<?xml version="1.0"?>
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	<id>https://sr.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ricardorix</id>
	<title>Board Game Arena - Кориснички доприноси [sr]</title>
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	<updated>2026-10-23T07:54:51Z</updated>
	<subtitle>Кориснички доприноси</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3205</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3205"/>
		<updated>2018-09-26T12:57:54Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Objective of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to make encircle the king in order to capture him.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal his to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Fortresses =&lt;br /&gt;
The Muscovites and the king starting positions are &#039;&#039;&#039;fortresses&#039;&#039;&#039;:&lt;br /&gt;
as long as they do not leave those tiles, pawns can freely move inside them.&lt;br /&gt;
 &lt;br /&gt;
However, any pawn at a stop outside a fortress cannot enter nor pass through those tiles.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, by Muscovites or fortress squares :&lt;br /&gt;
&lt;br /&gt;
[[File:King_capture.png]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[File:Tablut_king_capture.png]]&lt;br /&gt;
&lt;br /&gt;
= Variant: King in the corners =&lt;br /&gt;
Like all tafl games, tablut has many variants.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach one of the 4 corners.&lt;br /&gt;
He cannot capture any enemy pawn but be can captured by 3 Muscovites when he is on a board edge.&lt;br /&gt;
Finally, the Muscovites starting positions are no more impassable.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=3033</id>
		<title>Gamehelpniagara</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=3033"/>
		<updated>2018-05-16T21:06:48Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players paddle canoes along the Niagara river to collect gems of five different colors and bring them safely back to shore without being swept over the waterfall. To win, a player must return either:&lt;br /&gt;
* 5 different colored gems (1 of each)&lt;br /&gt;
* 4 gems of the same color&lt;br /&gt;
* 7 gems of any color&lt;br /&gt;
The tie break is the value of the gems - the gems closer to the waterfall have a higher value. In order the gems are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot;| Gem&lt;br /&gt;
! Color&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|Amethyst&lt;br /&gt;
|Violet&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
|Clear&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Amber&lt;br /&gt;
|Yellow&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Sapphire&lt;br /&gt;
|Blue&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Ruby&lt;br /&gt;
|Pink&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
Players have a set of 7 paddle cards which they play to determine the speed of their canoes and the speed of the river. All players must select the card they will play before the players then move their canoes in turn order. Once a card has been played it is not available to play again until all 7 cards have been played.&lt;br /&gt;
&lt;br /&gt;
After all the players have moved their canoes the river moves causing all the canoes on the river to be swept downstream. The river moves the same number of places as the lowest value paddle card played plus or minus a modifier depending on the weather. At the beginning of the game the weather is set to 0 so there is no modification but each player also has a cloud card as part of their set of paddle cards that allows them to adjust the weather and hence make the river speed up or slow down. &lt;br /&gt;
&lt;br /&gt;
The number on the paddle card determines the number of spaces that the canoe moves - it costs 2 paddle points to pick up (or offload) a gem. Thus if a player chose their 5 card they could move their canoe 5 spaces *or* they could move their canoe 3 spaces and pick up a gem (or they could offload a gem and move their canoe 3 spaces). Both canoes may be moved with the same paddle card - both canoes are moved the same amount, the paddles points are not split between the canoes. &lt;br /&gt;
&lt;br /&gt;
When both canoes are out of the water only one can be launched in that turn. If both canoes are in the water they must both be moved using the full value of the paddle points - a player cannot chose not to move one canoe and must always use the full value of the paddle points. However if one of the canoes is out of the water a player may choose not to launch it. Canoes may only move upstream or downstream in a single turn - it is not permitted to change direction in the middle of the turn. However one canoe could move upstream and the second one downstream.&lt;br /&gt;
