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	<updated>2026-10-16T03:56:38Z</updated>
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	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2244</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2244"/>
		<updated>2017-02-18T00:37:42Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake iis to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The upper number on flares ranges from 2 to 5; the lower number from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play your flare!&#039;&#039; If you can play it, the vast majority of the time you should. This is true even if it does nothing helpful--in that case, play it simply to discard it and get a more useful one in return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, summon (or discard) Beings as much as possible to hasten the endgame.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Here is a full list of all cards in Tash-Kalar&#039;s BGA implementation (numbers denote the pieces in the pattern):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPERIAL&#039;&#039;&#039;&lt;br /&gt;
* 2: Messenger, Swordmaster, Bomb&lt;br /&gt;
* 3: Chronicler, Herald, High Priestess, Summoner, Cannon, Assassin&lt;br /&gt;
* 4: Gryphon Rider, Knight, Master of Intrigue, Cavalry Captain, Infantry Captain, Champion, Time Mage, Gun Tower, Hypnotist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SYLVAN&#039;&#039;&#039;&lt;br /&gt;
* 2: Sapling, Kiskin Farseeders, Forest Wardens&lt;br /&gt;
* 3: Naiad, Charging Buck, Kiskin Spirit, Dryad, Forest Mystic, Sylvan Princess, Woodland Druid&lt;br /&gt;
* 4: Unicorn, Kiskin Boughrunner, Kiskin Leafsplitter, Centaur Spearman, Forest Ancient, Centaur Chieftain, Sylvan Queen, Tree Shepherd&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIGHLAND&#039;&#039;&#039;&lt;br /&gt;
* 2: Ritual Keeper, Wild Eagle, Clan Axeman&lt;br /&gt;
* 3: Dire Wolf, Clan Healer, Clan Guardian, Ritual Master, Hungry Bear&lt;br /&gt;
* 4: Wolf Rider, Mountain Troll, Hill Giant, Eagle Lord, War Summoner, War Drummer, Legend Slayer, Blood Shaman, Werewolf&lt;br /&gt;
* 5: Warlord&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERFROST&#039;&#039;&#039;&lt;br /&gt;
* 2: Snow Fox, Crystal Mirror, Crystal Grower&lt;br /&gt;
* 3: Ice Princess, Royal Reindeer, Frostweave Illusionist, Frostweave Summoner, Frost Imp, Frozen Chest&lt;br /&gt;
* 4: Winter Whisperer, Glacier Giant, Ice Queen, Ice Wyvern, Everfrost Sentinel, Deathbringer, War Sled, Polar Bear, Snow Monster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDS&#039;&#039;&#039;&lt;br /&gt;
* Time Elemental, Earth Elemental, Fire Elemental, Storm Elemental, Leviathan, Hell Bull, Angel of Death, Two-Headed Dragon, Fire Dragon, Titan, Bone Catapult&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Gamehelpincangold&amp;diff=2243</id>
		<title>بحث:Gamehelpincangold</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Gamehelpincangold&amp;diff=2243"/>
		<updated>2017-02-15T20:09:44Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;Is Incan Gold / Diamant even on BGA? Or is this a help page for a game in the process of adaptation for BGA? --nandblock&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Incan Gold / Diamant even on BGA? Or is this a help page for a game in the process of adaptation for BGA? --nandblock&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Tips_nippon&amp;diff=2242</id>
		<title>بحث:Tips nippon</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Tips_nippon&amp;diff=2242"/>
		<updated>2017-02-15T20:08:54Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;I felt the original version of the page missed out on a lot of important things (it just said it was an area control game and you should place all your tiles) so I scrapped it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I felt the original version of the page missed out on a lot of important things (it just said it was an area control game and you should place all your tiles) so I scrapped it and started fresh. --nandblock&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_nippon&amp;diff=2241</id>
		<title>Tips nippon</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_nippon&amp;diff=2241"/>
		<updated>2017-02-15T19:38:06Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a game about efficiency, area control, and timing. Some key points:&lt;br /&gt;
&lt;br /&gt;
In the long run it is more important to score in as many regions as possible, during as many of the 3 scoring rounds as possible, than it is to come in first in scoring any given region. Pay close attention to the advance of the scoring marker, and try to make sure that scoring triggers at a moment of advantage to you (i.e. after you have placed tiles down but before your opponents can do so).&lt;br /&gt;
&lt;br /&gt;
When taking actions in the early game, concentrate on two worker colours to keep your post-consolidation costs down. Once you have risen on the money track (by filling contracts, typically), you are freer to take a third or fourth colour.&lt;br /&gt;
&lt;br /&gt;
Do not concentrate on the knowledge track; it is useful to increase it to 2, but otherwise use blueprints to make up shortfalls. Every effort should be taken to increase the coal track and money track, however.&lt;br /&gt;
&lt;br /&gt;
Several factories are highly desirable and should be acquired whenever possible:&lt;br /&gt;
&lt;br /&gt;
* The silk factory immediately giving 5000 yen. If you&#039;re the first player, a standard opening is to buy this, and use the resulting money for a double machinery upgrade on the next turn.&lt;br /&gt;
* The paper factory yielding 2 blueprints: this will speed your acquisition of a second factory&lt;br /&gt;
* The factories immediately giving 2 ships, 2 trains, 2 steps on the coal track, and especially 2 machinery upgrades.&lt;br /&gt;
&lt;br /&gt;
In general, avoid acquiring two factories of the same level until the endgame: it&#039;s more important to focus on exploiting the ones you&#039;ve got. Tailor your acquisitions to the strengths of each region--if a particular region has two cities with the same need, that is a strong reason to focus on that type of factory. Upgrade your factories as rapidly and efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
When placing tiles in a local market, give some thought to whether to use all your resources: it is sometimes good to place a lower value tile if it allows you to hang on to one or two cubes for a more powerful export action, or for later placement in another region. Placing lower-valued tiles also allows you more flexibility, as you can replace them later and gain the region bonus repeatedly in the process. You ultimately want to place your high-valued tiles to gain a stranglehold on multiple regions, of course, but don&#039;t discount the power of flooding a region with multiple smaller values which your opponents will have to waste time and resources on to dislodge.&lt;br /&gt;
&lt;br /&gt;
When gaining bonuses, both a rushing strategy (going 3 or 4 turns before consolidation) and a long-term strategy (5-6 turns) can work. Make sure you drop a 5x bonus on the spot for regional coverage--since you will want to have a toehold in all 4 regions, this is a guaranteed 20 points.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_nippon&amp;diff=2240</id>
		<title>Tips nippon</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_nippon&amp;diff=2240"/>
		<updated>2017-02-15T19:36:28Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a game about efficiency, area control, and timing. Some key points:&lt;br /&gt;
&lt;br /&gt;
