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	<id>https://vi.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scottmcn</id>
	<title>Board Game Arena - Đóng góp của người dùng [vi]</title>
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	<updated>2026-10-14T12:20:38Z</updated>
	<subtitle>Đóng góp của người dùng</subtitle>
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	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Gamehelpnotalone&amp;diff=3445</id>
		<title>Gamehelpnotalone</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Gamehelpnotalone&amp;diff=3445"/>
		<updated>2019-04-17T17:43:01Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: /* Phase 2 : Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object of the game ==&lt;br /&gt;
NOT ALONE is an asymmetrical card game, with one player (the Creature) playing against the other players (the Hunted).&lt;br /&gt;
&lt;br /&gt;
If you play as one of the Hunted, you explore Artemia using Place cards. By playing these and your Survival cards, your aim is to avoid being hunted down by the Creature until help arrives.&lt;br /&gt;
&lt;br /&gt;
If you play as the Creature, your aim is to hunt down the shipwrecked survivors and assimilate them into the planet’s ecosystem. By playing your Hunt cards and activating the powers of Artemia, you repeatedly attack the Hunted to wear down their will and inescapably bind them to the planet.&lt;br /&gt;
&lt;br /&gt;
== Place cards ==&lt;br /&gt;
&lt;br /&gt;
The planet Artemia is made up of 10 different Place cards. Each Place card has a number, a name and a power that can be activated by the Hunted. &#039;&#039;&#039;The place cards are horizontally or vertically adjacent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Hunted begins the game with the 5 basic Place cards (Lair, Jungle, River, Beach and Rover) and may explore new places during the game (Swamp, Shelter, Wreck, Source and Artefact).&lt;br /&gt;
&lt;br /&gt;
== Hunt cards ==&lt;br /&gt;
&lt;br /&gt;
Hunt cards increase the chances of the Creature being able to assimilate the Hunted. Each Hunt card shows a power that can be activated by the Creature and the phase in which that power may be played. Some also show a Target or Artemia symbol.&lt;br /&gt;
&lt;br /&gt;
Hunt Cards may be played at any time during the phase shown on the card and are discarded after use. &#039;&#039;&#039;The Creature may only play one Hunt card per turn&#039;&#039;&#039; unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
If a Hunt card with the Target symbol is played, &#039;&#039;&#039;the Creature assigns its effects by placing the Target token on one of the 10 Place cards&#039;&#039;&#039; that form the planet. If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects to the targeted place.&lt;br /&gt;
&lt;br /&gt;
If a Hunt card with the Artemia symbol is played, &#039;&#039;&#039;the Creature assigns its effects by placing the Artemia token on one of the 10 Place cards&#039;&#039;&#039; that form the planet. If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects.&lt;br /&gt;
&lt;br /&gt;
== Survival cards ==&lt;br /&gt;
&lt;br /&gt;
Survival cards increase the chances of the Hunted resisting the Creature’s attacks until the arrival of the Rescue mission. Each Survival card shows a power that can be activated by the Hunted and the phase in which that power may be played.&lt;br /&gt;
&lt;br /&gt;
Survival cards may be played at any time during the phase shown on the card and are discarded after use. &#039;&#039;&#039;Each Hunted may only play one Survival card per turn&#039;&#039;&#039; even if caught by the Creature. There is no limit to the number of Survival cards that a Hunted may hold.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Hunt and Survival cards used during the same phase take effect in the order in which they are played.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The effects of Hunt and Survival cards are limited to the current game turn&#039;&#039;&#039; and they may change the general rules.&lt;br /&gt;
&lt;br /&gt;
== Playing the game ==&lt;br /&gt;
&lt;br /&gt;
Each turn takes place over 4 phases: Exploration, Hunting, Reckoning and End-of-Turn Actions. Proceed as follows:&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Exploration ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunted simultaneously play one Place card&#039;&#039;&#039; each from their hand by placing it face down in front of them. They may communicate, but only aloud. Players may bluff, but they may not reveal their cards to each other. &#039;&#039;&#039;Playing a Place card is mandatory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before playing a Place card, a Hunted may choose to do the following:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Resist&#039;&#039;&#039;: the player forfeits 1 or 2 Will counters to take back 2 or 4 Place cards of his choice, respectively, from his discard pile. If in doing so a Hunted loses his third Will counter, he&lt;br /&gt;
