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	<title>Board Game Arena - Contribucións do/a usuario/a [gl]</title>
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	<updated>2026-10-14T22:38:19Z</updated>
	<subtitle>Contribucións do/a usuario/a</subtitle>
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	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpidiot&amp;diff=3418</id>
		<title>Gamehelpidiot</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpidiot&amp;diff=3418"/>
		<updated>2019-04-05T16:46:26Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: Created page with &amp;quot; Idiot instructions. -------------------  TL;DR ----- Go out by getting rid of all your cards in-hand and then on the table. Play higher than previous or pickup the entire sta...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Idiot instructions.&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
TL;DR&lt;br /&gt;
-----&lt;br /&gt;
Go out by getting rid of all your cards in-hand and then on the table.&lt;br /&gt;
Play higher than previous or pickup the entire stack.&lt;br /&gt;
a 2 goes on anything, a 10 burns, a 9 means you have to go lower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
------------&lt;br /&gt;
2-4 players, played with a standard deck of 52 cards. &lt;br /&gt;
The idea of the game is to get rid of all your cards before the last player.&lt;br /&gt;
The last player loses and becomes the Idiot.&lt;br /&gt;
This is a very quick, fun game with an element of luck and skill.&lt;br /&gt;
&lt;br /&gt;
Setup:&lt;br /&gt;
------&lt;br /&gt;
For a 4-Player game, each player is dealt 3 cards face-down and then 3 cards face-up placed ontop. &lt;br /&gt;
The cards face-down remain secret from all players, do not look at them until the final stage of the game.&lt;br /&gt;
Each player is then dealt 3 more cards for their playing hand. The remaining cards make the draw deck.&lt;br /&gt;
&lt;br /&gt;
Exchange of cards:&lt;br /&gt;
------------------&lt;br /&gt;
Players may now exchange cards from their hand with the face-up cards on the table as they see fit.&lt;br /&gt;
When everyone is finished play proceeds.&lt;br /&gt;
&lt;br /&gt;
Playing cards:&lt;br /&gt;
--------------&lt;br /&gt;
The game randomly picks a player with the lowest card in their hand. (3 and above, not a 2) and must start with that card.&lt;br /&gt;
Cards are played into a stack, the next player must play a card atleast as high as the last card played. &lt;br /&gt;
If a player cannot (or does not want to) play a card they must pick up the complete played stack so far (all the cards previously played), play immediately proceeds to the next player.&lt;br /&gt;
While there are cards in the draw deck, players refill their hand up to 3 cards.&lt;br /&gt;
Once the draw deck is empty and then the players hand is empty, a player then moves onto playing face-up cards from the table.&lt;br /&gt;
Once the face-up cards have all been played, a player must play a single face-down card.&lt;br /&gt;
Only at the point of playing a face-down card will you know if it is a legal play or not. If it is an illegal play then take this card and pick up the stack into your hand.&lt;br /&gt;
If at any point a player has to pick up cards, they forfeit playing any cards for their turn, but in future turns must play all these cards in their hand before resuming playing the table cards.&lt;br /&gt;
Once a player has played all their table cards and all the cards from their hand they are out! Play continues with the remaining players.&lt;br /&gt;
The last player remaining is the idiot and losses! The rest of the players can take solitude in the fact they are far superior&lt;br /&gt;
and start to mock the idiot with raucous laughter, friendly insults, finger pointing and a far too generous pat on the back.&lt;br /&gt;
&lt;br /&gt;
A single play is not limited to just a single card, if a player has multiple exact rank value cards they may play any or all of those cards. This can be done from your hand or the face-up table cards, but not both at the same time.&lt;br /&gt;
For example 2 Jacks, or 4 Kings.&lt;br /&gt;
&lt;br /&gt;
Rank order (Ace high):&lt;br /&gt;
----------------------&lt;br /&gt;
2,3,4,5,6,7,8,9,10,Jack,Queen,King,Ace.&lt;br /&gt;
&lt;br /&gt;
Special cards and plays.&lt;br /&gt;
------------------------&lt;br /&gt;
A few of the cards listed below have special rules associated with them:&lt;br /&gt;
&lt;br /&gt;
2: maybe played on ANY rank card.&lt;br /&gt;
9: the immediate next player must play a [b]lower[/b] rank card or another 9, or pick up the stack.&lt;br /&gt;
10: burn the stack of cards and remove them from the game, the player is also granted an additional turn.&lt;br /&gt;
4 cards of the same value. No matter who plays the cards, the player to play the 4th card will burn the stack and is granted an additional turn.&lt;br /&gt;
&lt;br /&gt;
Example of Play: (The deck is already empty)&lt;br /&gt;