In the long run it is more important to score in as many regions as possible, during as many of the 3 scoring rounds as possible, than it is to come in first in scoring any given region. Pay close attention to the advance of the scoring marker, and try to make sure that scoring triggers at a moment of advantage to you (i.e. after you have placed tiles down but before your opponents can do so).&lt;br /&gt;
&lt;br /&gt;
When taking actions in the early game, concentrate on two worker colours to keep your post-consolidation costs down. Once you have risen on the money track (by filling contracts, typically), you are freer to take a third or fourth colour.&lt;br /&gt;
&lt;br /&gt;
Do not concentrate on the knowledge track; it is useful to increase it to 2, but otherwise use blueprints to make up shortfalls. Every effort should be taken to increase the coal track and money track, however.&lt;br /&gt;
&lt;br /&gt;
Several factories are highly desirable and should be acquired whenever possible:&lt;br /&gt;
&lt;br /&gt;
- The silk factory immediately giving 5000 yen. If you&#039;re the first player, a standard opening is to buy this, and use the resulting money for a double machinery upgrade on the next turn.&lt;br /&gt;
- The paper factory yielding 2 blueprints: this will speed your acquisition of a second factory&lt;br /&gt;
- The factories immediately giving 2 ships, 2 trains, 2 steps on the coal track, and especially 2 machinery upgrades.&lt;br /&gt;
&lt;br /&gt;
In general, avoid acquiring two factories of the same level until the endgame: it&#039;s more important to focus on exploiting the ones you&#039;ve got. Tailor your acquisitions to the strengths of each region--if a particular region has two cities with the same need, that is a strong reason to focus on that type of factory. Upgrade your factories as rapidly and efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
When placing tiles in a local market, give some thought to whether to use all your resources: it is sometimes good to place a lower value tile if it allows you to hang on to one or two cubes for a more powerful export action, or for later placement in another region. Placing lower-valued tiles also allows you more flexibility, as you can replace them later and gain the region bonus repeatedly in the process. You ultimately want to place your high-valued tiles to gain a stranglehold on multiple regions, of course, but don&#039;t discount the power of flooding a region with multiple smaller values which your opponents will have to waste time and resources on to dislodge.&lt;br /&gt;
&lt;br /&gt;
When gaining bonuses, both a rushing strategy (going 3 or 4 turns before consolidation) and a long-term strategy (5-6 turns) can work. Make sure you drop a 5x bonus on the spot for regional coverage--since you will want to have a toehold in all 4 regions, this is a guaranteed 20 points.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2223</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2223"/>
		<updated>2017-01-31T03:20:46Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake iis to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The upper number on flares ranges from 2 to 5; the lower number from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, summon (or discard) Beings as much as possible to hasten the endgame.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Here is a full list of all cards in Tash-Kalar&#039;s BGA implementation (numbers denote the pieces in the pattern):&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPERIAL&#039;&#039;&#039;&lt;br /&gt;
* 2: Messenger, Swordmaster, Bomb&lt;br /&gt;
* 3: Chronicler, Herald, High Priestess, Summoner, Cannon, Assassin&lt;br /&gt;
* 4: Gryphon Rider, Knight, Master of Intrigue, Cavalry Captain, Infantry Captain, Champion, Time Mage, Gun Tower, Hypnotist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SYLVAN&#039;&#039;&#039;&lt;br /&gt;
* 2: Sapling, Kiskin Farseeders, Forest Wardens&lt;br /&gt;
* 3: Naiad, Charging Buck, Kiskin Spirit, Dryad, Forest Mystic, Sylvan Princess, Woodland Druid&lt;br /&gt;
* 4: Unicorn, Kiskin Boughrunner, Kiskin Leafsplitter, Centaur Spearman, Forest Ancient, Centaur Chieftain, Sylvan Queen, Tree Shepherd&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIGHLAND&#039;&#039;&#039;&lt;br /&gt;
* 2: Ritual Keeper, Wild Eagle, Clan Axeman&lt;br /&gt;
* 3: Dire Wolf, Clan Healer, Clan Guardian, Ritual Master, Hungry Bear&lt;br /&gt;
* 4: Wolf Rider, Mountain Troll, Hill Giant, Eagle Lord, War Summoner, War Drummer, Legend Slayer, Blood Shaman, Werewolf&lt;br /&gt;
* 5: Warlord&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERFROST&#039;&#039;&#039;&lt;br /&gt;
* 2: Snow Fox, Crystal Mirror, Crystal Grower&lt;br /&gt;
* 3: Ice Princess, Royal Reindeer, Frostweave Illusionist, Frostweave Summoner, Frost Imp, Frozen Chest&lt;br /&gt;
* 4: Winter Whisperer, Glacier Giant, Ice Queen, Ice Wyvern, Everfrost Sentinel, Deathbringer, War Sled, Polar Bear, Snow Monster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LEGENDS&#039;&#039;&#039;&lt;br /&gt;
* Time Elemental, Earth Elemental, Fire Elemental, Storm Elemental, Leviathan, Hell Bull, Angel of Death, Two-Headed Dragon, Fire Dragon, Titan, Bone Catapult&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2201</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2201"/>
		<updated>2017-01-23T06:37:15Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake iis to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The upper number on flares ranges from 2 to 5; the lower number from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, summon (or discard) Beings as much as possible to hasten the endgame.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Here is a full list of all cards in Tash-Kalar&#039;s BGA implementation (numbers denote the pieces in the pattern):&lt;br /&gt;
&lt;br /&gt;
IMPERIAL&lt;br /&gt;
* 2: Messenger, Swordmaster, Bomb&lt;br /&gt;
* 3: Chronicler, Herald, High Priestess, Summoner, Cannon, Assassin&lt;br /&gt;
* 4: Gryphon Rider, Knight, Master of Intrigue, Cavalry Captain, Infantry Captain, Champion, Time Mage, Gun Tower, Hypnotist&lt;br /&gt;
&lt;br /&gt;
SYLVAN&lt;br /&gt;
* 2: Sapling, Kiskin Farseeders, Forest Wardens&lt;br /&gt;
* 3: Naiad, Charging Buck, Kiskin Spirit, Dryad, Forest Mystic, Sylvan Princess, Woodland Druid&lt;br /&gt;
* 4: Unicorn, Kiskin Boughrunner, Kiskin Leafsplitter, Centaur Spearman, Forest Ancient, Centaur Chieftain, Sylvan Queen, Tree Shepherd&lt;br /&gt;
&lt;br /&gt;
HIGHLAND&lt;br /&gt;
* 2: Ritual Keeper, Wild Eagle, Clan Axeman&lt;br /&gt;
* 3: Dire Wolf, Clan Healer, Clan Guardian, Ritual Master, Hungry Bear&lt;br /&gt;
* 4: Wolf Rider, Mountain Troll, Hill Giant, Eagle Lord, War Summoner, War Drummer, Legend Slayer, Blood Shaman, Werewolf&lt;br /&gt;
* 5: Warlord&lt;br /&gt;
&lt;br /&gt;
EVERFROST&lt;br /&gt;
* 2: Snow Fox, Crystal Mirror, Crystal Grower&lt;br /&gt;
* 3: Ice Princess, Royal Reindeer, Frostweave Illusionist, Frostweave Summoner, Frost Imp, Frozen Chest&lt;br /&gt;
* 4: Winter Whisperer, Glacier Giant, Ice Queen, Ice Wyvern, Everfrost Sentinel, Deathbringer, War Sled, Polar Bear, Snow Monster&lt;br /&gt;
&lt;br /&gt;
LEGENDS&lt;br /&gt;
* Time Elemental, Earth Elemental, Fire Elemental, Storm Elemental, Leviathan, Hell Bull, Angel of Death, Two-Headed Dragon, Fire Dragon, Titan, Bone Catapult&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2200</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2200"/>
