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	<id>https://tr.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tirix</id>
	<title>Board Game Arena - Kullanıcı katkıları [tr]</title>
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	<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/%C3%96zel:Katk%C4%B1lar/Tirix"/>
	<updated>2026-09-17T09:46:07Z</updated>
	<subtitle>Kullanıcı katkıları</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=873</id>
		<title>Gamehelpnorthwestpassage</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=873"/>
		<updated>2013-06-02T10:38:27Z</updated>

		<summary type="html">&lt;p&gt;Tirix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Looking for the Franklin Expedition&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In 1845, Sir John Franklin led an expedition on behalf of the British Royal Navy to find and explore the last portion of the Northwest Passage. They sailed into unknown waters, and no-one ever heard from them again... Players must venture into these hazardous Arctic waters in order to discover Franklin’s fate and succeed where he failed: by finding the Northwest Passage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the game, prestige is awarded for exploring islands and straits, getting information from Inuits or Cairns about the Franklin Expedition, finding shipwrecks of the expedition, and for being among the first to find their way up to the Northwest Passage and back to Groenland. The player with the most Prestige points at the end of the game is the winner. In case of a tie, the first tied player to have returned to Greenland is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME CYCLE ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into ten rounds. At the end of each round, the solar disc moves, and part of the board above the sun freezes into ice or melts back to sea.&lt;br /&gt;
&lt;br /&gt;
During one round, player will take up to 7 actions, in turn.&lt;br /&gt;
&lt;br /&gt;
Actions can be taken either from the ship, using crewmen on the ship, or from the sled, using crewmen on the sled.&lt;br /&gt;
&lt;br /&gt;
During one turn, one player can play one or more actions. However, &#039;&#039;&#039;all additional actions (beyond the first one) will cost one more crewman than normal&#039;&#039;&#039;. In order to stop playing more actions during one turn, click the blinking [End Turn] at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all used Crewmen move back to «Available».&lt;br /&gt;
&lt;br /&gt;
The next turn order is the order in which players used their last crewmen (or passed). This is shown by the turn order markers at the top left of the board.&lt;br /&gt;
&lt;br /&gt;
== ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the chosen tile at the top of the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refresh tiles and Draw ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the &amp;quot;Renew deck&amp;quot; icon.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player MUST:&lt;br /&gt;
# Refresh: all large tiles available on the board are replaced with four new tiles which are randomly drawn from the reserve. The replaced tiles are placed back into the reserve.&lt;br /&gt;
# Draw a tile: he takes either a large or a small Exploration tile and adds it to his personal reserve.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Place a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the tile from your hand, rotate it or flip it as fit, and click on the white marker on the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player places one tile on the board, which is taken from his personal reserve. He must meet the following conditions:&lt;br /&gt;
* The tile  must  be placed in line with the black grid on the board.&lt;br /&gt;
* The tile  must  be placed so that  at  least  one  side (long or large) must be flush with a tile on which the player has a presence (Ship or Sled, depending on which one executes this action).&lt;br /&gt;
* The land and sea areas of the newly-placed tile must correspond with all land and  sea tiles of adjacent tiles (both orthogonally and diagonally).&lt;br /&gt;
If, by placing a tile, a player creates a space the size of a small Exploration tile which is surrounded on all sides by tiles, a matching small Exploration tile is taken from the reserve and placed to fill the empty space.&lt;br /&gt;
&lt;br /&gt;
An island is complete when the land areas of at least two tiles are completely surrounded by water or the edge of the board. In case a player completes one or several islands, he gets one Cartography token, and Prestige points according to the size of the island.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transfer Crew ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the back arrows on the player board&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crewmen are moved from/to the ship/sled, thus deploying or taking back the sled into the ship. Taking back crewmen in the ship can only happen if the sled and ship are on the same tile. Both active and resting crewmen can be transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Movement&#039;&#039;&#039;: The player moves his ship onto one adjacent tile linked to the tile it currently occupies by a sea passage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sled Movement&#039;&#039;&#039;: The player moves his sled onto one adjacent tile linked to the one it currently occupies by a land passage. The Sled cannot cross the sea unless it is frozen.&lt;br /&gt;
