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	<id>https://cs.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crazy+c</id>
	<title>Board Game Arena - Příspěvky [cs]</title>
	<link rel="self" type="application/atom+xml" href="https://cs.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crazy+c"/>
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	<updated>2026-09-16T00:33:03Z</updated>
	<subtitle>Příspěvky</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=155</id>
		<title>Gamehelpunitedsquare</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=155"/>
		<updated>2012-07-22T09:46:59Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* ending the gsme */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===goal===&lt;br /&gt;
The goal is to be the player who has the most squares of his colors.&lt;br /&gt;
&lt;br /&gt;
===rules===&lt;br /&gt;
The game contains multicolored squares (red, blue. yellow and green) which appear as 4 colored triangles on the square.&lt;br /&gt;
Each player on his turn puts a multicolored square next to a square already on the board. The played square (which can be shifted to fit as requested, keeping the order of the colors the same) must be put in a way that creates at least on colored square (not necessarily your color). If it is not possible for the player to put down a square, the turn is passed to the next player.&lt;br /&gt;
&lt;br /&gt;
It is also possible to have &amp;quot;non playable&amp;quot; squares which are created when 2 of the same color are connected to the same open square. This is also a strategy to prevent from your opponent from getting more squares of his color. (e.g. if there is a red triangle facing an empty square and i connect to that same empty square another red triangle from another side, the empty square cannot be played and all colors around the &amp;quot;non playable&amp;quot; square will not become squares and won&#039;t gain points).&lt;br /&gt;
&lt;br /&gt;
===ending the game===&lt;br /&gt;
When all playable squares have been played, the player with the most squares of his color wins the game.&lt;br /&gt;
&lt;br /&gt;
HAVE A GOOD GAME!&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=154</id>
		<title>Gamehelpunitedsquare</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpunitedsquare&amp;diff=154"/>
		<updated>2012-07-22T09:46:01Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: Created page with &amp;quot;===goal=== The goal is to be the player who has the most squares of his colors.  ===rules=== The game contains multicolored squares (red, blue. yellow and green) which appear ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===goal===&lt;br /&gt;
The goal is to be the player who has the most squares of his colors.&lt;br /&gt;
&lt;br /&gt;
===rules===&lt;br /&gt;
The game contains multicolored squares (red, blue. yellow and green) which appear as 4 colored triangles on the square.&lt;br /&gt;
Each player on his turn puts a multicolored square next to a square already on the board. The played square (which can be shifted to fit as requested, keeping the order of the colors the same) must be put in a way that creates at least on colored square (not necessarily your color). If it is not possible for the player to put down a square, the turn is passed to the next player.&lt;br /&gt;
&lt;br /&gt;
It is also possible to have &amp;quot;non playable&amp;quot; squares which are created when 2 of the same color are connected to the same open square. This is also a strategy to prevent from your opponent from getting more squares of his color. (e.g. if there is a red triangle facing an empty square and i connect to that same empty square another red triangle from another side, the empty square cannot be played and all colors around the &amp;quot;non playable&amp;quot; square will not become squares and won&#039;t gain points).&lt;br /&gt;
&lt;br /&gt;
===ending the gsme===&lt;br /&gt;
When all playable squares have been played, the player with the most squares of his color wins the game.&lt;br /&gt;
&lt;br /&gt;
HAVE A GOOD GAME!&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdiams&amp;diff=153</id>
		<title>Gamehelpdiams</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdiams&amp;diff=153"/>
		<updated>2012-07-22T09:04:15Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* Special cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Secure as many &#039;&#039;&#039;diamond collections&#039;&#039;&#039; as you can in your safe!&lt;br /&gt;
&lt;br /&gt;
A collection is a set of three diamonds of the same color, or more (up to five). Each color has a matching &#039;quality&#039; digit ranging from 1 to 10.&lt;br /&gt;
&lt;br /&gt;
Collections are worth more or less depending upon the diamond color and the number of diamonds (be careful to check the collection values, the most valuable diamond is &#039;7&#039;, not &#039;10&#039;). &lt;br /&gt;
&lt;br /&gt;
Bonus points will be earned at the end of the round : &lt;br /&gt;
* for the player with the most diamonds of exceptional purity (magnifying glass symbol) in his safe (5 bonus points, 2 points in case of a tie)&lt;br /&gt;
* and for the player whose digits for the diamonds still in hand sum up to the biggest value (3 bonus points, tie or no tie). &lt;br /&gt;
&lt;br /&gt;
On each round, you&#039;ll earn victory chips based on the points earned collecting diamonds (the 1st player gets 4 chips, the 2d gets 3 chips and so on). &lt;br /&gt;
&lt;br /&gt;