		<updated>2017-01-23T06:35:58Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake iis to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The upper number on flares ranges from 2 to 5; the lower number from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Here is a full list of all cards in Tash-Kalar&#039;s BGA implementation (numbers denote the pieces in the pattern):&lt;br /&gt;
&lt;br /&gt;
IMPERIAL&lt;br /&gt;
* 2: Messenger, Swordmaster, Bomb&lt;br /&gt;
* 3: Chronicler, Herald, High Priestess, Summoner, Cannon, Assassin&lt;br /&gt;
* 4: Gryphon Rider, Knight, Master of Intrigue, Cavalry Captain, Infantry Captain, Champion, Time Mage, Gun Tower, Hypnotist&lt;br /&gt;
&lt;br /&gt;
SYLVAN&lt;br /&gt;
* 2: Sapling, Kiskin Farseeders, Forest Wardens&lt;br /&gt;
* 3: Naiad, Charging Buck, Kiskin Spirit, Dryad, Forest Mystic, Sylvan Princess, Woodland Druid&lt;br /&gt;
* 4: Unicorn, Kiskin Boughrunner, Kiskin Leafsplitter, Centaur Spearman, Forest Ancient, Centaur Chieftain, Sylvan Queen, Tree Shepherd&lt;br /&gt;
&lt;br /&gt;
HIGHLAND&lt;br /&gt;
* 2: Ritual Keeper, Wild Eagle, Clan Axeman&lt;br /&gt;
* 3: Dire Wolf, Clan Healer, Clan Guardian, Ritual Master, Hungry Bear&lt;br /&gt;
* 4: Wolf Rider, Mountain Troll, Hill Giant, Eagle Lord, War Summoner, War Drummer, Legend Slayer, Blood Shaman, Werewolf&lt;br /&gt;
* 5: Warlord&lt;br /&gt;
&lt;br /&gt;
EVERFROST&lt;br /&gt;
* 2: Snow Fox, Crystal Mirror, Crystal Grower&lt;br /&gt;
* 3: Ice Princess, Royal Reindeer, Frostweave Illusionist, Frostweave Summoner, Frost Imp, Frozen Chest&lt;br /&gt;
* 4: Winter Whisperer, Glacier Giant, Ice Queen, Ice Wyvern, Everfrost Sentinel, Deathbringer, War Sled, Polar Bear, Snow Monster&lt;br /&gt;
&lt;br /&gt;
LEGENDS&lt;br /&gt;
* Time Elemental, Earth Elemental, Fire Elemental, Storm Elemental, Leviathan, Hell Bull, Angel of Death, Two-Headed Dragon, Fire Dragon, Titan, Bone Catapult&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2177</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2177"/>
		<updated>2017-01-10T18:24:30Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Crown Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning; and in the forest. Region 1 is less important, since it has only one building to activate, unless your strategy depends heavily on colonists (in which case, move them there as soon as possible to maximize the number of rounds they can produce).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alfândega (Customs)&#039;&#039;: If you have workers in Region 1 this building action can be used to earn an extra PP for each of the player&#039;s ships in a particular colony, in addition to the resources gained during Phase D for each colonist. This strategy works well with the Expeditions Crown Request.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Moinho (Mill)&#039;&#039;: A reliable end-of-round source of 5 bread, if you have 3 workers in this region.&lt;br /&gt;
:&#039;&#039;Capitania (Captaincy)&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region, you can earn an easy 15 points over 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Casa da Coroa (Guild Palace)&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza (Watch Tower)&#039;&#039;: The most powerful building on the board; it is a rare round that you will not want to place a guild die here. Placing one or two workers in the City Watch accomplishes 3 things simultaneously: discarding pirates, enabling you to use pirate die, and scoring 4 VPs if you have a majority in the Honor phase.&lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Plan to have no pirates at game end: otherwise, the potential 16-VP swing may cost you the game. To play optimally, however, you will need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via Fortaleza or other means (Scout, the 3rd passing favour, the King&#039;s favour). All these actions discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). Therefore, especially as you approach the endgame, make sure you have an even multiple of 3 pirates. (Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
Putting a guild die on Fortaleza (if you have workers in Region 3) lets you skip paying for an earlier building action, then discard the resulting pirates at Fortaleza: a very efficient way to conserve money.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round without bread, as you need it to modify dice. Take a few pirates if necessary to hang on to some bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use the Windmill to trade goods, gain bread, etc. Whenever you can, especially early in the game, move up the Windmill to conserve bread. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely must do. Unless you urgently need an action lower on the passing column, grab as high a spot as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. In general you want to avoid ending up with multiple copies of the same request in Round 5, as the 2nd copy will usually score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points with no effort, and scoring 12 or 15  is relatively easy.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively nets only 12 points maximum (since 15 reals = 3 points), the lowest maximum of all the requests.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 points. But avoid having to fulfill them simultaneously in Round 3 or 5; the wood/money upkeep on 6 ships simultaneously in play is onerous.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2176</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2176"/>
		<updated>2017-01-08T21:53:09Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Worker Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning; and in the forest. Region 1 is less important, since it has only one building to activate, unless your strategy depends heavily on colonists (in which case, move them there as soon as possible to maximize the number of rounds they can produce).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 1:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alfândega (Customs)&#039;&#039;: If you have workers in Region 1 this building action can be used to earn an extra PP for each of the player&#039;s ships in a particular colony, in addition to the resources gained during Phase D for each colonist. This strategy works well with the Expeditions Crown Request.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Moinho (Mill)&#039;&#039;: A reliable end-of-round source of 5 bread, if you have 3 workers in this region.&lt;br /&gt;
:&#039;&#039;Capitania (Captaincy)&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region, you can earn an easy 15 points over 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Casa da Coroa (Guild Palace)&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza (Watch Tower)&#039;&#039;: The most powerful building on the board; it is a rare round that you will not want to place a guild die here. Placing one or two workers in the City Watch accomplishes 3 things simultaneously: discarding pirates, enabling you to use pirate die, and scoring 4 VPs if you have a majority in the Honor phase.&lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Plan to have no pirates at game end: otherwise, the potential 16-VP swing may cost you the game. To play optimally, however, you will need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via Fortaleza or other means (Scout, the 3rd passing favour, the King&#039;s favour). All these actions discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). Therefore, especially as you approach the endgame, make sure you have an even multiple of 3 pirates. (Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