&lt;br /&gt;
Multiple Ships and Sleds can be on the same tile.&lt;br /&gt;
&lt;br /&gt;
A frozen tile is unreachable for a ship. If a ship, due to a season change, finds itself in frozen waters, the ship is blocked in and will not be able to move until the thaw. A frozen tile is considered to be entirely composed of land, so a Sled can move freely on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explore a Franklin site or a Strait ===&lt;br /&gt;
&#039;&#039;Cost: 3 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3), and additionally, points are awarded at the end of the game for the players having the most bonuses of a given type (see tooltip).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discover an Inuit or a Cairn ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
A player can choose to Pass and take no action during his turn, even if he still has available Crewmen. In this case, the player cannot take any more actions during this round.&lt;br /&gt;
If a player has no available Crewmen, he automatically passes.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The game ends either: at the end of the Action Phase of the tenth round or if all of the Expeditions have returned to Greenland.&lt;br /&gt;
&lt;br /&gt;
In addition to the point earned during the game, players receive more Prestige points based on the tokens they picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==== Exploration Points: ====&lt;br /&gt;
Point are awarded to the player(s) with the most, second most, and third most Shipwrecks, Straits, and Cartography tokens (see tooltips for scoring).&lt;br /&gt;
&lt;br /&gt;
==== Set Points: ====&lt;br /&gt;
Each set is composed of one token of each Discovery type – one Inuit, one Cairn, one Shipwreck, one Strait, and one Cartography token.  Each set gives a bonus of 6 prestige points.&lt;br /&gt;
&lt;br /&gt;
==== Abandonment Penalty: ====&lt;br /&gt;
Each Sled and/or Ship which did not return to Greenland before the end of the tenth Exploration season is lost.  When a Ship or a Sled is lost, all of the crewmen in the corresponding column are lost with it.&lt;br /&gt;
Every lost Ship and/or Sled gives a penalty of -2 Prestige points for each corresponding lost Crewman. An abandoned ship gives a penalty of -2 Prestige points.&lt;/div&gt;</summary>
		<author><name>Tirix</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=872</id>
		<title>Gamehelpnorthwestpassage</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=872"/>
		<updated>2013-06-02T04:00:04Z</updated>

		<summary type="html">&lt;p&gt;Tirix: Mentioned additional crewman cost for addititional actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Looking for the Franklin Expedition&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In 1845, Sir John Franklin led an expedition on behalf of the British Royal Navy to find and explore the last portion of the Northwest Passage. They sailed into unknown waters, and no-one ever heard from them again... Players must venture into these hazardous Arctic waters in order to discover Franklin’s fate and succeed where he failed: by finding the Northwest Passage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the game, prestige is awarded for exploring islands and straits, getting information from Inuits or Cairns about the Franklin Expedition, finding shipwrecks of the expedition, and for being among the first to find their way up to the Northwest Passage and back to Groenland. The player with the most Prestige points at the end of the game is the winner. In case of a tie, the first tied player to have returned to Greenland is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME CYCLE ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into ten rounds. At the end of each round, the solar disc moves, and part of the board above the sun freezes into ice or melts back to sea.&lt;br /&gt;
&lt;br /&gt;
During one round, player will take up to 7 actions, in turn.&lt;br /&gt;
&lt;br /&gt;
Actions can be taken either from the ship, using crewmen on the ship, or from the sled, using crewmen on the sled.&lt;br /&gt;
&lt;br /&gt;
During one turn, one player can play one or more actions. However, &#039;&#039;&#039;all additional actions (beyond the first one) will cost one more crewman than normal&#039;&#039;&#039;. In order to stop playing more actions during one turn, click the blincking [End Turn] at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all used Crewmen move back to «Available».&lt;br /&gt;
&lt;br /&gt;
The next turn order is the order in which players used their last crewmen (or passed). This is shown by the turn order markers at the top left of the board.&lt;br /&gt;
&lt;br /&gt;
== ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the chosen tile at the top of the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refresh tiles and Draw ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the &amp;quot;Renew deck&amp;quot; icon.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player MUST:&lt;br /&gt;