&lt;br /&gt;
Players may steal gems from other canoes, but only after moving upstream and only if they finish on the same space as the other player (and only if they have an empty canoes and hence space to load the gem). Turn order is therefore crucial for stealing.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=3032</id>
		<title>Gamehelpniagara</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Gamehelpniagara&amp;diff=3032"/>
		<updated>2018-05-16T21:05:32Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players paddle canoes along the Niagara river to collect gems of five different colors and bring them safely back to shore without being swept over the waterfall. To win, a player must return either:&lt;br /&gt;
* 5 different colored gems &lt;br /&gt;
* 4 gems of the same color&lt;br /&gt;
* 7 gems of any color&lt;br /&gt;
The tie break is the value of the gems - the gems closer to the waterfall have a higher value. In order the gems are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot;| Gem&lt;br /&gt;
! Color&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
|Amethyst&lt;br /&gt;
|Violet&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diamond&lt;br /&gt;
|Clear&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Amber&lt;br /&gt;
|Yellow&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Sapphire&lt;br /&gt;
|Blue&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Ruby&lt;br /&gt;
|Pink&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
Players have a set of 7 paddle cards which they play to determine the speed of their canoes and the speed of the river. All players must select the card they will play before the players then move their canoes in turn order. Once a card has been played it is not available to play again until all 7 cards have been played.&lt;br /&gt;
&lt;br /&gt;
After all the players have moved their canoes the river moves causing all the canoes on the river to be swept downstream. The river moves the same number of places as the lowest value paddle card played plus or minus a modifier depending on the weather. At the beginning of the game the weather is set to 0 so there is no modification but each player also has a cloud card as part of their set of paddle cards that allows them to adjust the weather and hence make the river speed up or slow down. &lt;br /&gt;
&lt;br /&gt;
The number on the paddle card determines the number of spaces that the canoe moves - it costs 2 paddle points to pick up (or offload) a gem. Thus if a player chose their 5 card they could move their canoe 5 spaces *or* they could move their canoe 3 spaces and pick up a gem (or they could offload a gem and move their canoe 3 spaces). Both canoes may be moved with the same paddle card - both canoes are moved the same amount, the paddles points are not split between the canoes. &lt;br /&gt;
&lt;br /&gt;
When both canoes are out of the water only one can be launched in that turn. If both canoes are in the water they must both be moved using the full value of the paddle points - a player cannot chose not to move one canoe and must always use the full value of the paddle points. However if one of the canoes is out of the water a player may choose not to launch it. Canoes may only move upstream or downstream in a single turn - it is not permitted to change direction in the middle of the turn. However one canoe could move upstream and the second one downstream.&lt;br /&gt;
&lt;br /&gt;
Players may steal gems from other canoes, but only after moving upstream and only if they finish on the same space as the other player (and only if they have an empty canoes and hence space to load the gem). Turn order is therefore crucial for stealing.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=2194</id>
		<title>Tips raceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=2194"/>
		<updated>2017-01-16T21:41:56Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Game Only, 2 Player only variant.&lt;br /&gt;
======================================&lt;br /&gt;
The game is won through Victory Points (VP). The 2 possible ways to get VP are: &lt;br /&gt;
1. Playing developments &amp;amp; worlds. &lt;br /&gt;
2. Consuming goods to gain the additional VP chips.&lt;br /&gt;
&lt;br /&gt;
So strategy tips will be based one or both of these ways of gaining VP.&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, most common strategies go though 3 different phases.&lt;br /&gt;