----------------&lt;br /&gt;
PlayerA plays 2 3&#039;s.&lt;br /&gt;
PlayerB doesn&#039;t have any cards in hand and plays from the tabel, 1 of the face-up 8&#039;s.&lt;br /&gt;
PlayerC plays 3 more 8&#039;s and burns all the cards in the stack and is granted an additional turn.&lt;br /&gt;
PlayerC plays 4 6&#039;s and burns all the cards in the stack and is granted yet another additional turn. PlayerC has no more cards remaining in her hand.&lt;br /&gt;
PlayerC plays 3 face-up 10&#039;s, again this burns the stack.&lt;br /&gt;
PlayerC plays a face-down card, a Queen.&lt;br /&gt;
PlayerD cannot play (only has a 9 and 10 in hand) and picks up the stack. (luckily it&#039;s just a Queen)&lt;br /&gt;
&lt;br /&gt;
Number of players.&lt;br /&gt;
----------------&lt;br /&gt;
In a 4 player game, players have 3 cards. (3 facedown and 3 faceup, and 3 cards in hand, and draws from the deck when lower than 3).&lt;br /&gt;
In a 3 player game, players have 4 cards instead of 3 as described above. (4 facedown and 4 faceup, and 4 cards in hand, and draws from the deck when lower than 4).&lt;br /&gt;
In a 2 player game, players have 6 cards instead of 3 as described above. (6 facedown and 6 faceup, and 6 cards in hand, and draws from the deck when lower than 6).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Stock&amp;diff=3417</id>
		<title>Stock</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Stock&amp;diff=3417"/>
		<updated>2019-04-05T11:15:38Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Complete stock component reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stock&#039;&#039;&#039; is a javascript component that you can use in your game interface to display a set of elements of the same size that need to be arranged in single or multiple lines.&lt;br /&gt;
&lt;br /&gt;
Stock is very flexible and is the most used component in BGA games.&lt;br /&gt;
&lt;br /&gt;
Examples of stock use cases:&lt;br /&gt;
&lt;br /&gt;
* Display a set of cards, typically hands (examples: &#039;&#039;Hearts&#039;&#039;, &#039;&#039;Seasons&#039;&#039;, &#039;&#039;The Boss&#039;&#039;, &#039;&#039;Race for the Galaxy&#039;&#039;).&lt;br /&gt;
* Display items in player panels (examples: &#039;&#039;Takenoko&#039;&#039;, &#039;&#039;Amyitis&#039;&#039;, ...)&lt;br /&gt;
* ... Many other situations. For example, black dice and cubes on cards in &#039;&#039;Troyes&#039;&#039; are displayed with stock components.&lt;br /&gt;
&lt;br /&gt;
Using stock:&lt;br /&gt;
&lt;br /&gt;
* Your items are arranged nicely and sorted by type.&lt;br /&gt;
* When adding or removing items to a set, all items slide smoothly to their new position in the set.&lt;br /&gt;
* Selecting and unselecting items are built-in functions.&lt;br /&gt;
* You don&#039;t have to worry about inserting/removing HTML code; the entire life cycle of the stock is managed by the component.&lt;br /&gt;
&lt;br /&gt;
== Using stock: a simple example ==&lt;br /&gt;
&lt;br /&gt;
Let&#039;s have a look on how the stock is used in the game &#039;&#039;Hearts&#039;&#039; to display a hand of standard cards.&lt;br /&gt;
&lt;br /&gt;
First, don&#039;t forget to add &amp;quot;ebg/stock&amp;quot; as a dependency in your js file:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;     /// &amp;lt;==== HERE&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock is initialized in the Javascript &amp;quot;setup&amp;quot; method like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Player hand&lt;br /&gt;
    this.playerHand = new ebg.stock();&lt;br /&gt;
    this.playerHand.create( this, $(&#039;myhand&#039;), this.cardwidth, this.cardheight );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanations:&lt;br /&gt;
* We create a new stock object for the player hand.&lt;br /&gt;
* As parameters of the &amp;quot;create&amp;quot; method, we provide the width/height of an item (a card), and the div container &amp;quot;myhand&amp;quot; - which is a simple empty &amp;quot;div&amp;quot; element defined in our HTML template (.tpl).&lt;br /&gt;
&lt;br /&gt;
Then, we must tell the stock what items it is going to display during its life: the 52 cards of a standard card game. Of course, we did not create 52 different images, but a &amp;quot;CSS sprite&amp;quot; image named &amp;quot;cards.jpg&amp;quot; with the cards arranged in 4 rows and 13 columns.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we tell stock what items to display:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 13 images per row in the CSS sprite image&lt;br /&gt;
    this.playerHand.image_items_per_row = 13;&lt;br /&gt;
&lt;br /&gt;
    // Create card types:&lt;br /&gt;
    for( var color=1;color&amp;lt;=4;color++ )&lt;br /&gt;
    {&lt;br /&gt;
        for( var value=2;value&amp;lt;=14;value++ )&lt;br /&gt;
        {&lt;br /&gt;
            // Build card type id&lt;br /&gt;
            var card_type_id = this.getCardUniqueId( color, value );&lt;br /&gt;