Putting a guild die on Fortaleza (if you have workers in Region 3) lets you skip paying for an earlier building action, then discard the resulting pirates at Fortaleza: a very efficient way to conserve money.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round without bread, as you need it to modify dice. Take a few pirates if necessary to hang on to some bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use the Windmill to trade goods, gain bread, etc. Whenever you can, especially early in the game, move up the Windmill to conserve bread. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely must do. Unless you urgently need an action lower on the passing column, grab as high a spot as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. Do not get stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points with no effort, and scoring 12 or 15  is relatively easy.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively nets only 12 points maximum (since 15 reals = 3 points), the lowest maximum of all the requests.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 points. But avoid having to fulfill them simultaneously in Round 3 or 5; the wood/money upkeep on 6 ships simultaneously in play is onerous.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2145</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2145"/>
		<updated>2016-12-28T03:37:22Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning; and in the forest. Region 1 is less important, since it has only one building to activate, unless your strategy depends heavily on colonists (in which case, move them there as soon as possible to maximize the number of rounds they can produce).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 2:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: A reliable end-of-round source of 5 bread, if you have 3 workers in this region.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region, you can earn an easy 15 points over 5 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Region 3:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: The most powerful building on the board; it is a rare round that you will not want to place a guild die here. Placing one or two workers in the City Watch accomplishes 3 things simultaneously: discarding pirates, enabling you to use pirate die, and scoring 4 VPs if you have a majority in the Honor phase. &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Plan to have no pirates at game end: otherwise, the potential 16-VP swing may cost you the game. To play optimally, however, you will need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via Fortaleza or other means (Scout, the 3rd passing favour, the King&#039;s favour). All these actions discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). Therefore, especially as you approach the endgame, make sure you have an even multiple of 3 pirates. (Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
Putting a guild die on Fortaleza (if you have workers in Region 3) lets you skip paying for an earlier building action, then discard the resulting pirates at Fortaleza: a very efficient way to conserve money.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round without bread, as you need it to modify dice. Take a few pirates if necessary to hang on to some bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use the Windmill to trade goods, gain bread, etc. Whenever you can, especially early in the game, move up the Windmill to conserve bread. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely must do. Unless you urgently need an action lower on the passing column, grab as high a spot as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. Do not get stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points with no effort, and scoring 12 or 15  is relatively easy.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively nets only 12 points maximum (since 15 reals = 3 points), the lowest maximum of all the requests.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 points. But avoid having to fulfill them simultaneously in Round 3 or 5; the wood/money upkeep on 6 ships simultaneously in play is onerous.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2144</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2144"/>
		<updated>2016-12-28T03:05:45Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Passing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and unless you urgently need an action lower on the passing column, grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. &lt;br /&gt;
&lt;br /&gt;
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) request is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2143</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2143"/>
		<updated>2016-12-27T23:08:51Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Passing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and unless you urgently need an action lower on the passing column, grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. &lt;br /&gt;
&lt;br /&gt;
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) request is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2142</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2142"/>
		<updated>2016-12-27T22:56:59Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* The Windmill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later. (The Miller guild favour is especially useful for this.)&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip if you do not need the actions lower on the passing column.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. &lt;br /&gt;
&lt;br /&gt;
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) request is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2141</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2141"/>
		<updated>2016-12-27T22:52:39Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Crown Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip if you do not need the actions lower on the passing column.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. &lt;br /&gt;
&lt;br /&gt;
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Wealth of the Nations&#039;&#039; (money) request is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Influence of the Guilds&#039;&#039; is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2140</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2140"/>
		<updated>2016-12-27T22:49:10Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
:&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
:&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
:&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
:&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip if you do not need the actions lower on the passing column.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. &lt;br /&gt;
&lt;br /&gt;
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urbanization&#039;&#039; (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wealth of the Nations&#039;&#039; (money) request is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Influence of the Guilds&#039;&#039; is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Market Routes&#039;&#039; and &#039;&#039;Expeditions&#039;&#039; both score up to 18 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2138</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2138"/>
		<updated>2016-12-24T07:54:04Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: A few minor additions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== SETUP AND GOALS ==&lt;br /&gt;
