use CSS Sprites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Requested images ==&lt;br /&gt;
&lt;br /&gt;
The following images are requested by BGA:&lt;br /&gt;
&lt;br /&gt;
;game_box.png&lt;br /&gt;
* It is displayed on the main site on the game description page and when creating a table (280x280 px).&lt;br /&gt;
* It should be a 3D image of a physical copy of the game box as it appears in an online shop.&lt;br /&gt;
* It is better to take the version of the game that is coherent with the game art used in the adaptation, and from the original publisher of the game.&lt;br /&gt;
* The background of the image must be transparent.&lt;br /&gt;
* If you don&#039;t have a 3D version of the game box, you can use the following website to create one: http://www.3d-pack.com/&lt;br /&gt;
&lt;br /&gt;
;game_box180.png&lt;br /&gt;
;game_box75.png&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t modify these images, they are auto generated by &amp;quot;Reload game box image&amp;quot; action. If you have another copy of your source make sure you update you copy of these files after they have been generated and not override with old copied.&lt;br /&gt;
&lt;br /&gt;
;game_icon.png&lt;br /&gt;
&lt;br /&gt;
* It is the icon displayed in the lists of games and tables (50x50 px).&lt;br /&gt;
* The objective of this icon is to make the game recognizable among the other games. A good idea is to take a part of the game cover that is distinctive (ex: the game title).&lt;br /&gt;
* This one  does not have to be transparent. This image should not have a border &lt;br /&gt;
&lt;br /&gt;
;publisher.png&lt;br /&gt;
* It is the logo of the publisher of the game, displayed on the game description page.&lt;br /&gt;
* The width must be 150 px. The height can be anything (reasonable). The image could be transparent.&lt;br /&gt;
&lt;br /&gt;
;publisher2.png (optional)&lt;br /&gt;
* If the game has been co-published by 2 publishers, you should upload a second image named &amp;quot;publisher2.png&amp;quot; (same characteristics as the first one).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: when you modify these images, you MUST click on &amp;quot;Reload game box image&amp;quot; from the Control Panel in order your update can be taken into account.&lt;br /&gt;
&lt;br /&gt;
== Game art ==&lt;br /&gt;
&lt;br /&gt;
You must upload in img directory all images of your game interface.&lt;br /&gt;
&lt;br /&gt;
=== Images loading ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
Note that you can tune the way images are loaded with Javascript method &amp;quot;dontPreloadImage&amp;quot; (see [[Game_interface_logic:_yourgamename.js|Game Interface Logic]]).&lt;br /&gt;
&lt;br /&gt;
General recommendation it to have no more than dozen of image files, 2Mb max each. However if there is heavy game resources specific to a player (i.e. player board of specific color or set of cards) it is better to separate them and &amp;quot;don&#039;t pre-load&amp;quot; since in any given game only some of them will be used.&lt;br /&gt;
&lt;br /&gt;
=== Images format ===&lt;br /&gt;
&lt;br /&gt;
You can use 3 image format while building your game interface:&lt;br /&gt;
;jpg images&lt;br /&gt;
&lt;br /&gt;
should be used for non-transparent images. Jpg are usually lighter than Pngs, so please choose Jpg for big pictures (ex: game board, cards) when you don&#039;t need transparency to accelerate game load.&lt;br /&gt;
&lt;br /&gt;
;png images&lt;br /&gt;
&lt;br /&gt;
should be used for transparent images.&lt;br /&gt;
&lt;br /&gt;
;gif images&lt;br /&gt;
&lt;br /&gt;
can be used for animated images. This is not recommended to use gif animated images as they can upset players, but for some specific interface element this could be useful.&lt;br /&gt;
&lt;br /&gt;
=== Use CSS Sprites ===&lt;br /&gt;
&lt;br /&gt;
To limit the number of images load and make the game load faster, you must use CSS sprites, i.e. you must gather several images in a single one. However, there are limitations. Do not make any CSS image sprite with dimensions that exceed 4096x4096 pixels or it will not work on mobile devices (Android max texture size is 4096 pixels, test your own browser at [http://webglreport.com/ WebGL Report]).&lt;br /&gt;
&lt;br /&gt;
To learn more on CSS Sprites:&lt;br /&gt;
* [http://www.w3schools.com/css/css_image_sprites.asp CSS sprites (W3C documentation)].&lt;br /&gt;
* [[Game interface stylesheet: yourgamename.css]]&lt;br /&gt;
&lt;br /&gt;
=== Shrink images ===&lt;br /&gt;
&lt;br /&gt;
If you get high resolution images from publisher you need to shrink them since web display requires much lower resolution than printing.&lt;br /&gt;
&lt;br /&gt;
* Shrink images without loss of quality https://tinypng.com/ or http://www.iloveimg.com/&lt;br /&gt;
&lt;br /&gt;
== Image Manipulation Tools ==&lt;br /&gt;
&lt;br /&gt;
You have no choice but to use one of the image manipulating tools to create a successful game adaptation, you would have to&lt;br /&gt;
deal with&lt;br /&gt;
* Converting to supported formats&lt;br /&gt;
* Adding transparency &lt;br /&gt;
* Stitching&lt;br /&gt;
* Shrinking with no quality loss&lt;br /&gt;
* Resizing&lt;br /&gt;
&lt;br /&gt;
For that you need a good tools, recommended tools (if you know more add them here)&lt;br /&gt;
* Gimp (linux) - general GUI image editor&lt;br /&gt;
* Paint.net (Windows) - general GUI image editor&lt;br /&gt;
* ImageMagic (All platforms) - https://www.imagemagick.org/script/download.php - command line image editor, great for mass manipulations and scripting&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3265</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3265"/>
		<updated>2018-11-12T05:57:44Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Compatibility ==&lt;br /&gt;
This game requires 3D mode. [https://www.google.com/chrome/ Google Chrome] is the recommended browser for best performance and highest image quality. It is &#039;&#039;&#039;not recommended&#039;&#039;&#039; to play on smartphones or tablets.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific. The game ends in an early victory if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;. Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