            this.playerHand.addItemType( card_type_id, card_type_id, g_gamethemeurl+&#039;img/cards.jpg&#039;, card_type_id );&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Explanation:&lt;br /&gt;
&lt;br /&gt;
* First, we tell the stock component that our CSS sprite contains 13 items per row. This way, it can find the correct image for each card type id.&lt;br /&gt;
* Then for the 4x13 cards, we call the &amp;quot;addItemType&amp;quot; method that creates the type. The arguments are the type id, the weight of the card (for sorting purpose), the URL of our CSS sprite, and the position of our card image in the CSS sprite.&lt;br /&gt;
&lt;br /&gt;
Note: In this specific example we need to generate a unique ID for each type of card based on its color and value. This is the only purpose of &amp;quot;getCardUniqueId&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
From now on, if we need to add a card - for example, the 5 of Hearts - to a player&#039;s hand, we can do this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStock( this.getCardUniqueId( 2 /* 2=hearts */, 5 ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In reality, cards have some IDs, which are useful to manipulate them. This is the reason we are using &amp;quot;addToStockWithId&amp;quot; instead:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.addToStockWithId( this.getCardUniqueId( 2 /* 2=hearts */, 5 ), my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If afterwards we want to remove this card from the stock:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.playerHand.removeFromStockById( my_card_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complete stock component reference ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;create( page, container_div, item_width, item_height ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With create, you create a new stock component.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* page: the container page. Usually: &amp;quot;this&amp;quot;.&lt;br /&gt;
* container_div: the container &amp;quot;div&amp;quot; element (a void div element in your template, with an id).&lt;br /&gt;
* width and height (in pixels) for the stock component.&lt;br /&gt;
&lt;br /&gt;
(See &#039;&#039;Hearts&#039;&#039; example above).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;count():&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the total number of items in the stock right now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addItemType( type, weight, image, image_position ):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Define a new type of item and add it to the stock.&lt;br /&gt;
&lt;br /&gt;
This is mandatory to define a new item type before adding it to the stock. Example: if you want to have a stock contain cubes of 3 different colors, you must add 3 item types (one for each color).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the type to add. You can choose any positive integer. All item types must have distinct IDs.&lt;br /&gt;
* weight: weight of items of this type. Weight value is used to sort items of the stock during the display. Note that you can specify the same weight for all items; in this case, they are not sorted and their order might change randomly at any time.&lt;br /&gt;
* image: URL of item image. Most of the time, you will use a CSS sprite for stock items, so you have to specify CSS sprite image here.&lt;br /&gt;
&lt;br /&gt;
Be careful: you must specify the image url as this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  g_gamethemeurl+&#039;img/yourimage.png&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* image_position: if &amp;quot;image&amp;quot; specify the URL of a CSS sprite, you must specify the position of the item image in this CSS sprite. For example, if you have a CSS sprite with 3 cubes with a size of 20x20 pixels each (so your CSS image has for example a size of 20x60 or 60x20), you specify &amp;quot;0&amp;quot; for the first cube image, 1 for the second, 2 for the third.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important&#039;&#039;: if there is more than one line of items in your CSS sprite,  you must specify how many items per line you have in your CSS sprite like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Specify that there are 10 image items per row in images used in &amp;quot;myStockObject&amp;quot; control.&lt;br /&gt;
    this.myStockObject.image_items_per_row = 10;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStock( type, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an item to the stock, with the specified type, but without a unique ID.&lt;br /&gt;
&lt;br /&gt;
To make your life easier, in most cases we suggest you use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; in order to give an ID to the item added. &#039;&#039;&#039;addToStock&#039;&#039;&#039; is suitable when you are using a stock to control items that are generic game materials that don&#039;t need to be addressed individually (example: a bunch of money tokens).&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* type: ID of the item type to use (as specified in &amp;quot;addItemType&amp;quot;)&lt;br /&gt;