The player with the &#039;&#039;&#039;most victory chips&#039;&#039;&#039; at the end of three rounds wins! (in case of a tie, it&#039;s the player who won the 2d round who will get the victory)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must first choose between two &#039;draw actions&#039; (phase 1):&lt;br /&gt;
* Draw one card and put it in your hand&lt;br /&gt;
* Draw two cards and put them on the market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you will have to choose between two &#039;play actions&#039; (phase 2):&lt;br /&gt;
* Select one of your cards and go to the market with it. Once on the market, you can:&lt;br /&gt;
** Take all cards of the same color than the one you went to the market with (including it)&lt;br /&gt;
** Take a selection of cards whose digits sum up to the digit of the card you went to the market with&lt;br /&gt;
** Or come back empty ended...&lt;br /&gt;
* Select cards in your hand and secure them into your safe. In order to be valid, your selection:&lt;br /&gt;
** Must contain at least one collection (three diamonds of the same color)&lt;br /&gt;
** Can contain diamonds matching a collection already present in your safe (in order to expand the collection)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, if you have more than 5 cards in your hand, you will have to discard some to keep only 5.&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Three special cards give you the power to play tricks on your opponents &#039;&#039;&#039;instead of playing phase 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each of these cards can be used either with the &#039;Compulsory sale&#039; power that they all share, or with their other (and unique) power. Power effects are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compulsory sale&#039;&#039;&#039; enables you to get all diamonds of a quality that you have in your hand from the market &#039;&#039;after&#039;&#039; forcing an opponent to put all his diamonds of this quality on the market (but be careful! If he doesn&#039;t have any, you will lose yours!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secur`express&#039;&#039;&#039; enables you to secure diamonds of one quality already present in your safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safe drilling&#039;&#039;&#039; enables you to get a diamond of a given quality and purity, straight from the safe of an opponent (but of course, if your opponent doesn&#039;t have any diamond of this kind, drilling will fail!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039; enables you to take any diamond you want from the market, just like that!&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game length&#039;&#039;&#039;: the &#039;Standard&#039; game is played in 3 rounds. The &#039;Quick game&#039; variant makes it possible to play a game in just one round when you are in a hurry to get lots of pretty diamonds to pay back your Can&#039;t stop gambling debts!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closing card&#039;&#039;&#039;: in the &#039;Standard&#039; game, the closing card is randomly shuffled among the last 15 cards at 2/3 players, and among the last 5 cards at 4/5 players. With the &#039;Deterministic&#039; variant, the closing card is the last one, so you can try to outthink your opponents till the very end!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdiams&amp;diff=152</id>
		<title>Gamehelpdiams</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdiams&amp;diff=152"/>
		<updated>2012-07-22T09:03:02Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* Special cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Secure as many &#039;&#039;&#039;diamond collections&#039;&#039;&#039; as you can in your safe!&lt;br /&gt;
&lt;br /&gt;
A collection is a set of three diamonds of the same color, or more (up to five). Each color has a matching &#039;quality&#039; digit ranging from 1 to 10.&lt;br /&gt;
&lt;br /&gt;
Collections are worth more or less depending upon the diamond color and the number of diamonds (be careful to check the collection values, the most valuable diamond is &#039;7&#039;, not &#039;10&#039;). &lt;br /&gt;
&lt;br /&gt;
Bonus points will be earned at the end of the round : &lt;br /&gt;
* for the player with the most diamonds of exceptional purity (magnifying glass symbol) in his safe (5 bonus points, 2 points in case of a tie)&lt;br /&gt;
* and for the player whose digits for the diamonds still in hand sum up to the biggest value (3 bonus points, tie or no tie). &lt;br /&gt;
&lt;br /&gt;
On each round, you&#039;ll earn victory chips based on the points earned collecting diamonds (the 1st player gets 4 chips, the 2d gets 3 chips and so on). &lt;br /&gt;
&lt;br /&gt;
The player with the &#039;&#039;&#039;most victory chips&#039;&#039;&#039; at the end of three rounds wins! (in case of a tie, it&#039;s the player who won the 2d round who will get the victory)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must first choose between two &#039;draw actions&#039; (phase 1):&lt;br /&gt;
* Draw one card and put it in your hand&lt;br /&gt;
* Draw two cards and put them on the market.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then you will have to choose between two &#039;play actions&#039; (phase 2):&lt;br /&gt;
* Select one of your cards and go to the market with it. Once on the market, you can:&lt;br /&gt;
** Take all cards of the same color than the one you went to the market with (including it)&lt;br /&gt;
** Take a selection of cards whose digits sum up to the digit of the card you went to the market with&lt;br /&gt;
** Or come back empty ended...&lt;br /&gt;
* Select cards in your hand and secure them into your safe. In order to be valid, your selection:&lt;br /&gt;