Each player has 6 workers, who may (for a cost) be placed on action spots to acquire resources or perform actions. Victory points are earned via constructing new buildings or parts of the castle, by other players making use of your buildings, and by other routes such as earning the King&#039;s favour.&lt;br /&gt;
&lt;br /&gt;
== ROUNDS ==&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action. If you build over a pink (neutral) building, it is permanently removed from the game; if you build over one of your own buildings, it returns to the stock of available buildings and may be reconstructed further down the road.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1). (NOTE: In a 2-player game, first player switches automatically between players on the turn order track.)&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only &#039;&#039;after&#039;&#039; Phase 8 scoring.)&lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=2137</id>
		<title>Tips lostcities</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=2137"/>
		<updated>2016-12-24T06:55:40Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Do not attempt all 5 expeditions: only embark on 3 or 4.&amp;#039;&amp;#039;&amp;#039; This is the most important thing to keep in mind in Lost Cities!  &amp;#039;&amp;#039;&amp;#039;Drawing from the deck is vital.&amp;#039;&amp;#039;&amp;#039; Obviousl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Do not attempt all 5 expeditions: only embark on 3 or 4.&#039;&#039;&#039; This is the most important thing to keep in mind in Lost Cities!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing from the deck is vital.&#039;&#039;&#039; Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, always take from the deck, because either it&#039;s a card that may benefit you, a card you can discard to buy time, or (best of all!) the card your opponent is waiting for.&lt;br /&gt;
&lt;br /&gt;
If you have just one card in a suit in your opening hand, especially if it is a handshake or low card, and have no immediate good move, discard it to buy time. If it becomes valuable later on, you may still be able to snag it; even if your opponent takes it, that leaves them with the not inconsiderable problem of filling out that suit (and you can proceed to hoard any cards in that suit that you acquire later).&lt;br /&gt;
&lt;br /&gt;
It&#039;s often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2136</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2136"/>
		<updated>2016-12-24T05:43:56Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake iis to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The upper number on flares ranges from 2 to 5; the lower number from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2132</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2132"/>
		<updated>2016-12-23T08:05:10Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate key cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.) When you&#039;re just starting out, it is impossible to remember all the cards, but be aware of the most powerful and disruptive ones: Hypnotist and Bomb (North/South Empire); Everfrost Sentinel; Blood Shaman and Ritual Master (Highland); Forest Ancient (Sylvan); and Leviathan and Time Elemental (Legends).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To reiterate: as a beginner, &#039;&#039;do not worry about memorizing every single card!&#039;&#039; But eventually you will need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake in Tash-Kalar is to assume that accumulating more pieces than your opponent, and destroying many of your opponent&#039;s pieces, is a good idea. But &#039;&#039;&#039;this approach will usually lose the game,&#039;&#039;&#039; because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2131</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2131"/>
		<updated>2016-12-23T07:48:25Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it, even if you can&#039;t trigger its effects, or discarding it. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; A typical beginner&#039;s mistake in Tash-Kalar is to assume that accumulating more pieces than your opponent, and destroying your opponent&#039;s pieces as thoroughly as possible, is a good idea. In fact, this approach will usually lose the game, because it gives an opponent the opportunity to flare every turn. Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 one) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7) Deeper Play: Getting to Know the Decks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; As a beginner, do not worry about memorizing every single card! But to play Tash-Kalar more than casually, you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful. Be aware of the most powerful and disruptive ones to watch out for, like the dreaded Hypnotist, Bomb, Everfrost Sentinel, Blood Shaman, Ritual Master, Forest Ancient, Leviathan and Time Elemental.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2130</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2130"/>
		<updated>2016-12-23T06:00:01Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Getting and Losing Pirates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the potential 8- or 16-point swing is likely to cost you the game. To play optimally, however, you will frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, on average you will receive 3 (1 + the result of rolling one die). Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
It is vital to avoid getting stuck with duplicate requests in Round 5, as the second one will usually score little or nothing; plan accordingly, and if necessary pass earlier in rounds 3 or 4 to ensure you grab the request you want.&lt;br /&gt;
&lt;br /&gt;
In general, the Wealth of the Nations (money) request is weak in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. Influence of the Guilds is least valuable at the start, as you are unlikely to claim more than one Guild favour in Round 1, but it can yield 15 or 20 points in Round 5, the highest potential return on a single request. Urbanization, Market Routes and Expeditions all have the major advantage that once workers or ships are in position in Round 1, only minor positional adjustments are needed to score them again in Rounds 3 and 5 (but beware of upkeep costs in bread and wood).&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2129</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2129"/>
		<updated>2016-12-22T07:13:34Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Getting and Losing Pirates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
Try to avoid having any pirates at game end: in a 2-player game in particular, the potential 8- or 16-point swing is likely to cost you the game. To play optimally, however, you will frequently need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, the maximum you can get each time is 3. Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
It is vital to avoid getting stuck with duplicate requests in Round 5, as the second one will usually score little or nothing; plan accordingly, and if necessary pass earlier in rounds 3 or 4 to ensure you grab the request you want.&lt;br /&gt;
&lt;br /&gt;
In general, the Wealth of the Nations (money) request is weak in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. Influence of the Guilds is least valuable at the start, as you are unlikely to claim more than one Guild favour in Round 1, but it can yield 15 or 20 points in Round 5, the highest potential return on a single request. Urbanization, Market Routes and Expeditions all have the major advantage that once workers or ships are in position in Round 1, only minor positional adjustments are needed to score them again in Rounds 3 and 5 (but beware of upkeep costs in bread and wood).&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2128</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2128"/>