must &#039;&#039;&#039;Give Up&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Give Up&#039;&#039;&#039;: the player regains all of his Will counters and takes back all of his discarded Place cards. Giving up, however, lets the Creature assimilate the Hunted faster. &#039;&#039;&#039;Each time a Hunted gives up during this phase, immediately move forward the Assimilation counter by one space.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 : Hunting ===&lt;br /&gt;
&lt;br /&gt;
The Creature places tokens to try to catch the players.  If the token matches the location of a player the effect is applied.  In the first round the players can only be in locations 1 through 5.  They can only gain the additional locations by visiting the Rover.&lt;br /&gt;
&lt;br /&gt;
The Creature may place the following tokens on the Place cards that make up Artemia:&lt;br /&gt;
&lt;br /&gt;
- The Creature token.&lt;br /&gt;
&lt;br /&gt;
- The Target token if the target symbol is on a Hunt card played.&lt;br /&gt;
&lt;br /&gt;
- The Artemia token if the Artemia Symbol is on a Hunt card played &#039;&#039;&#039;AND/OR&#039;&#039;&#039; on the space under the Rescue counter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunt tokens can be placed on the same place to stack their effects.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 3 : Reckoning ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunted simultaneously reveal their Place card.&#039;&#039;&#039; The phase should then proceed as follows:&lt;br /&gt;
&lt;br /&gt;
- Starting with the player to the left of the Creature, each Hunted who explores a place without a Hunt token may immediately &#039;&#039;&#039;use the place’s power&#039;&#039;&#039; OR &#039;&#039;&#039;take back 1 Place card of his choice from his discard pile&#039;&#039;&#039;. If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.&lt;br /&gt;
&lt;br /&gt;
- Each Hunted who explores the place where the Target token is located is subject to the &#039;&#039;&#039;effect of the Hunt card&#039;&#039;&#039;. He may then &#039;&#039;&#039;use the power on the Place card&#039;&#039;&#039; OR &#039;&#039;&#039;take back 1 Place card of his choice from his discard pile&#039;&#039;&#039;. If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.&lt;br /&gt;
&lt;br /&gt;
- Each Hunted who explores the place where the Artemia token is located &#039;&#039;&#039;discards 1 Place card from his hand&#039;&#039;&#039;. The &#039;&#039;&#039;place’s power may not be used&#039;&#039;&#039; and the Hunted may not take back a discarded Place card.&lt;br /&gt;
&lt;br /&gt;
- Each Hunted who explores the place where the Creature token is located &#039;&#039;&#039;loses 1 Will counter&#039;&#039;&#039;. &#039;&#039;&#039;Immediately move the Assimilation counter forward 1 space regardless of the number of Hunted caught.&#039;&#039;&#039; The place’s power may not be used and the Hunted may not take back a discarded Place card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During this phase, if at least one of the Hunted loses his third Will counter, move the Assimilation counter forward by 1 space.&#039;&#039;&#039; Then these Hunted take back all of their Place cards, as well as their 3 Will counters.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4 : End-of-turn actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each Hunted&#039;&#039;&#039; discards the Place card played, face up. The Creature must always be able to see the figures on all discarded Place cards. &#039;&#039;&#039;The Creature&#039;&#039;&#039; takes back it&#039;s Hunt tokens and draws Hunt cards up to a hand of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move the Rescue counter forward 1 space&#039;&#039;&#039; and begin again at Phase 1: Exploration.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&#039;&#039;&#039;The Creature wins&#039;&#039;&#039; immediately if the Assimilation counter reaches the Victory space first. With their will sapped, all of the Hunted have been assimilated. They are now part of the planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunted win&#039;&#039;&#039; immediately if the Rescue counter reaches the Victory space first. A rescue mission arrives to extract the survivors from this hostile planet.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== THE LAIR ===&lt;br /&gt;