* from: OPTIONAL: if you specify an HTML item here, the item will appear on this item and will be slid to its position on the stock item.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // Add a money token to the &amp;quot;player money&amp;quot; stock.&lt;br /&gt;
  // The money token will appear on &amp;quot;player_id&amp;quot; player panel and will move to its position.&lt;br /&gt;
  this.playerMoney.addToStock( MONEY_TOKEN, &#039;overall_player_board_&#039;+player_id );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addToStockWithId( type, id, from )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the same method as &#039;&#039;&#039;addToStock&#039;&#039;&#039;, except that it also associates an ID with the newly created item.&lt;br /&gt;
&lt;br /&gt;
This is especially useful:&lt;br /&gt;
&lt;br /&gt;
* When you need to know which item(s) have been selected by the user (see &#039;&#039;&#039;getSelectedItems&#039;&#039;&#039;).&lt;br /&gt;
* When you need to remove a specific item from the stock with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Important: for a given stock control, you must use either &#039;&#039;&#039;addToStock&#039;&#039;&#039; or &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039;, but NEVER BOTH OF THEM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStock( type, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item of the specific type from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeFromStockById( id, to )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove an item with a specific ID from the stock.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;to&amp;quot; is an optional parameter. If &amp;quot;to&amp;quot; contains the ID of an HTML element, the item removed from the stock is slided to this HTML element before it disappear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;removeAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove all items from the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPresentTypeList()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an array with all the types of items present in the stock right now.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    this.myStockControl.removeAll();&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    this.myStockControl.addToStock( 34 );&lt;br /&gt;
    this.myStockControl.addToStock( 89 );&lt;br /&gt;
    this.myStockControl.addToStock( 65 );&lt;br /&gt;
    &lt;br /&gt;
    // The following returns: { 34:1,  65:1,  89:1  }&lt;br /&gt;
    var item_types = this.myStockControl.getPresentTypeList();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;resetItemsPosition()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you moved an item from the stock control manually (ex: after a drag&#039;n&#039;drop) and want to reset their positions to their original ones, you can call this method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;item_margin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By default, there is a margin of 5px between the items of a stock. You can change the member variable &amp;quot;item_margin&amp;quot; to change this.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.myStockControl.item_margin=5;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;changeItemsWeight( newWeights )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method you can change dynamically the weight of the item types in a stock control.&lt;br /&gt;
&lt;br /&gt;
Items are immediately re-sorted with the new weight.&lt;br /&gt;
&lt;br /&gt;
Example: with a stock control that contains classic cards, you can order them by value or by color. Using changeItemsWeight you can switch from one sort method to another when a player request this.&lt;br /&gt;
&lt;br /&gt;
newWeights is an associative array: item type id =&amp;gt; new weight.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // Item type 1 gets a new weight of 10, 2 a new weight of 20, 3 a new weight of 30.&lt;br /&gt;
    this.myStockControl.changeItemsWeight( { 1: 10, 2: 20, 3: 30 } );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionMode( mode )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection mode:&lt;br /&gt;
* 0: no item can be selected by the player.&lt;br /&gt;
* 1: a maximum of one item can be selected by the player at a time.&lt;br /&gt;
* 2 (default): multiple items can be selected by the player at the same time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setSelectionAppearance( type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each stock control, you can specify a selection highlighting type:&lt;br /&gt;
* &#039;border&#039;: there will be a red border around selected items (this is the default). The attribute &#039;apparenceBorderWidth&#039; can be used to manage the width of the border (in pixels).&lt;br /&gt;