1. Start of the game:&lt;br /&gt;
Money (cards in hand) is more important than VP at this stage.&lt;br /&gt;
Gain cards in hand by trading goods, normally from cheap windfall worlds, or exploring.&lt;br /&gt;
You may also see some small trading improvement cards which aid this strategy like &#039;export duties&#039; or &#039;spice world&#039;&lt;br /&gt;
&lt;br /&gt;
2. Middle game.&lt;br /&gt;
Develop a card drawing engine by playing card cost saving and gaining cards. &lt;br /&gt;
Examples will be &#039;Drop Ships&#039;, &#039;Replicant Robots&#039;, &#039;Diverse Economy&#039;, &#039;Consumer Markets&#039;.&lt;br /&gt;
Not to be overlooked are lots of cards which aid free stuff in the produce phase.&lt;br /&gt;
&lt;br /&gt;
3. End game.&lt;br /&gt;
Depending upon your strategy goal, the end game will likely involve capitalising on your earlier developments and worlds.&lt;br /&gt;
So the &#039;produce and consumeX2&#039; is one popular strategy.&lt;br /&gt;
Build 6? point developments that gain lots of points in the final count.&lt;br /&gt;
Build other high scoring worlds like alien worlds and military worlds.&lt;br /&gt;
Whatever you decide it should be to maximise your potential of hand and cards on the table, and looking to see how your position best plays against your opponents to secure victory.&lt;br /&gt;
Occasionally you may tell that the only way to victory could be to +5/0 explore to dig for that one final 6 point dev card that will earn you 14 points. Better to go down fighting than to simply concede.&lt;br /&gt;
&lt;br /&gt;
Drafting \ Leeching \ Playing the opponent.&lt;br /&gt;
Whatever you want to call it, the strategy of your opponent should be considered at all times. This is not just a multiplayer solitaire game.&lt;br /&gt;
So at the &#039;choose actions&#039; initial part of the round, consider what phases your opponent is likely to choose. If they are likely to choose &#039;Produce&#039; then you will know that you don&#039;t necessarily need to. &lt;br /&gt;
If they are going to produce they you can likely choose develop, and play &#039;Diverse Economy&#039; and create a surprise benefit from their choose of produce.&lt;br /&gt;
Sometimes there may be no direct benefit but you should still try and see what actions they may take and keep cheap, easy to play filler cards.&lt;br /&gt;
Occasionally you get the &#039;zugzwang&#039; feeling, where both players would normally choose produce (or any other action type) but neither do.&lt;br /&gt;
&lt;br /&gt;
So the likelihood and the beauty of the game is that there is no one strategy to beat all others. You must be willing to be flexible at all times to maximise your position.&lt;br /&gt;
&lt;br /&gt;
Some small extra tips:&lt;br /&gt;
Yes, some games may only last 6 or 7 rounds and you&#039;ve just been beaten by a very rapid cheap blue or brown consumex2 and produce tactic.&lt;br /&gt;
Leaving 0 or few cards in the hand after a round can leave you exposed. If you do this then you need to have a plan, like a alien yellow windfall world ready to be traded or something.&lt;br /&gt;
It&#039;s a race; always question your position and the end of the game, try to finish on a high, 6 point development cards are often played in the final round to steal the win.&lt;br /&gt;
Consumex2 strategies are often used to gain large amount of extra VP chips.&lt;br /&gt;
A non military strategy can still deploy a 7 point rebel world with the help of the &#039;Contact Specialist&#039;.&lt;br /&gt;
Don&#039;t blame the card draw, 95% of the time a credible alternative is available. It sucks to lose, pay better next time!&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=2192</id>
		<title>Tips raceforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Tips_raceforthegalaxy&amp;diff=2192"/>
		<updated>2017-01-16T12:47:26Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: Created page with &amp;quot;Base Game Only, 2 Player only variant. ====================================== The game is won through Victory Points (VP). The 2 possible ways to get VP are:  1. Playing devel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Game Only, 2 Player only variant.&lt;br /&gt;
======================================&lt;br /&gt;
The game is won through Victory Points (VP). The 2 possible ways to get VP are: &lt;br /&gt;
1. Playing developments &amp;amp; worlds. &lt;br /&gt;
2. Consuming goods to gain the additional VP chips.&lt;br /&gt;
&lt;br /&gt;
So strategy tips will be based one or both of these ways of gaining VP chips.&lt;br /&gt;
