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	<updated>2026-10-09T00:54:28Z</updated>
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	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3127</id>
		<title>Gamehelpbuttons</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3127"/>
		<updated>2018-08-16T11:21:58Z</updated>

		<summary type="html">&lt;p&gt;Apollo1001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to be the player who can connect a line of 5 stars horizontally or vertically (not diagonally).  The game end is also triggered when a player reaches 12 stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each turn&#039;&#039;&#039;:&lt;br /&gt;
Each player begins with one designated bonus colour (or 2 colours for 2 player games) and an individual player board (all different).  The player with the red colour button rolls first.  There is one white die with gold pips, and 5 black dice, one with a gold pip.  The player who rolled chooses a combination of the white die and one of the black die.  Where those intersect on their board, they can place a button from the supply.  The other players have the OPTION to use the combination of the white die and the black die with the gold pip.&lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Each button you place on the board &#039;blocks&#039; horizontally and vertically adjacent locations from being available for buttons on future turns during the round.  Thus, the more buttons you have, the more locations are blocked for placement.  &lt;br /&gt;
&lt;br /&gt;
Once every player has made their placement decisions, the dice are handed to the next player to roll.  The player can choose to either roll OR, if they have placed at least one button on their board, they can choose to opt out.  &lt;br /&gt;
&lt;br /&gt;
(1) If a player rolls the dice, they MUST place a button on an eligible intersection.  If they are unable to do so, they bust out, and all the buttons they have placed so far are returned to the supply.  The player also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
(2) When a player opts out, they will get 1 star at the end of the round.  The player who opts out also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of each round&#039;&#039;&#039;:&lt;br /&gt;
When all of the players have either busted out or opted out, stars are awarded from the supply.&lt;br /&gt;
&lt;br /&gt;
(1) A star is awarded for successfully opting out&lt;br /&gt;
&lt;br /&gt;
(2) A star is awarded for each colour that you covered with at least 3 buttons during your turn &#039;&#039;(N.B. Further buttons are NOT available for covering any more than three)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3) A bonus star is awarded for each of your bonus colours that you covered with at least 3 buttons during your turn&lt;br /&gt;
&lt;br /&gt;
Stars can be placed to replace any of the buttons placed during this round.  After stars are placed, any remaining buttons are returned to the supply.  Each player transfers their designated bonus colour tokens to the next player.  The player that now has the red bonus token starts the subsequent round.  &lt;br /&gt;
&lt;br /&gt;
Players will roll as they did during the first round, with the same button placement restrictions.  You will be able to place new buttons adjacent to stars.  However, you can not place buttons on top of stars.  &lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Since there is only a single white die, aiming to make a horizontal line can set you up for more frequent bust outs compared to vertical lines.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
The game ends when a player connects a line of 5 stars horizontally or vertically (not diagonally).  If 2 or more players connect a line of 5 stars at the end of the same round, the player with the most stars wins the tie.breaker.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
If no one connects a line of 5 stars, a player who places 12 stars triggers the end of the game.  The player with the most stars wins the game.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the BGA implementation: 100 points are awarded for connecting 5 stars in a row, so the game simply ends when someone has 12 or more points.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apollo1001</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3122</id>
		<title>Gamehelpbuttons</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=3122"/>
		<updated>2018-08-11T12:27:53Z</updated>

		<summary type="html">&lt;p&gt;Apollo1001: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to be the player who can connect a line of 5 stars horizontally or vertically (not diagonally).  The game end is also triggered when a player reaches 12 stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each turn&#039;&#039;&#039;:&lt;br /&gt;