** Must contain at least one collection (three diamonds of the same color)&lt;br /&gt;
** Can contain diamonds matching a collection already present in your safe (in order to expand the collection)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the end of your turn, if you have more than 5 cards in your hand, you will have to discard some to keep only 5.&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Three special cards give you the power to play tricks on your opponents &#039;&#039;&#039;instead of playing phase 2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each of these cards can be used either with the &#039;Compulsory sale&#039; power that they all share, or with their other (and unique) power. Power effects are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compulsory sale&#039;&#039;&#039; enables you to get all diamonds of a quality that you have in your hand from the market &#039;&#039;after&#039;&#039; forcing an opponent to put all his diamonds of this quality on the market (but be careful! If he doesn&#039;t have any, you will loose yours!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secur`express&#039;&#039;&#039; enables you to secure diamonds of one quality already present in your safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safe drilling&#039;&#039;&#039; enables you to get a diamond of a given quality and purity, straight from the safe of an opponent (but of course, if your opponent doesn&#039;t have any diamond of this kind, drilling will fail!)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039; enables you to take any diamond you want from the market, just like that!&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game length&#039;&#039;&#039;: the &#039;Standard&#039; game is played in 3 rounds. The &#039;Quick game&#039; variant makes it possible to play a game in just one round when you are in a hurry to get lots of pretty diamonds to pay back your Can&#039;t stop gambling debts!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closing card&#039;&#039;&#039;: in the &#039;Standard&#039; game, the closing card is randomly shuffled among the last 15 cards at 2/3 players, and among the last 5 cards at 4/5 players. With the &#039;Deterministic&#039; variant, the closing card is the last one, so you can try to outthink your opponents till the very end!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=151</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=151"/>
		<updated>2012-07-19T07:28:59Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* End of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map he wants to play his clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends when the treasure card pile runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=150</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=150"/>
		<updated>2012-07-19T07:22:16Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* 2) Move ATV from 1 to 3 legs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map he wants to play his clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
===3) Treasure sharing and amulets===&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. Raising a treasure will end a player&#039;s turn, even if the player has not used all 3 legs.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
===End of the game===&lt;br /&gt;
The game ends after the last treasure card has been given out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=149</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=149"/>
		<updated>2012-07-19T07:10:35Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most gold coins by locating treasures on the Tobago island and/or sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map he wants to play his clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. When a treasure is raised, the current move is finished, even if the player has not used all the legs to which he was entitled.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
The game ends after the last treasure card has been given out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=148</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=148"/>
		<updated>2012-07-19T07:09:01Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* 1) Play a clue card from his hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold coins as you can by locating treasures on the Tobago island and sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
The player can decide which treasure map he wants to play his clue card on. In order to play a clue card on a map you must make sure that:&lt;br /&gt;
*The new clue card mustn&#039;t contradicted any present clue cards of the specific treasure map.&lt;br /&gt;
*The new clue card must reduce at least one marker from the current amount of markers of the specific treasure map (if there are markers on the board. If there are no markers on the board, you can still put a clue card even if it doesn&#039;t change anything).&lt;br /&gt;
*The new clue card must keep it possible for at least one marker to stay on the board (a treasure cannot disappear from the board).&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map are placed on the island, indicating where the treasure might be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. When a treasure is raised, the current move is finished, even if the player has not used all the legs to which he was entitled.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