If a Hunted chooses to retrieve his discarded Place cards, he does not retrieve the Lair because during the Reckoning phase, the Lair is not yet in the player’s discarded cards.&lt;br /&gt;
&lt;br /&gt;
If a Hunted caught on The Lair only has 1 Will counter, this Hunted loses only one Will counter.&lt;br /&gt;
&lt;br /&gt;
=== THE BEACH ===&lt;br /&gt;
Use of the Beach is limited to once per turn regardless of the number of Hunted exploring the Beach: either charge the Marker (place the Marker token on the Beach), or activate the Marker (remove the Marker token from the Beach and move the Rescue counter forward by 1 space). If two or more Hunted explore the Beach, one of them may use the power of the Beach and the others may take back 1 Place card of their choice from their discard pile. The power of the Beach may stack with that of the Wreck.&lt;br /&gt;
&lt;br /&gt;
=== THE WRECK ===&lt;br /&gt;
Use of the Wreck is limited to once per turn regardless of the number of Hunted exploring the Wreck. If two or more Hunted explore the Wreck, one of them may use the power of the Wreck and the others may take back 1 Place card of their choice from their discard pile. The power of the Wreck may stack with that of the Beach.&lt;br /&gt;
&lt;br /&gt;
=== THE ARTEFACT ===&lt;br /&gt;
The 2 Place cards played are resolved one by one in the order of the player’s choice, following the rules of Phase 3: Reckoning. The power of the Artefact may not be copied by a place’s power, nor by a Survival card.&lt;br /&gt;
&lt;br /&gt;
If you get caught twice by the same Hunt token, the personal effects of the token are applied twice.&lt;br /&gt;
&lt;br /&gt;
=== DRONE ===&lt;br /&gt;
This Survival card can only be used if the power of you place card could be used. On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== GATE ===&lt;br /&gt;
This Survival card can only be used if the power of you place card could be used. On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.&lt;br /&gt;
&lt;br /&gt;
=== DOUBLE BACK ===&lt;br /&gt;
If you played 2 Place cards using the Artefact, you may only take back one of them.&lt;br /&gt;
&lt;br /&gt;
=== WRONG TRACK ===&lt;br /&gt;
If the &amp;quot;Clone&amp;quot; Hunt card was played this turn, you may move either the Creature token or the Target token with represents the Clone.&lt;br /&gt;
&lt;br /&gt;
=== DESPAIR ===&lt;br /&gt;
When this Hunt card is played, all Hunted players who already played a Place card automatically take it back in their hand, and then play again any Place card.&lt;br /&gt;
&lt;br /&gt;
=== DODGE ===&lt;br /&gt;
This cards effect only applies to the Hunted who plays it. Therefore you must be on the same location than the Creature to play it, and it will not prevent the other Hunted to get caught.&lt;br /&gt;
&lt;br /&gt;
=== HOLOGRAM ===&lt;br /&gt;
This cards effect only applies to the Hunted who plays it. Therefore you must be on the same location than the Artemia token to play it, and it will not prevent the other Hunted to get caught.&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Gamehelpsplits&amp;diff=2405</id>
		<title>Gamehelpsplits</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Gamehelpsplits&amp;diff=2405"/>
		<updated>2017-05-24T18:33:13Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to be the player who occupies the most spaces on the pasture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building the Pasture and Initial Placement&#039;&#039;&#039;:&lt;br /&gt;
Each player begins with 4 diamond-shaped pasture tiles.  The first player places one of their pasture tiles on the board.  The other players place one of their pasture tiles in turn, with each new tile connecting to the existing pasture on at least one side.  This continues until each player has placed all 4 of their pasture tiles.&lt;br /&gt;
&lt;br /&gt;
Then, again starting with the first player, each player places their entire stack of 16 sheep on any unoccupied pasture along the OUTSIDE border. &lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Games can be won and lost in this phase !  The first player tends to start with an advantage as they have first placement AND first move.  You may build the board differently depending on whether you are the first player or one of the subsequent players.  In considering initial placement, think about who will act before you and what their likely first move will be.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;:&lt;br /&gt;