Each player begins with one designated bonus colour (or 2 colours for 2 player games) and an individual player board (all different).  The player with the red colour button rolls first.  There is one white die with gold pips, and 5 black dice, one with a gold pip.  The player who rolled chooses a combination of the white die and one of the black die.  Where those intersect on their board, they can place a button from the supply.  The other players have the OPTION to use the combination of the white die and the black die with the gold pip.&lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Each button you place on the board &#039;blocks&#039; horizontally and vertically adjacent locations from being available for buttons on future turns during the round.  Thus, the more buttons you have, the more locations are blocked for placement.  &lt;br /&gt;
&lt;br /&gt;
Once every player has made their placement decisions, the dice are handed to the next player to roll.  The player can choose to either roll OR, if they have placed at least one button on their board, they can choose to opt out.  &lt;br /&gt;
&lt;br /&gt;
(1) If a player rolls the dice, they MUST place a button on an eligible intersection.  If they are unable to do so, they bust out, and all the buttons they have placed so far are returned to the supply.  The player also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
(2) When a player opts out, they will get 1 star at the end of the round.  The player who opts out also takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of each round&#039;&#039;&#039;:&lt;br /&gt;
When all of the players have either busted out or opted out, stars are awarded from the supply.&lt;br /&gt;
&lt;br /&gt;
(1) A star is awarded for successfully opting out&lt;br /&gt;
&lt;br /&gt;
(2) A star is awarded for each set of 3 of a single colour that you covered with buttons during your turn&lt;br /&gt;
&lt;br /&gt;
(3) A bonus star is awarded for each set of 3 of your bonus colour that you covered with buttons during your turn&lt;br /&gt;
&lt;br /&gt;
Stars can be placed to replace any of the buttons placed during this round.  After stars are placed, any remaining buttons are returned to the supply.  Each player transfers their designated bonus colour tokens to the next player.  The player that now has the red bonus token starts the subsequent round.  &lt;br /&gt;
&lt;br /&gt;
Players will roll as they did during the first round, with the same button placement restrictions.  You will be able to place new buttons adjacent to stars.  However, you can not place buttons on top of stars.  &lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Since there is only a single white die, aiming to make a horizontal line can set you up for more frequent bust outs compared to vertical lines.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
The game ends when a player connects a line of 5 stars horizontally or vertically (not diagonally).  If 2 or more players connect a line of 5 stars at the end of the same round, the player with the most stars wins the tie.breaker.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
If no one connects a line of 5 stars, a player who places 12 stars triggers the end of the game.  The player with the most stars wins the game.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the BGA implementation: 100 points are awarded for connecting 5 stars in a row, so the game simply ends when someone has 12 or more points.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Apollo1001</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=1879</id>
		<title>Game layout: view and template: yourgamename.view.php and yourgamename yourgamename.tpl</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl&amp;diff=1879"/>
		<updated>2016-06-25T20:04:25Z</updated>

		<summary type="html">&lt;p&gt;Apollo1001: /* Variables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These 2 files work together to provide the HTML layout of your game.&lt;br /&gt;
&lt;br /&gt;
Using these 2 files, you specify what HTML is rendered in your game client interface.&lt;br /&gt;
&lt;br /&gt;
In &amp;lt;yourgame.tpl&amp;gt;, you can directly write raw HTML that will be displayed by the browser.&lt;br /&gt;
&lt;br /&gt;
Example: extract of &amp;quot;hearts_hearts.tpl&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;div id=&amp;quot;myhand_wrap&amp;quot; class=&amp;quot;whiteblock&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;h3&amp;gt;{MY_HAND}&amp;lt;/h3&amp;gt;&lt;br /&gt;
    &amp;lt;div id=&amp;quot;myhand&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WARNING ==&lt;br /&gt;
&lt;br /&gt;