The game ends after the last treasure card has been given out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=147</id>
		<title>Gamehelptobago</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelptobago&amp;diff=147"/>
		<updated>2012-07-19T06:49:54Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* 2) Move ATV from 1 to 3 legs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold coins as you can by locating treasures on the Tobago island and sharing them with other players.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On their turn, each player can choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
===1) Play a clue card from his hand===&lt;br /&gt;
&lt;br /&gt;
The clue cards give the positioning of a treasure for a map of a given color relative to a land type (jungle, mountains, beach, scrubland, river, lake or sea) or to a landmark (palm tree, hut or statue).&lt;br /&gt;
&lt;br /&gt;
Positioning clues are as follows: in, next to, in sight of, not in, not next to, not in sight of.&lt;br /&gt;
&lt;br /&gt;
When the position is given relative to a land type, if there are red brackets above and below the land type it means that the land to use for this clue is the largest of this type.&lt;br /&gt;
&lt;br /&gt;
When less than 17 spaces on the island match the clues for a treasure map, markers of the color of the map indicate where the treasure can be.&lt;br /&gt;
&lt;br /&gt;
When there is only one of these markers left, the treasure is located and can be raised.&lt;br /&gt;
&lt;br /&gt;
===2) Move ATV from 1 to 3 legs===&lt;br /&gt;
&lt;br /&gt;
A leg is a move of:&lt;br /&gt;
&lt;br /&gt;
* either as many spaces as you want in the same land type&lt;br /&gt;
* or only one space when moving from one land type to another.&lt;br /&gt;
&lt;br /&gt;
When a player&#039;s ATV is on an island space containing an amulet, the player can pick it up. If the ATV is on a space containing a treasure that has been located, he can raise it, and then players have to share it. When a treasure is raised, the current move is finished, even if the player has not used all the legs to which he was entitled.&lt;br /&gt;
&lt;br /&gt;
Sharing of the treasure happens solely between the players who took part in its discovery, either by playing clue cards on the treasure map, or by raising the treasure.&lt;br /&gt;
&lt;br /&gt;
Each player is presented with as many treasure cards as they have windroses of their color representing their participation in the discovery of the treasure (a windrose is placed on each clue card that is played, and a windrose is also placed under the last clue card of the map for the player who raises the treasure). The other players do not see these cards.&lt;br /&gt;
&lt;br /&gt;
An additional card is taken from the deck and the cards are shuffled.&lt;br /&gt;
&lt;br /&gt;
Each player in turn, in the reverse order of placement of windroses on the treasure map, draws a card amidst those belonging to this treasure and chooses either to take it and withdraw his windrose from the map, or to give it to the next player (in the order set by the windroses as described before) who is then presented with the same choice. If no player accepts it, the treasure card is discarded.&lt;br /&gt;
&lt;br /&gt;
Two curse cards can be found among the treasure cards. If a curse card is drawn, treasure sharing is over, and all players who are still involved in sharing the treasure (ie players with windroses on the map for the treasure being shared) can either protect themselves by sacrificing an amulet, or lose their most valuable treasure card.&lt;br /&gt;
&lt;br /&gt;
When the treasure sharing is over, the last player to have been granted a treasure card must reopen the treasure hunt by playing one clue card for the now empty treasure map.&lt;br /&gt;
&lt;br /&gt;
Then, mysterious amulets appear where the gaze of statues strikes the coast, and statues rotate on their base.&lt;br /&gt;
&lt;br /&gt;
Once collected, an amulet can be spent at any time during a player&#039;s turn to do one of 4 possible actions:&lt;br /&gt;
&lt;br /&gt;
* play a clue card&lt;br /&gt;
* remove a treasure marker&lt;br /&gt;
* move his ATV three legs (NB: it is not possible to collect other amulets while moving thanks to an amulet)&lt;br /&gt;
* to exchange the clue cards from his hand with clue cards from the deck&lt;br /&gt;
&lt;br /&gt;
Proper use of amulet power is critical to ensure victory!&lt;br /&gt;
&lt;br /&gt;
The game ends after the last treasure card has been given out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=146</id>
		<title>Gamehelpdragonheart</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=146"/>
		<updated>2012-07-14T21:58:29Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Dragonheart is a two player card game where the goal is to collect as many points as possible by placing your cards on the board and collecting the cards already placed there. There are 9 different cards, each with their own rules as to which cards can be collected when they are placed down.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
To have the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
At the start of the game, each player takes five cards from their deck and the Great Dragon piece is put on the board.&lt;br /&gt;
&lt;br /&gt;
==End==&lt;br /&gt;