# Refresh: all large tiles available on the board are replaced with four new tiles which are randomly drawn from the reserve. The replaced tiles are placed back into the reserve.&lt;br /&gt;
# Draw a tile: he takes either a large or a small Exploration tile and adds it to his personal reserve.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Place a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the tile from your hand, rotate it or flip it as fit, and click on the white marker on the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player places one tile on the board, which is taken from his personal reserve. He must meet the following conditions:&lt;br /&gt;
* The tile  must  be placed in line with the black grid on the board.&lt;br /&gt;
* The tile  must  be placed so that  at  least  one  side (long or large) must be flush with a tile on which the player has a presence (Ship or Sled, depending on which one executes this action).&lt;br /&gt;
* The land and sea areas of the newly-placed tile must correspond with all land and  sea tiles of adjacent tiles (both orthogonally and diagonally).&lt;br /&gt;
If, by placing a tile, a player creates a space the size of a small Exploration tile which is surrounded on all sides by tiles, a matching small Exploration tile is taken from the reserve and placed to fill the empty space.&lt;br /&gt;
&lt;br /&gt;
An island is complete when the land areas of at least two tiles are completely surrounded by water or the edge of the board. In case a player completes one or several islands, he gets one Cartography token, and Prestige points according to the size of the island.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transfer Crew ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the back arrows on the player board&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crewmen are moved from/to the ship/sled, thus deploying or taking back the sled into the ship. Taking back crewmen in the ship can only happen if the sled and ship are on the same tile. Both active and resting crewmen can be transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Movement&#039;&#039;&#039;: The player moves his ship onto one adjacent tile linked to the tile it currently occupies by a sea passage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sled Movement&#039;&#039;&#039;: The player moves his sled onto one adjacent tile linked to the one it currently occupies by a land passage. The Sled cannot cross the sea unless it is frozen.&lt;br /&gt;
&lt;br /&gt;
Multiple Ships and Sleds can be on the same tile.&lt;br /&gt;
&lt;br /&gt;
A frozen tile is unreachable for a ship. If a ship, due to a season change, finds itself in frozen waters, the ship is blocked in and will not be able to move until the thaw. A frozen tile is considered to be entirely composed of land, so a Sled can move freely on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explore a Franklin site or a Strait ===&lt;br /&gt;
&#039;&#039;Cost: 3 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3), and additionally, points are awarded at the end of the game for the players having the most bonuses of a given type (see tooltip).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discover an Inuit or a Cairn ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
A player can choose to Pass and take no action during his turn, even if he still has available Crewmen. In this case, the player cannot take any more actions during this round.&lt;br /&gt;
If a player has no available Crewmen, he automatically passes.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The game ends either: at the end of the Action Phase of the tenth round or if all of the Expeditions have returned to Greenland.&lt;br /&gt;
&lt;br /&gt;
In addition to the point earned during the game, players receive more Prestige points based on the tokens they picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==== Exploration Points: ====&lt;br /&gt;
Point are awarded to the player(s) with the most, second most, and third most Shipwrecks, Straits, and Cartography tokens (see tooltips for scoring).&lt;br /&gt;
&lt;br /&gt;
==== Set Points: ====&lt;br /&gt;
Each set is composed of one token of each Discovery type – one Inuit, one Cairn, one Shipwreck, one Strait, and one Cartography token.  Each set gives a bonus of 6 prestige points.&lt;br /&gt;
&lt;br /&gt;
==== Abandonment Penalty: ====&lt;br /&gt;
Each Sled and/or Ship which did not return to Greenland before the end of the tenth Exploration season is lost.  When a Ship or a Sled is lost, all of the crewmen in the corresponding column are lost with it.&lt;br /&gt;
Every lost Ship and/or Sled gives a penalty of -2 Prestige points for each corresponding lost Crewman. An abandoned ship gives a penalty of -2 Prestige points.&lt;/div&gt;</summary>
		<author><name>Tirix</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=838</id>
		<title>Gamehelpnorthwestpassage</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=838"/>
		<updated>2013-05-25T11:12:01Z</updated>