* &#039;disappear&#039;: the selected item will fade out and disappear. This is useful when the selection has the effect of destroying the item.&lt;br /&gt;
* &#039;class&#039;: there will be an extra &#039;&#039;&#039;stockitem_selected&#039;&#039;&#039; css class added to the element when it is selected (and removed when unselected). You can override this class in the css file for your game.&lt;br /&gt;
&lt;br /&gt;
By default this class definition is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid red ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to override it (for example, to change the border color) add this in your &amp;lt;game&amp;gt;.css file:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.stockitem_selected {&lt;br /&gt;
	border: 2px solid orange ! important;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;isSelected( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return a boolean indicating whether the specified item id has been selected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;selectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectItem( id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect the specified item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;unselectAll()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unselect all items of the stock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onChangeSelection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This callback method is called when the player selects/unselects an item of the stock.&lt;br /&gt;
&lt;br /&gt;
You can connect this to one of your methods like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    dojo.connect( this.myStockControl, &#039;onChangeSelection&#039;, this, &#039;onMyMethodToCall&#039; );&lt;br /&gt;
    &lt;br /&gt;
    (...)&lt;br /&gt;
    &lt;br /&gt;
    onMyMethodToCall: function( control_name )&lt;br /&gt;
    {&lt;br /&gt;
        // This method is called when myStockControl selected items changed&lt;br /&gt;
        var items = this.myStockControl.getSelectedItems();&lt;br /&gt;
        &lt;br /&gt;
        // (do something)&lt;br /&gt;
    },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: The &amp;quot;control_name&amp;quot; argument is the ID (the &amp;quot;DOM&amp;quot; id) of the &amp;quot;div&amp;quot; container of your stock control. Using &amp;quot;control_name&amp;quot;, you can use the same callback method for different Stock control and see which one trigger the method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getSelectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the list of selected items, as an array with the following format:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
   { type:1,  id:  1001 },&lt;br /&gt;
   { type:1,  id:  1002 },&lt;br /&gt;
   { type:3,  id:  1003 }&lt;br /&gt;
   ...&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getUnselectedItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as the previous one, but return unselected item instead of seleted ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getAllItems()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get all items (same format as getSelectedItems and getUnselectedItems).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getItemDivId(id)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the div id using the stock item id (to manipulate element properties directly).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setOverlap( horizontal_percent, vertical_percent )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make items of the stock control &amp;quot;overlap&amp;quot; each other, to save space.&lt;br /&gt;
&lt;br /&gt;
By default, horizontal_overlap and vertical_overlap are 0.&lt;br /&gt;
&lt;br /&gt;
When horizontal_overlap=20, it means that a stock item will overlap to only show 20% of the width of all the previous items. horizontal_overlap can&#039;t be greater than 100.&lt;br /&gt;
&lt;br /&gt;
vertical_overlap works differently: one items on two are shifted up.&lt;br /&gt;
&lt;br /&gt;
See the games &amp;quot;Jaipur&amp;quot; or &amp;quot;Koryŏ&amp;quot; to see examples of use of this function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;onItemCreate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using onItemCreate, you can trigger a method each time a new item is added to the Stock, in order to customize it.&lt;br /&gt;
&lt;br /&gt;
Complete example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // During &amp;quot;setup&amp;quot; phase, we associate our method &amp;quot;setupNewCard&amp;quot; with the creation of a new stock item:&lt;br /&gt;
    this.myStockItem.onItemCreate = dojo.hitch( this, &#039;setupNewCard&#039; ); &lt;br /&gt;
&lt;br /&gt;
     (...)&lt;br /&gt;
&lt;br /&gt;
    // And here is our &amp;quot;setupNewCard&amp;quot;:&lt;br /&gt;