On your turn, your move consists of splitting a stack of your own sheep into two parts, moving part of the stack in a straight line as far as it can go before hitting another sheep or the border (sheep can not jump over other sheep or gaps).  &lt;br /&gt;
&lt;br /&gt;
Click on the stack you wish to split.  Then, click on the desired destination pasture space.  This will split your herd in two halves.  Click on the original or destination space to adjust the amount of sheep you want in each herd.  You MUST leave at least one sheep on the space on which the original stack was standing.&lt;br /&gt;
&lt;br /&gt;
When you are happy with the split, click the &#039;Validate&#039; option at the top of the game screen.&lt;br /&gt;
&lt;br /&gt;
Play continues with each player splitting any one of their stacks.  A stack is blocked when it is surrounded by opponents&#039; pieces or the edge, and can no longer be split and moved.&lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Watching out for your biggest herd is usually a sound strategy to start with.  Watch out for chokepoints that can be easily closed off leaving you without enough room to spread the rest of your herd.  Try not to block yourself in and count your sheep carefully !&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
When all your sheep are blocked, you are eliminated from the game.  The game ends when the last remaining player can no longer move.&lt;br /&gt;
&lt;br /&gt;
The winner is the player who succeeds in controlling the most pasture spaces.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the winner is the player who has the largest number of contiguous pasture spaces occupied by their herd of sheep.&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=2231</id>
		<title>Gamehelpelfenland</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=2231"/>
		<updated>2017-02-11T00:06:38Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Visiting as many cities as possible in Elfenland over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player who collected the most Town Pieces wins. Any players having an equal number of Town Pieces are ranked by remaining cards (the more the better).&lt;br /&gt;
&lt;br /&gt;
We advise you to play with at least 3 players to best enjoy the game (4 or 5 is even better). A lot of the fun comes from using the Transportation Counters set by other players to optimise one&#039;s travels, so the more the merrier!&lt;br /&gt;
&lt;br /&gt;
== Round overview ==&lt;br /&gt;
&lt;br /&gt;
A round is split into phases:&lt;br /&gt;
&lt;br /&gt;
# Each player fills his hand up to 8 cards and gets a secret Transportation Counter.&lt;br /&gt;
# One after another, each player chooses a Transportation Counter from the 5 visible or draws from the facedown stack, until each player has taken 3.&lt;br /&gt;
# One after another, each player must plan a travel route by laying a Transportation Counter matching the terrain of the chosen road. This phase goes on until each player has passed consecutively. Each player also owns an Obstacle that he can lay down on a Transportation Counter to increase the cost of travel by an addtional card.&lt;br /&gt;
# One after another, each player travels from town to town. The current position of a player is indicated by the Elf Boot of his color, initially set on the biggest town, Elvenhold.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, a player can keep a maximum of 4 cards in hand, and keeps only 1 Transportation counter.&lt;br /&gt;
&lt;br /&gt;
== Travel rules ==&lt;br /&gt;
&lt;br /&gt;
Players can travel :&lt;br /&gt;
* on the roads on which a Transportation Counter has been set&lt;br /&gt;
* on the rivers&lt;br /&gt;
* on the lakes&lt;br /&gt;
&lt;br /&gt;
To travel on a road, a river or a lake, the player needs to pay with the cards in hand the cost matching the terrain of the road and the means of transport used.&lt;br /&gt;
&lt;br /&gt;
For example, if the Transportation Counter &#039;Magic Cloud&#039; has been set on a mountain road, one can travel with just one &#039;Magic Cloud&#039; card. But if it has been set on a forest or plain road, one needs to pay 2 &#039;Magic Cloud&#039; cards to pass (Note: the &#039;Magic Cloud&#039; Transportation Counter cannot be placed in the desert, as it&#039;s too hot for a Cloud there).&lt;br /&gt;
&lt;br /&gt;
Also :&lt;br /&gt;
* To travel a river, you need only 1 &#039;Raft&#039; card to go downriver, but you need 2 to go upriver (look for the small arrow pointing downriver).&lt;br /&gt;
* To cross a lake, you need to pay two &#039;Raft&#039; cards.&lt;br /&gt;