		<summary type="html">&lt;p&gt;Tirix: Completed action description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Looking for the Franklin Expedition&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In 1845, Sir John Franklin led an expedition on behalf of the British Royal Navy to find and explore the last portion of the Northwest Passage. They sailed into unknown waters, and no-one ever heard from them again... Players must venture into these hazardous Arctic waters in order to discover Franklin’s fate and succeed where he failed: by finding the Northwest Passage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the game, prestige is awarded for exploring islands and straits, getting information from Inuits or Cairns about the Franklin Expedition, finding shipwrecks of the expedition, and for being among the first to find their way up to the Northwest Passage and back to Groenland. The player with the most Prestige points at the end of the game is the winner. In case of a tie, the first tied player to have returned to Greenland is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME CYCLE ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into ten rounds. At the end of each round, the solar disc moves, and part of the board above the sun freezes into ice or melts back to sea.&lt;br /&gt;
&lt;br /&gt;
During one round, player will take up to 7 actions, in turn.&lt;br /&gt;
&lt;br /&gt;
Actions can be taken either from the ship, using crewmen on the ship, or from the sled, using crewmen on the sled.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all used Crewmen move back to «Available».&lt;br /&gt;
&lt;br /&gt;
The next turn order is the order in which players used their last crewmen (or passed). This is shown by the turn order markers at the top left of the board.&lt;br /&gt;
&lt;br /&gt;
== ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the chosen tile at the top of the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refresh tiles and Draw ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the &amp;quot;Renew deck&amp;quot; icon.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player MUST:&lt;br /&gt;
# Refresh: all large tiles available on the board are replaced with four new tiles which are randomly drawn from the reserve. The replaced tiles are placed back into the reserve.&lt;br /&gt;
# Draw a tile: he takes either a large or a small Exploration tile and adds it to his personal reserve.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Place a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the tile from your hand, rotate it or flip it as fit, and click on the white marker on the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player places one tile on the board, which is taken from his personal reserve. He must meet the following conditions:&lt;br /&gt;
* The tile  must  be placed in line with the black grid on the board.&lt;br /&gt;
* The tile  must  be placed so that  at  least  one  side (long or large) must be flush with a tile on which the player has a presence (Ship or Sled, depending on which one executes this action).&lt;br /&gt;
* The land and sea areas of the newly-placed tile must correspond with all land and  sea tiles of adjacent tiles (both orthogonally and diagonally).&lt;br /&gt;
If, by placing a tile, a player creates a space the size of a small Exploration tile which is surrounded on all sides by tiles, a matching small Exploration tile is taken from the reserve and placed to fill the empty space.&lt;br /&gt;
&lt;br /&gt;
An island is complete when the land areas of at least two tiles are completely surrounded by water or the edge of the board. In case a player completes one or several islands, he gets one Cartography token, and Prestige points according to the size of the island.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transfer Crew ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the back arrows on the player board&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crewmen are moved from/to the ship/sled, thus deploying or taking back the sled into the ship. Taking back crewmen in the ship can only happen if the sled and ship are on the same tile. Both active and resting crewmen can be transferred.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Movement&#039;&#039;&#039;: The player moves his ship onto one adjacent tile linked to the tile it currently occupies by a sea passage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sled Movement&#039;&#039;&#039;: The player moves his sled onto one adjacent tile linked to the one it currently occupies by a land passage. The Sled cannot cross the sea unless it is frozen.&lt;br /&gt;
&lt;br /&gt;
Multiple Ships and Sleds can be on the same tile.&lt;br /&gt;
&lt;br /&gt;
A frozen tile is unreachable for a ship. If a ship, due to a season change, finds itself in frozen waters, the ship is blocked in and will not be able to move until the thaw. A frozen tile is considered to be entirely composed of land, so a Sled can move freely on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explore a Franklin site or a Strait ===&lt;br /&gt;
&#039;&#039;Cost: 3 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3), and additionally, points are awarded at the end of the game for the players having the most bonuses of a given type (see tooltip).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discover an Inuit or a Cairn ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the bonus chip.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2 prestige point is awarded for the discovery multiplied by the zone multiplier (x1 / x2 / x3).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
A player can choose to Pass and take no action during his turn, even if he still has available Crewmen. In this case, the player cannot take any more actions during this round.&lt;br /&gt;