&lt;br /&gt;
Broadly speaking, most common strategies go though 3 different phases.&lt;br /&gt;
1. Start of the game:&lt;br /&gt;
Money (cards in hand) is more important than VP at this stage.&lt;br /&gt;
Gain cards in hand by trading goods, normally from cheap windfall worlds, or exploring.&lt;br /&gt;
You may also see some small trading improvement cards which aid this strategy like &#039;export duties&#039; or &#039;spice world&#039;&lt;br /&gt;
&lt;br /&gt;
2. Middle game.&lt;br /&gt;
Develop a card drawing engine by playing card cost saving and gaining cards. &lt;br /&gt;
Examples will be &#039;Drop Ships&#039;, &#039;Replicant Robots&#039;, &#039;Diverse Economy&#039;, &#039;Consumer Markets&#039;.&lt;br /&gt;
Not to be overlooked are lots of cards which aid free stuff in the produce phase.&lt;br /&gt;
&lt;br /&gt;
3. End game.&lt;br /&gt;
Depending upon your strategy goal, the end game will likely involve capitalising your your earlier developments and worlds.&lt;br /&gt;
So the &#039;produce and consumeX2&#039; is one popular strategy.&lt;br /&gt;
Build 6? point developments that gain lots of points in the final count.&lt;br /&gt;
Build other high scoring worlds like alien worlds and military worlds.&lt;br /&gt;
Whatever you decide it should be to maximise your potential of hand and cards on the table, and looking to see how your position best plays against your opponents to secure victory.&lt;br /&gt;
Occasionally you may tell that the only way to victory could be to +5/0 explore to dig for that one final 6 point dev card that will earn you 14 points. Better to go down fighting than to simply concede.&lt;br /&gt;
&lt;br /&gt;
Drafting \ Leeching \ Playing the opponent.&lt;br /&gt;
Whatever you want to call it, the strategy of your opponent should be considered at all times. This is not just a multilayer solitaire game.&lt;br /&gt;
So at &#039;choose actions&#039; part of the round. Consider what phases are they likely to choose? If they are likely to choose &#039;Produce&#039; then you will know that you don&#039;t necessarily need to. &lt;br /&gt;
If they are going to produce they you can likely choose develop, and play &#039;Diverse Economy&#039; and create a surprise benefit from their choosing produce.&lt;br /&gt;
Sometimes there may no direct benefit but you should still try and see what actions they may take and keep cheap, easy to play filler cards.&lt;br /&gt;
Occasionally you get the &#039;zugzwang&#039; feeling, where both players would normally choose produce but neither do.&lt;br /&gt;
&lt;br /&gt;
So the likelihood and the beauty of the game is that there is no one strategy to beat all others. You must be willing to be flexible at all times to maximise your position.&lt;br /&gt;
&lt;br /&gt;
So some small extra tips:&lt;br /&gt;
Yes, some games may only last 6 or 7 rounds and you&#039;ve just been beaten by a very rapid blue or brown consumex2 and produce tactic.&lt;br /&gt;
Leaving 0 or few cards in the hand after a round can leave you exposed. If you do this then you need to have a plan, like a alien yellow windfall world ready to be traded or something.&lt;br /&gt;
It&#039;s a race; always question your position and the end of the game, try to finish on a high, 6 point development cards are often played in the final round to steal the win.&lt;br /&gt;
Consumex2 strategies are often used to gain large amount of extra VP chips.&lt;br /&gt;
A non military strategy can still deploy a 7 point rebel world with the help of the &#039;Contact Specialist&#039;.&lt;br /&gt;
Don&#039;t blame the card draw, 95% of the time a credible alternative is available. It sucks to lose, pay better next time!&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=2124</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=2124"/>
		<updated>2016-12-21T16:41:14Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. Later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
&lt;br /&gt;
If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://sr.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=2123</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://sr.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=2123"/>
		<updated>2016-12-21T16:33:56Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: Created page with &amp;quot;Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice). So immediately retreat to 3. Later when you have just 2 cards retreat all the way to 6 an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. Later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
</feed>