* If an Obstacle has been set on a road, you need to pay 1 more card of the appropriate type.&lt;br /&gt;
* If you don&#039;t have the appropriate cards to travel on a road, you can still pass using a &#039;Caravan&#039;, by paying 3 cards of any type (4 cards if there is an Obstacle on the road).  The cards may be any combination of transportation types.  &lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;Hometown&#039; variant, each player gets a secret town card at the beginning of the game, telling him which town he has to reach at the end of the 4th round.&lt;br /&gt;
&lt;br /&gt;
If he doesn&#039;t manage to get there, he&#039;ll lose as many points as the remaining distance he has to travel to get there.&lt;br /&gt;
&lt;br /&gt;
This variant gives more tactical depth to the game, as you have to plan each round to the best to get the most Town Pieces while making sure to be able to get to your hometown at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2228</id>
		<title>Tips elfenland</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2228"/>
		<updated>2017-02-10T23:51:02Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most obviously, always try and get transportation tiles to match your cards.  Keep in mind that the other players won&#039;t be taking tiles they consider to be unnecessary so the tiles they take will match the cards they have.  &lt;br /&gt;
&lt;br /&gt;
Depend on other players to give you opportunities based on their choices of tiles.  You have eight cards and only four (or five) tiles so you have to travel on other people&#039;s routes some of the time.&lt;br /&gt;
Therefore don&#039;t spend a lot of time in a section of the board without the other players.&lt;br /&gt;
&lt;br /&gt;
Given that you will be dealt eight cards and there are only seven types you will get at least one pair.  Your odds on three of kind or two pair are pretty good. &lt;br /&gt;
&lt;br /&gt;
Watch what the other players are turning down when they have their turn.  If a given player takes a random tile from the stack that means they don&#039;t want or need the tiles on offer.&lt;br /&gt;
You can makes guesses as to what they have using this information. &lt;br /&gt;
&lt;br /&gt;
You only get one obstacle for the game.  Save your obstacle for the third or fourth turn.  You should either place it to affect multiple players or the leader. &lt;br /&gt;
If you save it for the fourth turn, you do run the risk of the best place to use it being on your own route. &lt;br /&gt;
&lt;br /&gt;
Try not to leave small pockets of cities spread around the board or they will be too far apart in the final turn.&lt;br /&gt;
&lt;br /&gt;
If you find you will have a spare tile you have some choices; save it for the next turn, plan to discard, use it in an area you are not going to go.  If you are using it on an area you aren&#039;t going to go you should place it so that it is inefficient.  Putting a dragon in the forest means someone needs 2 dragons to get through.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the rafts are useful for getting around a place where someone has placed a difficult tile. &lt;br /&gt;
Keep in mind the caravan rule; if you have to get through an area you can use 3 cards of ANY or MIXED types (4 with obstacles).&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2227</id>
		<title>Tips elfenland</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2227"/>
		<updated>2017-02-10T23:15:29Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most obviously, always try and get transportation tiles to match your cards.  Keep in mind that the other players won&#039;t be taking tiles they consider to be unnecessary so the tiles they take will match the cards they have.  &lt;br /&gt;
&lt;br /&gt;
Depend on other players to give you opportunities based on their choices of tiles.  You have eight cards and only four (or five) tiles so you have to travel on other people&#039;s routes some of the time.&lt;br /&gt;
Therefore don&#039;t spend a lot of time in a section of the board without the other players.&lt;br /&gt;
&lt;br /&gt;
Given that you will be dealt eight cards and there are only seven types you will get at least one pair.  Your odds on three of kind or two pair are pretty good. &lt;br /&gt;
&lt;br /&gt;
Watch what the other players are turning down when they have their turn.  If a given player takes a random tile from the stack that means they don&#039;t want or need the tiles on offer.&lt;br /&gt;
You can makes guesses as to what they have using this information. &lt;br /&gt;
&lt;br /&gt;