If a player has no available Crewmen, he automatically passes.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The game ends either: at the end of the Action Phase of the tenth round or if all of the Expeditions have returned to Greenland.&lt;br /&gt;
&lt;br /&gt;
In addition to the point earned during the game, players receive more Prestige points based on the tokens they picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==== Exploration Points: ====&lt;br /&gt;
Point are awarded to the player(s) with the most, second most, and third most Shipwrecks, Straits, and Cartography tokens (see tooltips for scoring).&lt;br /&gt;
&lt;br /&gt;
==== Set Points: ====&lt;br /&gt;
Each set is composed of one token of each Discovery type – one Inuit, one Cairn, one Shipwreck, one Strait, and one Cartography token.  Each set gives a bonus of 6 prestige points.&lt;br /&gt;
&lt;br /&gt;
==== Abandonment Penalty: ====&lt;br /&gt;
Each Sled and/or Ship which did not return to Greenland before the end of the tenth Exploration season is lost.  When a Ship or a Sled is lost, all of the crewmen in the corresponding column are lost with it.&lt;br /&gt;
Every lost Ship and/or Sled gives a penalty of -2 Prestige points for each corresponding lost Crewman. An abandoned ship gives a penalty of -2 Prestige points.&lt;/div&gt;</summary>
		<author><name>Tirix</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=826</id>
		<title>Gamehelpnorthwestpassage</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpnorthwestpassage&amp;diff=826"/>
		<updated>2013-05-13T16:48:33Z</updated>

		<summary type="html">&lt;p&gt;Tirix: Early version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Looking for the Franklin Expedition&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In 1845, Sir John Franklin led an expedition on behalf of the British Royal Navy to find and explore the last portion of the Northwest Passage. They sailed into unknown waters, and no-one ever heard from them again... Players must venture into these hazardous Arctic waters in order to discover Franklin’s fate and succeed where he failed: by finding the Northwest Passage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the game, prestige is awarded for exploring islands and straits, getting information from Inuits or Cairns about the Franklin Expedition, finding shipwrecks of the expedition, and for being among the first to find their way up to the Northwest Passage and back to Groenland. The player with the most Prestige points at the end of the game is the winner. In case of a tie, the first tied player to have returned to Greenland is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME CYCLE ==&lt;br /&gt;
&lt;br /&gt;
The game is divided into ten rounds. At the end of each round, the solar disc moves, and part of the board above the sun freezes into ice or melts back to sea.&lt;br /&gt;
&lt;br /&gt;
During one round, player will take up to 7 actions, in turn.&lt;br /&gt;
&lt;br /&gt;
Actions can be taken either from the ship, using crewmen on the ship, or from the sled, using crewmen on the sled.&lt;br /&gt;
&lt;br /&gt;
On the player board,&lt;br /&gt;
:Ship: 1/2 - Sled: 3/5 &lt;br /&gt;
means for example that there are two crewmen on the ship and five on the sled, and that one crewman is available (out of two) on the ship, and three crewmen (out of five) are available on the sled.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all used Crewmen move back to «Available».&lt;br /&gt;
&lt;br /&gt;
The next turn order is the order in which players used their last crewmen (or passed). This is shown by the turn order markers at the top left of the board.&lt;br /&gt;
&lt;br /&gt;
== ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
=== Draw a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the chosen tile at the top of the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player chooses either :&lt;br /&gt;
* ONE large exploration tiles, chosen from the four available.&lt;br /&gt;
* ONE small exploration tile, chosen from among the six available.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Refresh tiles and Draw ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the &amp;quot;Renew deck&amp;quot; icon.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player MUST:&lt;br /&gt;
# Refresh: all large tiles available on the board are replaced with four new tiles which are randomly drawn from the reserve. The replaced tiles are placed back into the reserve.&lt;br /&gt;
# Draw a tile: he takes either a large or a small Exploration tile and adds it to his personal reserve.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Place a tile ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the tile from your hand, rotate it or flip it as fit, and click on the white marker on the board.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player places one tile on the board, which is taken from his personal reserve. He must meet the following conditions:&lt;br /&gt;
* The tile  must  be placed in line with the black grid on the board.&lt;br /&gt;
* The tile  must  be placed so that  at  least  one  side (long or large) must be flush with a tile on which the player has a presence (Ship or Sled, depending on which one executes this action).&lt;br /&gt;