The game ends when all nine ship cards have been used, or one players deck is exhausted. At that point, each player adds the value of all the cards in their respective piles, plus 3 extra points to whomever has the Great Dragon piece. Whoever has the most points, wins the game. In case of a tie, the player with the Great Dragon wins.&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Players alternate turns, putting down and picking up cards. A player may choose to put down as many cards of the same type as he or she wants to. The cards get placed on their corresponding picture on the game board. Depending on what was placed, a player may take cards from the board to put in their pile, or move cards to the bottom of the board, below the ship. &lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
There are five types of cards in the game. Cards have a point value to them listed as a number in the corner, that is unrelated to what type of card it is. Arrows on the board indicate what cards can take what.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: The player who places the fourth dwarf on the board, takes all four of the dwarf cards. No other card allows a player to take a dwarf.&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: The player who places the third huntress card, takes all fire dragon cards from the board. At that point, the three huntress cards are moved to the bottom of the board. &lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: Each time a fire dragon is placed, the player takes all of the treasure chest cards. &lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: Placing this card has no action, but it can be taken by a fire dragon or sorceress.&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: Placing this card allows the player to take the sorceress pile.&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: The player who places the second knight card, may choose to take either the sorceress or troll pile. Afterwards, the two knight cards are placed at the bottom of the board.&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: Placing this card has no effect, but when it is taken by a sorceress, the Great Dragon piece is taken too, either from the board or from the opponent.&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: Placing a sorceress allows the player to take either the petrified dragon pile, or the treasure pile. Taking the petrified dragon cards (if there are any on the board) gives the player possession of the Great Dragon.&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: The third ship card placed, allows the player to take all the knight and huntress cards placed at the bottom of the deck. The ship cards are then discarded. The third time that three ship cards are played ends the game and the opponent takes one final turn.&lt;br /&gt;
* &#039;&#039;Great Dragon&#039;&#039;: The great dragon piece goes to the last player to take a petrified dragon stack. Possession of the Great Dragon gives the player an extra card, plus three extra points at the end of the game. If the dragon is taken from an opponent, then the player gets a random card from the opponents hand.&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=145</id>
		<title>Gamehelpdragonheart</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=145"/>
		<updated>2012-07-14T21:57:15Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* End */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Dragonheart is a two player card game where the goal is to collect as many points as possible by placing your cards on the board and collecting the cards already placed there. There are 9 different cards, each with their own rules as to which cards can be collected when they are placed down.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
To have the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
At the start of the game, each player takes five cards from their deck and the Great Dragon piece is put on the board.&lt;br /&gt;
&lt;br /&gt;
==End==&lt;br /&gt;
The game ends when all nine ship cards have been used, or one players deck is exhausted. At that point, each player adds the value of all the cards in their respective piles, plus 3 extra points to whomever has the Great Dragon piece. Whoever has the most points, wins the game.&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Players alternate turns, putting down and picking up cards. A player may choose to put down as many cards of the same type as he or she wants to. The cards get placed on their corresponding picture on the game board. Depending on what was placed, a player may take cards from the board to put in their pile, or move cards to the bottom of the board, below the ship. &lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
There are five types of cards in the game. Cards have a point value to them listed as a number in the corner, that is unrelated to what type of card it is. Arrows on the board indicate what cards can take what.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: The player who places the fourth dwarf on the board, takes all four of the dwarf cards. No other card allows a player to take a dwarf.&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: The player who places the third huntress card, takes all fire dragon cards from the board. At that point, the three huntress cards are moved to the bottom of the board. &lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: Each time a fire dragon is placed, the player takes all of the treasure chest cards. &lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: Placing this card has no action, but it can be taken by a fire dragon or sorceress.&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: Placing this card allows the player to take the sorceress pile.