    setupNewCard: function( card_div, card_type_id, card_id )&lt;br /&gt;
    {&lt;br /&gt;
       // Add a special tooltip on the card:&lt;br /&gt;
       this.addTooltip( card_div.id, _(&amp;quot;Some nice tooltip for this item&amp;quot;), &#039;&#039; );&lt;br /&gt;
&lt;br /&gt;
       // Note that &amp;quot;card_type_id&amp;quot; contains the type of the item, so you can do special actions depending on the item type&lt;br /&gt;
&lt;br /&gt;
       // Add some custom HTML content INSIDE the Stock item:&lt;br /&gt;
       dojo.place( this.format_block( &#039;jstpl_my_card_content&#039;, {&lt;br /&gt;
                                ....&lt;br /&gt;
                           } ), card_div.id );&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips when adding/removing items to/from Stock components ==&lt;br /&gt;
&lt;br /&gt;
Most cases will be one of the following situations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation A&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is &#039;&#039;&#039;not&#039;&#039;&#039; coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* Use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument set to the element of your interface where the card should come from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation B&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you add a card to a stock item, and this card is coming from another stock:&lt;br /&gt;
&lt;br /&gt;
* On the destination Stock, use &#039;&#039;&#039;addToStockWithId&#039;&#039;&#039; with a &amp;quot;from&amp;quot; argument which is the HTML id of the corresponding item in the source Stock. For example, if the source stock id is &amp;quot;myHand&amp;quot;, then the HTML id of card 48 is &amp;quot;myHand_item_48&amp;quot;.&lt;br /&gt;
* Then, remove the source item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
(Note that it&#039;s important to do things in this order, because the source item must still exist when you use it as the origin of the slide.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation C&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When you move a card from a stock item to something that is not a stock item:&lt;br /&gt;
&lt;br /&gt;
* Insert the card as a classic HTML template (dojo.place / this.format_block).&lt;br /&gt;
* Place it on the Stock item with &#039;&#039;&#039;this.placeOnObject&#039;&#039;&#039;, using the Stock item HTML id (see above).&lt;br /&gt;
* Slide it to its new position with &#039;&#039;&#039;this.slideToObject&#039;&#039;&#039;.&lt;br /&gt;
* Remove the card from the Stock item with &#039;&#039;&#039;removeFromStockById&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using the methods above, your cards should slide to, from, and between your Stock controls smoothly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can customize this (showing the default value):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
this.mystock.jstpl_stock_item= &amp;quot;&amp;lt;div id=\&amp;quot;${id}\&amp;quot; class=\&amp;quot;stockitem\&amp;quot; style=\&amp;quot;top:${top}px;left:${left}px;width:${width}px;height:${height}px;z-index:${position};background-image:url(&#039;${image}&#039;);\&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To produce a different type of stock item&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3416</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3416"/>
		<updated>2019-04-05T10:41:28Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Debugging my Javascript game interface logic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
=== Debugging my Javascript game interface logic ===&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
Copy and paste code for a quick code sanity check like the right number of brackets.&lt;br /&gt;
&lt;br /&gt;
PHP: [https://phpcodechecker.com/ https://phpcodechecker.com/]&lt;br /&gt;
&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3415</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3415"/>
		<updated>2019-04-05T10:40:27Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Online format checkers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
Copy and paste code for a quick code sanity check like the right number of brackets.&lt;br /&gt;
&lt;br /&gt;
PHP: [https://phpcodechecker.com/ https://phpcodechecker.com/]&lt;br /&gt;
&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3414</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3414"/>
		<updated>2019-04-05T10:39:20Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Online format checkers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
PHP: [https://phpcodechecker.com/ https://phpcodechecker.com/]&lt;br /&gt;
&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3413</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3413"/>
		<updated>2019-04-05T10:38:41Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Online format checkers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