Your view and your template are supposed to generate only the BASE layout of the game&lt;br /&gt;
&lt;br /&gt;
You shouldn&#039;t try to setup the current game situation in the view: this is the role of your Javascript code. Why? Because you&#039;ll have to write Javascript code to put game elements in place anyway, and you don&#039;t want to write it twice :)&lt;br /&gt;
&lt;br /&gt;
Example of things to generate in your view:&lt;br /&gt;
* The overall layout of your game interface (what is displayed where).&lt;br /&gt;
* The board and fixed elements on the board (ex: places for cards, squares, ...).&lt;br /&gt;
&lt;br /&gt;
Example of things that shouldn&#039;t be generate by your view:&lt;br /&gt;
* Game elements that come and go from the game area.&lt;br /&gt;
* Game elements that are moving from one place to another.&lt;br /&gt;
&lt;br /&gt;
== phplib template system ==&lt;br /&gt;
&lt;br /&gt;
BGA is using the phplib template system, used for example in PHPbb forums.&lt;br /&gt;
&lt;br /&gt;
More details about how to use phplib template system here:&lt;br /&gt;
http://www.phpbuilder.com/columns/david20000512.php3&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
In your template (&amp;quot;tpl&amp;quot;) file, you can use variables. Then in your view (&amp;quot;.view.php&amp;quot;) file, you fill these variables with value.&lt;br /&gt;
&lt;br /&gt;
In the example above, &amp;quot;{MY_HAND}&amp;quot; is a variable. As you can see, a variable is uppercase characters border by &amp;quot;{&amp;quot; and &amp;quot;}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
To give a value to this variable in your view.php:&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Display a translated version of &amp;quot;My hand&amp;quot; at the place of the variable in the template&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::_(&amp;quot;My hand&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
   // Display some raw HTML material at the place of the variable&lt;br /&gt;
   $this-&amp;gt;tpl[&#039;MY_HAND&#039;] = self::raw( &amp;quot;&amp;lt;div class=&#039;myhand_icon&#039;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WARNING: do not use a variable called {id} as it will interfere with action buttons.&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Using &amp;quot;blocks&amp;quot;, you can repeat a piece of HTML from your template several time.&lt;br /&gt;
&lt;br /&gt;
You should use &amp;quot;blocks&amp;quot; everytime you have a block of HTML that you have to repeat a big number of time. For example, for Reversi, we have to generate 64 (8x8) squares:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi_reversi.tpl)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;board&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;!-- BEGIN square --&amp;gt;&lt;br /&gt;
        &amp;lt;div id=&amp;quot;square_{X}_{Y}&amp;quot; class=&amp;quot;square&amp;quot; style=&amp;quot;left: {LEFT}px; top: {TOP}px;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;!-- END square --&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    &amp;lt;div id=&amp;quot;discs&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(in reversi.view.php)&lt;br /&gt;
&lt;br /&gt;
 $this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;reversi_reversi&amp;quot;, &amp;quot;square&amp;quot; );&lt;br /&gt;
        &lt;br /&gt;
 $hor_scale = 64.8;&lt;br /&gt;
 $ver_scale = 64.4;&lt;br /&gt;
 for( $x=1; $x&amp;lt;=8; $x++ )&lt;br /&gt;
 {&lt;br /&gt;
    for( $y=1; $y&amp;lt;=8; $y++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;square&amp;quot;, array(&lt;br /&gt;
         &#039;X&#039; =&amp;gt; $x,&lt;br /&gt;
         &#039;Y&#039; =&amp;gt; $y,&lt;br /&gt;
         &#039;LEFT&#039; =&amp;gt; round( ($x-1)*$hor_scale+10 ),&lt;br /&gt;
         &#039;TOP&#039; =&amp;gt; round( ($y-1)*$ver_scale+7 )&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;
Explanations:&lt;br /&gt;
* You specify a block in your template file, using &amp;quot;BEGIN&amp;quot; and &amp;quot;END&amp;quot; keywords. In the example above, we are creating a block named &amp;quot;square&amp;quot;.&lt;br /&gt;
* In your view, you declare your block using &amp;quot;begin_block&amp;quot; method.&lt;br /&gt;
* Then, you can insert as many block as you want to, using &amp;quot;insert_block&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
The insert_block method takes 2 parameters:&lt;br /&gt;
* the name of the block to insert.&lt;br /&gt;
* an associative array you can use to assign values to template variables of this block. In the example above, there are 4 parameters in the block (X, Y, LEFT and TOP).&lt;br /&gt;
&lt;br /&gt;
== Nested blocks ==&lt;br /&gt;
&lt;br /&gt;