=== New settlement ===&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
=== Expand settlement ===&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3264</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3264"/>
		<updated>2018-11-11T15:18:28Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== System Compatibility ==&lt;br /&gt;
This game requires 3D mode. It is &#039;&#039;&#039;not recommended&#039;&#039;&#039; to play on smartphones or tablets due to the performance requirements. On desktop, [https://www.google.com/chrome/ Google Chrome] is the recommended browser.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific. The game ends in an early victory if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;. Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
=== New settlement ===&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
=== Expand settlement ===&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3088</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=3088"/>
		<updated>2018-06-04T15:10:15Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: /* Build Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific. The game ends in an early victory if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;. Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
=== New settlement ===&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
=== Expand settlement ===&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
=== Temple ===&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
=== Tower ===&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=2958</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=2958"/>
		<updated>2018-04-06T12:36:54Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific. The game ends in an early victory if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;. Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Click the space on the board where you want to place the volcano. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
=== Expand the landscape ===&lt;br /&gt;
Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic eruption ===&lt;br /&gt;
Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=2955</id>
		<title>Gamehelptaluva</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelptaluva&amp;diff=2955"/>
		<updated>2018-04-03T03:36:24Z</updated>

		<summary type="html">&lt;p&gt;Quietmint: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
In Taluva, players build temples, towers, and huts to settle a volcanic island emerging from the South Pacific. The game ends in an early victory if a player builds &#039;&#039;&#039;all buildings of two types&#039;&#039;&#039;. Otherwise, the game ends when no tiles remain and the winner is the player who built the most &#039;&#039;&#039;temples&#039;&#039;&#039; (in case of a tie, the most &#039;&#039;&#039;towers&#039;&#039;&#039; and then the most &#039;&#039;&#039;huts&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 temples, 2 towers, and 20 huts.&lt;br /&gt;
&lt;br /&gt;
12 tiles per player are shuffled to form a draw pile. Each tile is composed of 3 hexagon spaces: A volcano and two other terrain types (from most common to least: jungle, clearing, sand, rock, lake).&lt;br /&gt;
&lt;br /&gt;
== Place A Tile ==&lt;br /&gt;
&lt;br /&gt;
Begin your turn by drawing and placing a tile. Choose from one of two options:&lt;br /&gt;
&lt;br /&gt;
* Expand the landscape: Place your tile on the edge of the island adjacent to any existing tile.&lt;br /&gt;
&lt;br /&gt;
* Volcanic eruption: Place your tile on top of two existing tiles so the volcano covers another volcano. Your tile must have a different rotation than the tile below and cannot overhang the ocean. You may destroy huts as long as you do not destroy an entire settlement (see below). Destroyed huts remain out of play.&lt;br /&gt;
&lt;br /&gt;
== Build Buildings ==&lt;br /&gt;
&lt;br /&gt;
End your turn by building one or more buildings on empty space(s) of any terrain type except volcano. A chain of your adjacent buildings forms a &#039;&#039;settlement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Choose from one of four options:&lt;br /&gt;
&lt;br /&gt;
* Begin a new settlement by placing a &#039;&#039;&#039;hut&#039;&#039;&#039; on a first-level space not adjacent to any of your existing settlements.&lt;br /&gt;
&lt;br /&gt;
* Expand an existing settlement by choosing a terrain type. On all adjacent spaces of that type, build &#039;&#039;&#039;huts&#039;&#039;&#039; equal to the height (one hut on first-level spaces, two huts on second-level spaces, etc.). You must have enough huts to build on all eligible spaces. In the example below, the red player can build 2 huts on lakes (one on each) or 1 hut on sand (but cannot build only 1 hut on lake).&lt;br /&gt;
[[File:Taluva-expand.png]]&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;temple&#039;&#039;&#039; adjacent to one of your existing settlements occupying 3 or more spaces that does not already contain a temple. In the previous example, the red player could build a temple on sand if she built huts on both lakes in a prior turn. Note that it is the number of &#039;&#039;spaces&#039;&#039;, not buildings, that determines whether a temple can be built in the settlement.&lt;br /&gt;
&lt;br /&gt;
* Build a &#039;&#039;&#039;tower&#039;&#039;&#039; on a third-level space (or higher) adjacent to one of your existing settlements that does not already contain a tower.&lt;br /&gt;
&lt;br /&gt;
You are allowed to build in such a way that two of your settlements join together, such that there are two temples or two towers in the same settlement, for example.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beware! If you cannot build, you will be eliminated from the game.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Quietmint</name></author>
	</entry>
</feed>