PHP: [https://phpcodechecker.com/ https://phpcodechecker.com/]&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3412</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3412"/>
		<updated>2019-04-05T10:37:27Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Online format checkers ==&lt;br /&gt;
PHP: [https://phpcodechecker.com/]&lt;br /&gt;
JS:  [http://esprima.org/demo/validate.html]&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3411</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3411"/>
		<updated>2019-04-05T10:34:20Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Use Debugger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add a line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3410</id>
		<title>Practical debugging</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Practical_debugging&amp;diff=3410"/>
		<updated>2019-04-05T10:33:40Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Use Debugger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This page gives you practical tips to debug your game during development. Don&#039;t hesitate to share your difficulties with us so that we can improve this section.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
To work on BGA Studio, we recommend that you use [http://www.google.com/chrome Google Chrome] as it&#039;s currently the fastest browser for the BGA platform, and it&#039;s available for all OSes.&lt;br /&gt;
&lt;br /&gt;
Another reason to use Chrome is that it embeds all the tools you need to work on BGA Studio. You can see them by pressing &amp;quot;F12&amp;quot; or from the menu (&amp;quot;Tools &amp;gt; Development tools&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
A good practice is to use a second browser to develop the game, in order to verify that your game is working fine on this browser too.&lt;br /&gt;
&lt;br /&gt;
To debug with Firefox browser, we advise you to use these 2 extensions:&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/firebug/ Firebug]&lt;br /&gt;
* [https://addons.mozilla.org/firefox/addon/web-developer/ Web developer]&lt;br /&gt;
&lt;br /&gt;
To debug with other browsers (IE, Edge, Opera), we advise you to use one of the most recent versions. Latest versions of the browser will likely have better development tools than the previous ones...&lt;br /&gt;
&lt;br /&gt;
== General tip for debugging ==&lt;br /&gt;
&lt;br /&gt;
In general for debugging, think of using the &#039;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]] state&#039; functionality. It enables you to save the state of your game just before the issue you are investigating, then come back to that point with one click as many times as needed to understand what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You can save up to 3 different states.&lt;br /&gt;
&lt;br /&gt;
== Debugging my game when it cannot start ==&lt;br /&gt;
&lt;br /&gt;
If your game won&#039;t start because of an error, you are probably in one of these situations:&lt;br /&gt;
* There is a SQL error in your dbmodel.sql file.&lt;br /&gt;
* You have a syntax error in your PHP file.&lt;br /&gt;
* Your PHP &amp;quot;setup&amp;quot; - or any method used during the game initial states - generates an exception.&lt;br /&gt;
&lt;br /&gt;
If the error is not explicitly displayed when you click on &amp;quot;Express start&amp;quot;, you should check the &amp;quot;Gameserver error log&amp;quot; as per [[Studio logs]].&lt;br /&gt;
More cases of why game can&#039;t start are described on the [[Troubleshooting]] page.&lt;br /&gt;
&lt;br /&gt;
== Debugging my PHP game logic (or my view) ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, debugging PHP is quite easy. Here&#039;s what I do when I want to develop/debug some game logic that is triggered by some game action:&lt;br /&gt;
&lt;br /&gt;
* At first, I make sure that I can reproduce the needed game situation with one click. To do this, I use the &amp;quot;[[Tools_and_tips_of_BGA_Studio#Save_.26_restore_state|save &amp;amp; restore]]&amp;quot; function.&lt;br /&gt;
* Another possibility for this is to place a &#039;&#039;&#039;die(&#039;ok&#039;);&#039;&#039;&#039; PHP statement right after the PHP I am developing/debugging. This way, I make sure that every request will fail and then nothing will be committed to the database.&lt;br /&gt;
* Then, I use the &#039;&#039;&#039;var_dump&#039;&#039;&#039; function to dump PHP variables and check what&#039;s wrong, until it works.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
var_dump( $my_variable );&lt;br /&gt;
die(&#039;ok&#039;);&lt;br /&gt;
&lt;br /&gt;