* The land and sea areas of the newly-placed tile must correspond with all land and  sea tiles of adjacent tiles (both orthogonally and diagonally).&lt;br /&gt;
If, by placing a tile, a player creates a space the size of a small Exploration tile which is surrounded on all sides by tiles, a matching small Exploration tile is taken from the reserve and placed to fill the empty space.&lt;br /&gt;
&lt;br /&gt;
An island is complete when the land areas of at least two tiles are completely surrounded by water or the edge of the board. In case a player completes one or several islands, he gets one Cartography token, and Prestige points according to the size of the island.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transfer Crew ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&#039;&#039;Cost: 1 Crewman&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ship Movement&#039;&#039;&#039;: The player moves his ship onto one adjacent tile linked to the tile it currently occupies by a sea passage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sled Movement&#039;&#039;&#039;: The player moves his sled onto one adjacent tile linked to the one it currently occupies by a land passage. The Sled cannot cross the sea unless it is frozen.&lt;br /&gt;
&lt;br /&gt;
Multiple Ships and Sleds can be on the same tile.&lt;br /&gt;
&lt;br /&gt;
A frozen tile is unreachable for a ship. If a ship, due to a season change, finds itself in frozen waters, the ship is blocked in and will not be able to move until the thaw. A frozen tile is considered to be entirely composed of land, so a Sled can move freely on it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explore a Franklin site or a Strait ===&lt;br /&gt;
&#039;&#039;Cost: 3 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Discover an Inuit or a Cairn ===&lt;br /&gt;
&#039;&#039;Cost: 2 Crewmen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Click on the ship or sled, then on its destination.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pass ===&lt;br /&gt;
A player can choose to Pass and take no action during his turn, even if he still has available Crewmen. In this case, the player cannot take any more actions during this round.&lt;br /&gt;
If a player has no available Crewmen, he automatically passes.&lt;br /&gt;
&lt;br /&gt;
== END OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
The game ends either: at the end of the Action Phase of the tenth round or if all of the Expeditions have returned to Greenland.&lt;br /&gt;
&lt;br /&gt;
In addition to the point earned during the game, players receive more Prestige points based on the tokens they picked up along the way.&lt;br /&gt;
&lt;br /&gt;
==== Exploration Points: ====&lt;br /&gt;
Point are awarded to the player(s) with the most, second most, and third most Shipwrecks, Straits, and Cartography tokens (see tooltips for scoring).&lt;br /&gt;
&lt;br /&gt;
==== Set Points: ====&lt;br /&gt;
Each set is composed of one token of each Discovery type – one Inuit, one Cairn, one Shipwreck, one Strait, and one Cartography token.  Each set gives a bonus of 6 prestige points.&lt;br /&gt;
&lt;br /&gt;
==== Abandonment Penalty: ====&lt;br /&gt;
Each Sled and/or Ship which did not return to Greenland before the end of the tenth Exploration season is lost.  When a Ship or a Sled is lost, all of the crewmen in the corresponding column are lost with it.&lt;br /&gt;
Every lost Ship and/or Sled gives a penalty of -2 Prestige points for each corresponding lost Crewman. An abandoned ship gives a penalty of -2 Prestige points.&lt;/div&gt;</summary>
		<author><name>Tirix</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=702</id>
		<title>Your game state machine: states.inc.php</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=702"/>
		<updated>2013-03-23T10:33:02Z</updated>

		<summary type="html">&lt;p&gt;Tirix: Corrected &amp;#039;arg&amp;#039;=&amp;gt;&amp;#039;args&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file describes the game states machine of your game (all the game states properties, and the transitions to get from one state to another).&lt;br /&gt;
&lt;br /&gt;
Important: to understand the game state machine, the best is to read this presentation first:&lt;br /&gt;
&lt;br /&gt;
[http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
&lt;br /&gt;
== Overall structure ==&lt;br /&gt;
&lt;br /&gt;
The machine states is described by a PHP associative array.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
    // The initial state. Please do not modify.&lt;br /&gt;
    1 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Game setup&amp;quot;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
    &lt;br /&gt;
    // Note: ID=2 =&amp;gt; your first state&lt;br /&gt;
&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot; =&amp;gt; 2, &amp;quot;pass&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
=== id ===&lt;br /&gt;
&lt;br /&gt;
The keys determine game states IDs (in the example above: 1 and 2).&lt;br /&gt;
&lt;br /&gt;
IDs must be positive integers.&lt;br /&gt;
&lt;br /&gt;
ID=1 is reserved for the first game state and should not be used (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
ID=99 is reserved for the last game state of the game (end of the game) (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