You can use nested blocks. In the example below, we are going to add a mini-board for each player of the game, with 4 card places on each of it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(In template file)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BEGIN player --&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;miniboard&amp;quot; id=&amp;quot;miniboard_{PLAYER_ID}&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;div class=&amp;quot;card_places&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;!-- BEGIN card_place --&amp;gt;&lt;br /&gt;
            &amp;lt;div id=&amp;quot;card_place_{PLAYER_ID}_{PLACE_ID}&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;!-- END card_place --&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- END player --&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
(In view file)&lt;br /&gt;
&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;card_place&amp;quot; ); // Nested block must be declared first&lt;br /&gt;
$this-&amp;gt;page-&amp;gt;begin_block( &amp;quot;mygame_mygame.tpl&amp;quot;, &amp;quot;player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
{&lt;br /&gt;
    // Important: nested block must be reset here, otherwise the second player miniboard will&lt;br /&gt;
    //  have 8 card_place, the third will have 12 card_place, and so one...&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;reset_subblocks( &#039;card_place&#039; ); &lt;br /&gt;
&lt;br /&gt;
    for( $i=1; $i&amp;lt;=4; $i++ )&lt;br /&gt;
    {&lt;br /&gt;
       $this-&amp;gt;page-&amp;gt;insert_block( &amp;quot;card_place&amp;quot;, array( &lt;br /&gt;
             &#039;PLAYER_ID&#039; =&amp;gt; $player_id,&lt;br /&gt;
             &#039;PLACE_ID&#039; =&amp;gt; $i&lt;br /&gt;
       );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    $this-&amp;gt;page-&amp;gt;insert_block( &#039;player&#039;, array( &#039;PLAYER_ID&#039; =&amp;gt; $player_id );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Javascript templates ==&lt;br /&gt;
&lt;br /&gt;
For game elements that come and go from the game area, we suggest you to define a Javascript template.&lt;br /&gt;
&lt;br /&gt;
A Javascript template is defined in your template file like this:&lt;br /&gt;
&lt;br /&gt;
(Reversi Token from Reversi example):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;script type=&amp;quot;text/javascript&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Templates&lt;br /&gt;
&lt;br /&gt;
var jstpl_disc=&#039;&amp;lt;div class=&amp;quot;disc disccolor_${color}&amp;quot; id=&amp;quot;disc_${xy}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/script&amp;gt;  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: a section for javascript templates is already available at the end of your template skeleton file.&lt;br /&gt;
&lt;br /&gt;
Then, you can use this javascript template to insert this piece of HTML in your game interface, like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.place( this.format_block( &#039;jstpl_disc&#039;, {&lt;br /&gt;
           xy: x+&#039;&#039;+y,&lt;br /&gt;
           color: color&lt;br /&gt;
    } ) , &#039;discs&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to access game information from .view.php? ==&lt;br /&gt;
&lt;br /&gt;
From your .view.php, you can access the following:&lt;br /&gt;
&lt;br /&gt;
=== Access current player id===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  global $g_user;&lt;br /&gt;
  $current_player_id = $g_user-&amp;gt;get_id();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Access game object ===&lt;br /&gt;
&lt;br /&gt;
In your view file, &amp;quot;$this-&amp;gt;game&amp;quot; contains an instance of your main game class.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   // Access to some game elements description described in your &amp;quot;material.inc.php&amp;quot;:&lt;br /&gt;
   $my_cards_types = $this-&amp;gt;game-&amp;gt;card_types;&lt;br /&gt;
&lt;br /&gt;
   // Access to any (public) method defined in my .game.php file:&lt;br /&gt;
   $result = $this-&amp;gt;game-&amp;gt;myMethod();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips: displaying a nice button ==&lt;br /&gt;
&lt;br /&gt;
From time to time, you need to display a standard button in your interface. BGA framework provides you a standard button that you can use directly in your interface:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    &amp;lt;a href=&amp;quot;#&amp;quot; id=&amp;quot;my_button_id&amp;quot; class=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;span&amp;gt;My button label&amp;lt;/span&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: To see it in action, check for example a Coloretto game&lt;/div&gt;</summary>
		<author><name>Apollo1001</name></author>
	</entry>
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