You only get one obstacle for the game.  Save your obstacle for the third or fourth turn.  You should either place it to affect multiple players or the leader. &lt;br /&gt;
If you save it for the fourth turn, you do run the risk of the best place to use it being on your own route. &lt;br /&gt;
&lt;br /&gt;
Try not to leave small pockets of cities spread around the board or they will be too far apart in the final turn.&lt;br /&gt;
&lt;br /&gt;
The desert is hard for everyone.  If you have a hand that could pick up desert cities easily you should utilize it.  &lt;br /&gt;
&lt;br /&gt;
If you find you will have a spare tile you have some choices; save it for the next turn, plan to discard, use it in an area you are not going to go.  If you are using it on an area you aren&#039;t going to go you should place it so that it is inefficient.  Putting a dragon in the forest means someone needs 2 dragons to get through.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the rafts are useful for getting around a place where someone has placed a difficult tile. &lt;br /&gt;
Keep in mind the caravan rule; if you have to get through an area you can use 3 cards  (4 with obstacles).   &lt;br /&gt;
&lt;br /&gt;
Try not to end your turn in Kiromah (the dead-end city, SW of the desert).  It is very easy for someone to put a dragon or magic cloud on the road leaving Kiromah which could be disastrous for you.&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
	<entry>
		<id>https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2224</id>
		<title>Tips elfenland</title>
		<link rel="alternate" type="text/html" href="https://vi.doc.boardgamearena.com/index.php?title=Tips_elfenland&amp;diff=2224"/>
		<updated>2017-02-10T19:28:31Z</updated>

		<summary type="html">&lt;p&gt;Scottmcn: Created page with &amp;quot;Most obviously, always try and get transportation tiles to match your cards.  Keep in mind that the other players won&amp;#039;t be taking tiles they consider to be unnecessary so the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most obviously, always try and get transportation tiles to match your cards.  Keep in mind that the other players won&#039;t be taking tiles they consider to be unnecessary so the tiles they take will match the cards they have.  &lt;br /&gt;
&lt;br /&gt;
Depend on other players to give you opportunities based on their choices of tiles.  You have eight cards and only four (or five) tiles so you have to travel on other people&#039;s routes some of the time.&lt;br /&gt;
Therefore don&#039;t spend a lot of time in a section of the board without the other players.&lt;br /&gt;
&lt;br /&gt;
Given that you will be dealt eight cards and there are only seven types you will get at least one pair.  Your odds on three of kind or two pair are pretty good. &lt;br /&gt;
&lt;br /&gt;
Watch what the other players are turning down when they have their turn.  If a given player takes a random tile from the stack that means they don&#039;t want or need the tiles on offer.&lt;br /&gt;
You can makes guesses as to what they have using this information. &lt;br /&gt;
&lt;br /&gt;
You only get one obstacle for the game.  Save your obstacle for the third or fourth turn.  You should either place it to affect multiple players or the leader. &lt;br /&gt;
If you save it for the fourth turn, you do run the risk of the best place to use it being on your own route. &lt;br /&gt;
&lt;br /&gt;
Try not to leave small pockets of cities spread around the board or they will be too far apart in the final turn.&lt;br /&gt;
&lt;br /&gt;
The desert is hard for everyone.  If you have a hand that could pick up desert cities easily you should utilize it.  &lt;br /&gt;
&lt;br /&gt;
If you find you will have a spare tile you have some choices; save it for the next turn, plan to discard, use it in an area you are not going to go.  If you are using it on an area you aren&#039;t going to go you should place it so that it is inefficient.  Putting a dragon in the forest means someone needs 2 dragons to get through.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the rafts are useful for getting around a place where someone has placed a difficult tile. &lt;br /&gt;
Keep in mind the caravan rule; if you have to get through an area you can use 3 cards of a kind (4 with obstacles).   &lt;br /&gt;
&lt;br /&gt;
Try not to end your turn in Kiromah (the dead-end city, SW of the desert).  It is very easy for someone to put a dragon or magic cloud on the road leaving Kiromah which could be disastrous for you.&lt;/div&gt;</summary>
		<author><name>Scottmcn</name></author>
	</entry>
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