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	<id>https://fa.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cactus+tom</id>
	<title>Board Game Arena - مشارکت‌های کاربر [fa]</title>
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	<updated>2026-10-16T00:09:18Z</updated>
	<subtitle>مشارکت‌های کاربر</subtitle>
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	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_hacktrick&amp;diff=2199</id>
		<title>Tips hacktrick</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_hacktrick&amp;diff=2199"/>
		<updated>2017-01-18T06:21:52Z</updated>

		<summary type="html">&lt;p&gt;Cactus tom: some basic strategy principles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combine the information about your opponent&#039;s sum and all the exposed cards (in the Row, your hand, and the 2 out-of-play cards) to figure out what cards your opponent could possibly have.  Keep in mind that some card combinations may be more likely than others.&lt;br /&gt;
&lt;br /&gt;
Use the Play! command to force your opponent to play when you can take advantage of the card played.&lt;br /&gt;
&lt;br /&gt;
Use the Play! command to shrink your opponent&#039;s hand so that she will have fewer choices on her next turn.&lt;br /&gt;
&lt;br /&gt;
If your opponent has zero cards, you will get a chance to play twice in a row--try to take advantage of this!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t leave your x2 marker until the end.  Some chance at 2 points is better than none!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to use your captured tokens to Ask your opponent&#039;s total.  Again, they are wasted if not used before the end of the hand.&lt;br /&gt;
&lt;br /&gt;
Use the Guard! command to protect yourself when you are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the Pass! and Guard! commands indiscriminately, or you may lose by running out of tokens.  Conversely, try to run your&lt;br /&gt;
opponent out of tokens.&lt;br /&gt;
&lt;br /&gt;
Try not to let your hand get too small, since that gives you fewer options.&lt;br /&gt;
&lt;br /&gt;
Squares 1, 2, 8, 9, can only be marked by one card combination.  3, 4, 6,  and 7 have two card combinations.  5 has three card combinations.&lt;br /&gt;
Knowing these combinations will help you attack and defend the squares you care about.  For instance, once all the 5&#039;s are out of play, squares&lt;br /&gt;
8 and 9 will not be marked again (before reshuffling).&lt;br /&gt;
&lt;br /&gt;
It can also be useful to keep track of which cards remain in the deck, especially when it gets small.&lt;/div&gt;</summary>
		<author><name>Cactus tom</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelphacktrick&amp;diff=2198</id>
		<title>Gamehelphacktrick</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelphacktrick&amp;diff=2198"/>
		<updated>2017-01-18T05:57:05Z</updated>

		<summary type="html">&lt;p&gt;Cactus tom: Wrote a concise rules summary, hopefully all correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hack Trick is played with a deck of 18 cards: 3 each of values 0, 1, 2, 3, 4, and 5.  There is also a board with squares numbered 1 to 9.&lt;br /&gt;
Each player has a pool of 10 markers.  To win a hand, you must place your markers so that three of them are either on the same square or on three squares forming a row, column or diagonal.&lt;br /&gt;
Because of the arrangement of numbers on the board, the latter winning condition is equivalent to placing your markers so that three of them are on squares whose numbers sum to 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start of a Hand:&#039;&#039;&#039;&lt;br /&gt;
Players take turns being the dealer.  The dealer starts with 4 cards, and the other player starts with 3 cards.  2 additional cards are dealt face up&lt;br /&gt;
and set aside; these are out of play for the entire hand.&lt;br /&gt;
The player with 4 cards begins the hand by placing one of his cards to start the Row.  (No markers are placed at this time.)&lt;br /&gt;
Next, each player announces the sum of the three cards in their hand.  Now the other player takes her first turn; henceforth, the players alternate turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turns:&#039;&#039;&#039;&lt;br /&gt;
On your turn, you may first pay one captured token, if you have any, to learn the sum of your opponent&#039;s current hand.&lt;br /&gt;
Next, you must play or draw one card from the deck.  If you play, you add one of your cards to the Row.  The card you add&lt;br /&gt;
must differ from the most recent previous card already in the Row.  If you cannot play, you must draw.  After playing, you &lt;br /&gt;
place one of your markers on the square whose number is the sum of the card you played and the most recent previous card&lt;br /&gt;
already in the Row.  If the square contains any of the opponent&#039;s markers, you capture them.  If your marker completes a &lt;br /&gt;
row/column/diagonal or triple, the hand ends immediately and you win.  To end your turn, you must either Pass (for free);&lt;br /&gt;
or command your opponent to Play! (costs one unplayed marker of your color), in which case they must play rather than draw,&lt;br /&gt;
unless they cannot legally do so, in which case they must show their hand and then draw; or Guard! (also costs one unplayed marker of your color),&lt;br /&gt;
which prevents your opponent from commanding you to Play! on his next turn.  If you draw instead of playing, your turn ends&lt;br /&gt;
immediately, without the option of saying Play! or Guard!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
You receive 1 point for winning a hand.&lt;br /&gt;
However, if the winning combination included the special marker (labeled &amp;quot;x2&amp;quot;), and this&lt;br /&gt;
special marker was not the last marker played to complete the combination, then you receive 2 points instead of 1.&lt;br /&gt;
In the event that a player must play but has no marker of his color left to place on the board, the hand ends immediately&lt;br /&gt;
and his opponent wins 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winning:&#039;&#039;&#039;&lt;br /&gt;
The winner is the first player to reach 5 points or more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional rules:&#039;&#039;&#039;&lt;br /&gt;
On your turn, if you have 0 cards in hand, you must draw.  If you have 4 cards in hand, you must play.  If the last card is drawn from the deck, &lt;br /&gt;
then all but the most recently played card in the row are immediately picked up and reshuffled to make a new draw pile.  Play then&lt;br /&gt;
continues as before.&lt;/div&gt;</summary>
		<author><name>Cactus tom</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1931</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1931"/>
		<updated>2016-08-07T19:56:51Z</updated>

		<summary type="html">&lt;p&gt;Cactus tom: /* Game End and Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded (i.e. heroic and legendary) pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Cactus tom</name></author>
	</entry>
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