Note: you may use any ID, even ID greater than 100. But you cannot use 1 and 99.&lt;br /&gt;
&lt;br /&gt;
Note²: You can&#039;t of course use the same ID twice.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The name of a game state is used to identify it in your game logic.&lt;br /&gt;
&lt;br /&gt;
Several game states can share the same name, however this is not recommended.&lt;br /&gt;
&lt;br /&gt;
PHP example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Get current game state&lt;br /&gt;
$state = $this-&amp;gt;gamestate-&amp;gt;state();&lt;br /&gt;
if( $state[&#039;name&#039;] == &#039;myGameState&#039; )&lt;br /&gt;
{&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
JS example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            case &#039;myGameState&#039;:&lt;br /&gt;
            &lt;br /&gt;
                // Do some stuff at the beginning at this game state&lt;br /&gt;
                ....&lt;br /&gt;
                &lt;br /&gt;
                break;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== type ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
You can use 3 types of game states:&lt;br /&gt;
* activeplayer (1 player is active and must play)&lt;br /&gt;
* multipleactiveplayer (1..N players can be active and must play)&lt;br /&gt;
* game (no player is active. This is a transitional state to do something automatic specified by game rules)&lt;br /&gt;
&lt;br /&gt;
=== description ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The description is the string that is displayed in the main action bar (top of the screen) when the state is active.&lt;br /&gt;
&lt;br /&gt;
When a string is specified as a description, you must use &amp;quot;clienttranslate&amp;quot; in order the string can be translate on the client side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the description string, you can use ${actplayer} to refer to the active player.&lt;br /&gt;
&lt;br /&gt;
You can also use custom arguments in your description. These custom arguments correspond to values returned by your &amp;quot;args&amp;quot; PHP method (see below &amp;quot;args&amp;quot; field).&lt;br /&gt;
&lt;br /&gt;
Example of custom field:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must choose ${nbr} identical energies&#039;),&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argMyArgumentMethod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function argMyArgumentMethod()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;nbr&#039; =&amp;gt; 2  // In this case ${nbr} in the description will be replaced by &amp;quot;2&amp;quot;&lt;br /&gt;
        );    &lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You may specify an empty string (&amp;quot;&amp;quot;) here if it never happens that the game remains in this state (ie: if this state immediately jump to another state when activated).&lt;br /&gt;
&lt;br /&gt;
Note²: Usually, you specify a string for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states, and you specify an empty string for &amp;quot;game&amp;quot; game states. BUT, if you are using synchronous notifications, the client can remains few seconds on a &amp;quot;game&amp;quot; type game state, and in this case this may be useful to display a description in the status bar during this state.&lt;br /&gt;
&lt;br /&gt;
=== descriptionmyturn ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;descriptionmyturn&amp;quot; has exactly the same role and properties than &amp;quot;description&amp;quot;, except that this value is displayed to the current active player - or to all active players in case of a multipleactiveplayer game state.&lt;br /&gt;
&lt;br /&gt;
In general, we have this situation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} can take some actions&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can take some actions&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use ${you} in description my turn in order the description can display &amp;quot;You&amp;quot; instead of the name of the player.&lt;br /&gt;
&lt;br /&gt;
=== action ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;game&amp;quot; game state type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;action&amp;quot; specify a PHP method to call when entering into this game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    28 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;startPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; &#039;&#039;,&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stStartPlayerTurn&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function stStartPlayerTurn()&lt;br /&gt;
    {   &lt;br /&gt;
        // ... do something at the beginning of this game state&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, for &amp;quot;game&amp;quot; game state type, the action method is used to do some automatic stuff specified by the rules (ex: check victory conditions, deal cards for a new round, go to the next player...) and then jump to another game state.&lt;br /&gt;
&lt;br /&gt;
Note: a BGA convention specify that PHP method called with &amp;quot;action&amp;quot; are prefixed by &amp;quot;st&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== transitions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;transition&amp;quot; you specify in which game state you can jump from a given game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    25 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;myGameState&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 27, &amp;quot;endRound&amp;quot; =&amp;gt; 39 ),&lt;br /&gt;