		<updated>2016-12-22T05:29:45Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Crown Requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, the maximum you can get each time is 3. Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
It is vital to avoid getting stuck with duplicate requests in Round 5, as the second one will usually score little or nothing; plan accordingly, and if necessary pass earlier in rounds 3 or 4 to ensure you grab the request you want.&lt;br /&gt;
&lt;br /&gt;
In general, the Wealth of the Nations (money) request is weak in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. Influence of the Guilds is least valuable at the start, as you are unlikely to claim more than one Guild favour in Round 1, but it can yield 15 or 20 points in Round 5, the highest potential return on a single request. Urbanization, Market Routes and Expeditions all have the major advantage that once workers or ships are in position in Round 1, only minor positional adjustments are needed to score them again in Rounds 3 and 5 (but beware of upkeep costs in bread and wood).&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2127</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2127"/>
		<updated>2016-12-22T05:28:36Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, the maximum you can get each time is 3. Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.&lt;br /&gt;
&lt;br /&gt;
== Crown Requests ==&lt;br /&gt;
It is vital to avoid getting stuck with duplicate requests in Round 5, as the second one will usually score little or nothing; plan accordingly, and if necessary pass earlier in rounds 3 or 4 to ensure you grab the request you want.&lt;br /&gt;
&lt;br /&gt;
In general, the Wealth of the Nations (money) request is weak in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. Influence of the Guilds is least valuable at the start, as you are unlikely to claim more than one Guild favour in Round 1, but it can yield 15 or 20 points in Round 5. Urbanization, Market Routes and Expeditions all have the major advantage that once workers or ships are in position in Round 1, only minor positional adjustments are needed to score them again in Rounds 3 and 5 (but beware of upkeep costs in bread and wood).&lt;br /&gt;
&lt;br /&gt;
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2126</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2126"/>
		<updated>2016-12-21T20:42:31Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it or discarding, even if you can&#039;t trigger its effects. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 flare in the deck) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in the lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily, especially since you will have a more precise sense of what&#039;s in your deck and your opponent&#039;s and can plan accordingly. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2125</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2125"/>
		<updated>2016-12-21T20:39:34Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Getting and Losing Pirates ==&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). And when you acquire pirates from not paying for building actions, the maximum you can get each time is 3. Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass early, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_hanabi&amp;diff=2122</id>
		<title>Tips hanabi</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_hanabi&amp;diff=2122"/>
		<updated>2016-12-19T19:41:03Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is for strategy tips: How to interpret clues, how to give clues, how to decide to play, discard or clue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Basic Rule for Clues:&#039;&#039;&#039; &#039;&#039;&#039;Every clue given is for either a) save useful card(s) or b) get the clued card played.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most hanabi-players on BGA play by this main rule. So when a clue is given, ask yourself &amp;quot;Is this clue to save something&amp;quot;? If not, it is to get played.&lt;br /&gt;
Saving cards is important because there are only 2 cards of value 2, 3, and 4 in each suit, and only 1 card of value 5. To not get stuck on that color it is urgent to keep the last copy of a card safe (prevent from discarding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Basic Rule for Discarding:&#039;&#039;&#039; &#039;&#039;&#039;Discard first what you know is useless (like a clued 1 when all 1s are already played). After that: discard your oldest unclued card.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On BGA new cards move in on the left side. So you should discard from the right side. Most players will expect you to do so from the beginning even though there is no oldest card in your opening hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Basic Rule for Playing:&#039;&#039;&#039; &#039;&#039;&#039;Play the newer clued card&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get multiple cards clued and you can identify it is in fact a clue for play (see Basic Rule 1) - it is more likely that your newer card is the playable card. So most people on BGA expect you to play the clued card on the left. The rest of the cards are just to be kept on your hand.&lt;br /&gt;
Beware that there are different approaches and not all players play by this convention&lt;br /&gt;
&lt;br /&gt;
[to be continued...]&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
&lt;br /&gt;
[to be added...]&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2121</id>
		<title>Tips madeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_madeira&amp;diff=2121"/>
		<updated>2016-12-19T17:34:19Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;== Getting and Losing Pirates == The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd pass...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting and Losing Pirates ==&lt;br /&gt;
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King&#039;s favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza&#039;s stronger ability). Therefore, always when you take pirates do so in multiples of three.&lt;br /&gt;
&lt;br /&gt;
(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)&lt;br /&gt;
&lt;br /&gt;
If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don&#039;t wish to use.&lt;br /&gt;
&lt;br /&gt;
== Worker Placement ==&lt;br /&gt;
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).&lt;br /&gt;
&lt;br /&gt;
Region 2:&lt;br /&gt;
&#039;&#039;Moinho&#039;&#039;: If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.&lt;br /&gt;
&#039;&#039;Capitania&#039;&#039;: The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).&lt;br /&gt;
&lt;br /&gt;
Region 3:&lt;br /&gt;
&#039;&#039;Casa da Coroa&#039;&#039;: Important once you have accumulated guild favours.&lt;br /&gt;
&#039;&#039;Fortaleza&#039;&#039;: Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions). &lt;br /&gt;
&lt;br /&gt;
== Bread ==&lt;br /&gt;
Never start a round with no bread, as you will need it to modify dice. It is preferable to take a few pirates and hang on to a little bread.&lt;br /&gt;
&lt;br /&gt;
== The Windmill ==&lt;br /&gt;
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.&lt;br /&gt;
&lt;br /&gt;
== Passing ==&lt;br /&gt;
More actions is not necessarily better: try to pass as early as possible, once you&#039;ve completed all actions you absolutely &#039;&#039;have&#039;&#039; to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often the best move.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2118</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2118"/>