&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: The player who places the second knight card, may choose to take either the sorceress or troll pile. Afterwards, the two knight cards are placed at the bottom of the board.&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: Placing this card has no effect, but when it is taken by a sorceress, the Great Dragon piece is taken too, either from the board or from the opponent.&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: Placing a sorceress allows the player to take either the petrified dragon pile, or the treasure pile. Taking the petrified dragon cards (if there are any on the board) gives the player possession of the Great Dragon.&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: The third ship card placed, allows the player to take all the knight and huntress cards placed at the bottom of the deck. The ship cards are then discarded. The third time that three ship cards are played ends the game and the opponent takes one final turn.&lt;br /&gt;
* &#039;&#039;Great Dragon&#039;&#039;: The great dragon piece goes to the last player to take a petrified dragon stack. Possession of the Great Dragon gives the player an extra card, plus three extra points at the end of the game. If the dragon is taken from an opponent, then the player gets a random card from the opponents hand.&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
	<entry>
		<id>https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=144</id>
		<title>Gamehelpdragonheart</title>
		<link rel="alternate" type="text/html" href="https://cs.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=144"/>
		<updated>2012-07-14T21:55:41Z</updated>

		<summary type="html">&lt;p&gt;Crazy c: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Dragonheart is a two player card game where the goal is to collect as many points as possible by placing your cards on the board and collecting the cards already placed there. There are 9 different cards, each with their own rules as to which cards can be collected when they are placed down.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
To have the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
At the start of the game, each player takes five cards from their deck and the Great Dragon piece is put on the board.&lt;br /&gt;
&lt;br /&gt;
==End==&lt;br /&gt;
The game ends when all nine ship cards have been used, or one players deck is exhausted. At that point, each player adds the value of all the cards in their respective piles, plus 2 extra points to whomever has the Great Dragon piece. Whoever has the most points, wins the game.&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Players alternate turns, putting down and picking up cards. A player may choose to put down as many cards of the same type as he or she wants to. The cards get placed on their corresponding picture on the game board. Depending on what was placed, a player may take cards from the board to put in their pile, or move cards to the bottom of the board, below the ship. &lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
There are five types of cards in the game. Cards have a point value to them listed as a number in the corner, that is unrelated to what type of card it is. Arrows on the board indicate what cards can take what.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: The player who places the fourth dwarf on the board, takes all four of the dwarf cards. No other card allows a player to take a dwarf.&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: The player who places the third huntress card, takes all fire dragon cards from the board. At that point, the three huntress cards are moved to the bottom of the board. &lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: Each time a fire dragon is placed, the player takes all of the treasure chest cards. &lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: Placing this card has no action, but it can be taken by a fire dragon or sorceress.&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: Placing this card allows the player to take the sorceress pile.&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: The player who places the second knight card, may choose to take either the sorceress or troll pile. Afterwards, the two knight cards are placed at the bottom of the board.&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: Placing this card has no effect, but when it is taken by a sorceress, the Great Dragon piece is taken too, either from the board or from the opponent.&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: Placing a sorceress allows the player to take either the petrified dragon pile, or the treasure pile. Taking the petrified dragon cards (if there are any on the board) gives the player possession of the Great Dragon.&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: The third ship card placed, allows the player to take all the knight and huntress cards placed at the bottom of the deck. The ship cards are then discarded. The third time that three ship cards are played ends the game and the opponent takes one final turn.&lt;br /&gt;
* &#039;&#039;Great Dragon&#039;&#039;: The great dragon piece goes to the last player to take a petrified dragon stack. Possession of the Great Dragon gives the player an extra card, plus three extra points at the end of the game. If the dragon is taken from an opponent, then the player gets a random card from the opponents hand.&lt;/div&gt;</summary>
		<author><name>Crazy c</name></author>
	</entry>
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