        ....&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, if &amp;quot;myGameState&amp;quot; is the current active game state, I can jump to game state with ID 27, or game state with ID 39.&lt;br /&gt;
&lt;br /&gt;
Example to jump to ID 27:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;nextPlayer&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: &amp;quot;nextPlayer&amp;quot; is the name of the transition, and NOT the name of the target game state. Several transitions can lead to the same game state.&lt;br /&gt;
&lt;br /&gt;
Note: if you have only 1 transition, you may give it an empty name.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 27 ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState(  );     // We don&#039;t need to specify a transition as there is only one here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== possibleactions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;possibleactions&amp;quot; defines the actions possible by the players at this game state.&lt;br /&gt;
&lt;br /&gt;
By defining &amp;quot;possibleactions&amp;quot;, you make sure players can&#039;t do actions that they are not allowed to do at this game states.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.game.php:&lt;br /&gt;
       	&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
        function playCard( ...)&lt;br /&gt;
        {&lt;br /&gt;
             self::checkAction( &amp;quot;playCard&amp;quot; );    // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
In mygame.js:&lt;br /&gt;
        playCard: function( ... )&lt;br /&gt;
        {&lt;br /&gt;
            if( this.checkAction( &amp;quot;playCard&amp;quot; ) ) // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
            {  return ;   }&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== args ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
From time to time, it happens that you need some information on the client side (ie : for your game interface) only for a specific game state.&lt;br /&gt;
&lt;br /&gt;
Example 1 : for Reversi, the list of possible moves during playerTurn state.&lt;br /&gt;
Example 2 : in Caylus, the number of remaining king&#039;s favor to choose in the state where the player is choosing a favor.&lt;br /&gt;
Example 3 : in Can&#039;t stop, the list of possible die combination to be displayed to the active player in order he can choose among them.&lt;br /&gt;
&lt;br /&gt;
In such a situation, you can specify a method name as the « args » argument for your game state. This method must get some piece of information about the game (ex : for Reversi, the possible moves) and return them.&lt;br /&gt;
&lt;br /&gt;
Thus, this data can be transmitted to the clients and used by the clients to display it.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see a complete example using args with « Reversi » game :&lt;br /&gt;
&lt;br /&gt;
In states.inc.php, we specify some « args » argument for gamestate « playerTurn » :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;placeWorkers&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must place some workers&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must place some workers&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlaceWorkers&amp;quot;,    &amp;lt;================================== HERE&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;placeWorkers&amp;quot; ),&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 11, &amp;quot;nextPhase&amp;quot; =&amp;gt; 12, &amp;quot;zombiePass&amp;quot; =&amp;gt; 11 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It corresponds to a « argPlaceWorkers » method in our PHP code (reversi.game.php):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, when we enter into « playerTurn » game state on the client side, we can highlight the possible moves on the board using information returned by argPlayerTurn :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
           console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            {&lt;br /&gt;
            case &#039;playerTurn&#039;:&lt;br /&gt;
                this.updatePossibleMoves( args.args.possibleMoves );&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can also used values returned by your &amp;quot;args&amp;quot; method to have some custom values in your &amp;quot;description&amp;quot;/&amp;quot;descriptionmyturn&amp;quot; (see above).&lt;br /&gt;
&lt;br /&gt;
Note: as a BGA convention, PHP methods called with &amp;quot;args&amp;quot; are prefixed by &amp;quot;arg&amp;quot; (ex: argPlayerTurn).&lt;br /&gt;
&lt;br /&gt;
=== updateGameProgression ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
IF you specify &amp;quot;updateGameProgression =&amp;gt; true&amp;quot; in a game state, your &amp;quot;getGameProgression&amp;quot; PHP method will be called at the beginning of this game state - and thus the game progression of the game will be updated.&lt;br /&gt;
&lt;br /&gt;
At least one of your game state (any of them) must specify updateGameProgression=&amp;gt;true.&lt;/div&gt;</summary>
		<author><name>Tirix</name></author>
	</entry>
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