		<updated>2016-12-16T17:50:45Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it or discarding, even if you can&#039;t trigger its effects. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards. -- By discarding you can also get rid of a flare that is hard to trigger, or Legends that are not useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 flare in the deck) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6) Patience&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tash-Kalar games tend to have a dramatic mid-game &amp;quot;bounce&amp;quot;: it is very hard to hang on to an early lead, because the player in lead will have typically grabbed all the tasks they can easily grab, used their best cards, and be on the verge of giving up flares. If you are behind, even by a substantial number of points, do not give in easily. If you are ahead, be wary: start reducing your piece-count, and if you have a strong lead, try to summon (or discard) Beings as much as possible to hasten the endgame.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2100</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2100"/>
		<updated>2016-12-12T21:26:04Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Hand Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Track the cards.&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anticipate cards in your deck.&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it or discarding, even if you can&#039;t trigger its effects. The smaller your deck, the more precise your endgame play will be, as you will know with certainty what you will draw; and if you cannot score 9 points, you want to be the person who triggers the endgame by running out of cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be wary of flares.&#039;&#039; Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 flare in the deck) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Board Management&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your piece-count down.&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keep your pieces together.&#039;&#039; If your position is dispersed, those pieces will add to your piece-count, making it impossible to get a life-saving flare while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Do not let your opponent set up camp far away from you.&#039;&#039; Make sure you are always able to destroy a piece or two of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Tasks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039; In particular, Side Chain and Corner Chain are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5) Opening Moves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In general (though this advice is dependent on your initial draw and the first tasks available), place your first pieces be near the centre but somewhat off-centre, and in the vicinity of coloured squares. This maximizes control of the board, positional flexibility, and ability to engage in direct conflict or move away from it. If your hand is full of 2- and 3-piece patterns, being right next to your opponent&#039;s pieces is good, as you will be able to destroy their pieces easily. If it&#039;s full of 4- and 5-piece patterns, keep more distance at first.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2091</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2091"/>
		<updated>2016-12-10T23:30:26Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* City Watch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Whenever you place a worker in the City Watch, you may discard 3 pirates.&lt;br /&gt;
&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
*DURING PHASES B, C, OR D&lt;br /&gt;
** Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
** Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
*DURING PHASES B OR C ONLY&lt;br /&gt;
** Move down 1 step to gain 1 bread or 3 reals. &lt;br /&gt;
***If you are already on the bottom step, lose 1 PP to take this action.&lt;br /&gt;
****Gaining only 1 bread or 1 real.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
Steward: a space to plant.&lt;br /&gt;
&lt;br /&gt;
Mayor: city spot.&lt;br /&gt;
&lt;br /&gt;
Commander: ship spot.&lt;br /&gt;
&lt;br /&gt;
Guild master: wood.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2090</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2090"/>
		<updated>2016-12-10T13:48:13Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* High Form Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039;&#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Track the cards.&#039;&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anticipate cards in your deck.&#039;&#039;&#039; Don&#039;t just set up existing patterns in your hand (though do that too!); if you know a useful card is in your deck, try to keep a few pieces on the board that will help you achieve that pattern. It might be the next card you draw. (E.g. if you have the Highland deck, try to maintain a few pieces at the corners of a green square in anticipation of Ritual Master, or a bow-shape for Warlord / Eagle Lord.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play or discard cards rather than letting them go stale.&#039;&#039;&#039; Don&#039;t grow too attached to a card unless you&#039;re absolutely sure you need to use it soon to accomplish a task. If it&#039;s not helping you, get rid of it by summoning it or discarding, even if you can&#039;t trigger its effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be wary of flares.&#039;&#039;&#039; Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 flare in the deck) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep your piece count down.&#039;&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding cards or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep your pieces together.&#039;&#039;&#039; If your position is dispersed they will add to your piece-count while being useless for summoning or claiming tasks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prioritize 1- and 2-point tasks, not 3-pointers and Legends.&#039;&#039;&#039; In particular, avoid focusing on Side Chain and Corner Chain, which are very difficult to achieve without an exorbitant cost. Legends are good but since the 1 point they give is no better than an easily achievable 1-point task, and can be taken away from you, they should not be a major priority unless they help accomplish a task. You need to claim very easy tasks before your opponent does, as they stack up quickly--in particular, never leave End of Legends, Heroic Destruction or Rainbow Domination unclaimed for long, as they are the easiest 2-point tasks to claim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place pieces on or around coloured squares by preference.&#039;&#039;&#039; Even if there&#039;s no coloured summoning/conquest task on the board, one will eventually pop up. (Caveat: do not casually leave pieces on red squares if you are playing against Highland and they haven&#039;t yet played Blood Shaman.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2089</id>
		<title>Tips tashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Tips_tashkalar&amp;diff=2089"/>
		<updated>2016-12-10T13:24:34Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;== High Form Strategy ==  &amp;#039;&amp;#039;&amp;#039;Learn the decks and Legendary Beings.&amp;#039;&amp;#039;&amp;#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== High Form Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learn the decks and Legendary Beings.&#039;&#039;&#039; To play Tash-Kalar well you need to be able to recognize patterns that your opponent is trying to form, and know what&#039;s coming up in your own deck that might be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Track the cards.&#039;&#039;&#039; If you are playing a turn-based game, use the Notes feature of BGA to keep track of both your cards and your opponent&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be wary of flares.&#039;&#039;&#039; Extra actions are extremely valuable in Tash-Kalar--often they are the deciding factor in claiming a task or totally reshaping the board--so don&#039;t let your opponent get flares easily. If you are ahead in piece-count, try to stay ahead by a maximum of 2 heroic pieces and 3 pieces in total--this guarantees that only one flare (the 2/5 flare in the deck) is playable. If you must exceed that limit, avoid triggering top and bottom flares at once. (The top number of flares ranges from 2 to 5; the bottom from 4 to 6.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep your piece count down.&#039;&#039;&#039; If a piece of your own is not helping your position and you have a chance to destroy it, do so rather than destroying an enemy piece--this puts you rather than them closer to a flare. If you&#039;re ahead in the game and your piece count is high, consider discarding a card or summoning a being on top of your own piece (oversummoning) to avoid placing another piece on the board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep your pieces together.&#039;&#039;&#039; If your pieces are dispersed they will add to your piece-count while being useless for summoning or claiming tasks.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2068</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2068"/>
		<updated>2016-11-24T15:06:48Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* 8. STAGES OF THE CASTLE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1). (NOTE: In a 2-player game, first player switches automatically between players on the turn order track.)&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only &#039;&#039;after&#039;&#039; Phase 8 scoring.)&lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2067</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2067"/>
		<updated>2016-11-24T15:04:29Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* ROYAL FAVOURS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only &#039;&#039;after&#039;&#039; Phase 8 scoring.)&lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2066</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2066"/>
		<updated>2016-11-24T15:03:00Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* 3: ACTIVATE PLACES BEFORE THE BRIDGE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2059</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2059"/>
		<updated>2016-11-15T22:35:56Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2058</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2058"/>
		<updated>2016-11-15T22:33:37Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Gamehelpcaylus&amp;diff=2057</id>
		<title>بحث:Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=%D8%A8%D8%AD%D8%AB:Gamehelpcaylus&amp;diff=2057"/>
		<updated>2016-11-15T21:43:21Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;Since the Caylus page was empty I put in a condensation of the rules -- please edit it as it&amp;#039;s a complex game and I may have missed something important!!!! --nandblock&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since the Caylus page was empty I put in a condensation of the rules -- please edit it as it&#039;s a complex game and I may have missed something important!!!! --nandblock&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2056</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2056"/>
		<updated>2016-11-15T21:41:10Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* FINAL SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2055</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2055"/>
		<updated>2016-11-15T21:39:39Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* FINAL SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2054</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2054"/>
		<updated>2016-11-15T21:39:30Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* 7. THE BAILIFF ADVANCES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2053</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2053"/>
		<updated>2016-11-15T21:39:20Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* ACTIVATE PLACES BEFORE THE BRIDGE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
 If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2052</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2052"/>
		<updated>2016-11-15T21:39:07Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
 If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1999</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1999"/>
		<updated>2016-09-20T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1998</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1998"/>
		<updated>2016-09-20T16:53:29Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Adding more stuff....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elements of Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1997</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1997"/>
		<updated>2016-09-20T16:50:19Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* PHASE A: SETUP AND GUILD CHOICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1996</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1996"/>
		<updated>2016-09-20T13:27:59Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Trying to condense the basic turn rules to something manageable - I find the rulebook&amp;#039;s version rather opaque&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the building number). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://fa.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1948</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://fa.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1948"/>
		<updated>2016-09-02T00:04:26Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&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 by one step. 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 &#039;&#039;the same&#039;&#039; 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 actions. These may be any of the following:&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. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&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 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;
Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don&#039;t worry, BGA automates the setup.)&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;
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When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
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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;
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Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
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=== Improvised Summoning ===&lt;br /&gt;
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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 opponents&#039; pieces simultaneously.&lt;br /&gt;
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== 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>Nandblock</name></author>
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