// (...my code to debug)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Add traces to your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following functions in your game to add server side logging:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::dump( &#039;name_of_variable&#039;, $variable );&#039;&#039;&#039;  // dump variable, like var_dump but in the log debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::debug( $message );&#039;&#039;&#039;  // debug level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::trace( $message );&#039;&#039;&#039;  // info level logging, goes to [[Studio_logs|BGA request&amp;amp;SQL logs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::warn( $message );&#039;&#039;&#039;   // warning level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;self::error( $message );&#039;&#039;&#039;  // error level logging, goes to [[Studio_logs#BGA_unexpected_exceptions_logs|BGA unexpected exceptions log]]&lt;br /&gt;
&lt;br /&gt;
Check [[Studio logs]] for more details on how to access your logs.&lt;br /&gt;
&lt;br /&gt;
This can be useful when you need to follow the flow of your code and not just stop it to see how it goes at some point.&lt;br /&gt;
&lt;br /&gt;
Only the error log level will appear in production. This level should be used only for critical problems. &lt;br /&gt;
Other levels will show only in the development environment and can be used as you see fit.&lt;br /&gt;
&lt;br /&gt;
== Debugging my HTML/CSS layout ==&lt;br /&gt;
&lt;br /&gt;
Example situations&lt;br /&gt;
&lt;br /&gt;
* Why doesn&#039;t my game element show up in the interface?&lt;br /&gt;
* Why hasn&#039;t my CSS property been applied to this element?&lt;br /&gt;
* Why is this game element displayed at this position?&lt;br /&gt;
&lt;br /&gt;
A useful tip when an element does not show up in the interface is to give it a red background:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#my_element {&lt;br /&gt;
  ... some CSS definitions ...&lt;br /&gt;
  background-color: red;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you know if the element is not visible because of some CSS property or because of something else.&lt;br /&gt;
&lt;br /&gt;
Another tip: sometimes, changing a CSS property has no visible effect on your interface. In that case, add a &amp;quot;display:none&amp;quot; property. If your element does not disappear, the bug probably comes from your CSS selector and not from your CSS property.&lt;br /&gt;
&lt;br /&gt;
Using Chrome &amp;quot;Elements&amp;quot; tab (the first one), you can:&lt;br /&gt;
* See the CURRENT HTML of your page. Remember that the classical &amp;quot;show page source&amp;quot; is inefficient with BGA as you are modifying the page source with your Javascript code.&lt;br /&gt;
* Using the &amp;quot;magnifying glass&amp;quot;, you can click on any part of your game interface and check its HTML code and associated CSS styles.&lt;br /&gt;
* You can even modify directly some CSS properties and see how it looks immediately in the game interface.&lt;br /&gt;
&lt;br /&gt;
== Debugging my Javascript game interface logic ==&lt;br /&gt;
&lt;br /&gt;
Compared to PHP debugging, Javascript debugging can sometimes be painful.&lt;br /&gt;
&lt;br /&gt;
Here are some tips to make your life easier while developing and debugging Javascript:&lt;br /&gt;
&lt;br /&gt;
=== Do complex things on the PHP side ===&lt;br /&gt;
&lt;br /&gt;
The most frequent case is the following: you want to compute possible moves in a game situation. Doing it in Javascript is a nightmare. Do it in PHP, and transfer the results to your client interface using the &amp;quot;args&amp;quot; game state property.&lt;br /&gt;
&lt;br /&gt;
Note: See the Reversi tutorial for an example.&lt;br /&gt;
&lt;br /&gt;
=== Add traces in your code ===&lt;br /&gt;
&lt;br /&gt;
You can use the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;console.log( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will give you the object structure of the variable in the Javascript console, without blocking the execution.&lt;br /&gt;
&lt;br /&gt;
It&#039;s often a good idea to precede this call with a console.log( &#039;### HERE ###&#039; ); to find more easily the appropriate line in the console log.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;alert( variable_to_inspect )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It will popup what you wish and pause the execution until you click ok.&lt;br /&gt;
&lt;br /&gt;
This won&#039;t be useful for complex structures; only native types will be plainly displayed. But this is sometimes useful just with messages to make sure which way the execution goes.&lt;br /&gt;
&lt;br /&gt;
=== Use Debugger ===&lt;br /&gt;
&lt;br /&gt;
Modern browsers also allow you to put breakpoints in your js code. &lt;br /&gt;
&lt;br /&gt;
This will stop code execution on that line and will launch the JavaScript debugger.&lt;br /&gt;
&lt;br /&gt;
In Chrome, to add a breakpoint: add line to your .js file&lt;br /&gt;
&lt;br /&gt;
debugger; &lt;br /&gt;
&lt;br /&gt;
Refresh the page F5, and make sure you have the Developer tools window open, press F12. &lt;br /&gt;
When the break-point is hit you can then step through your code and visualise variables, etc.&lt;br /&gt;
&lt;br /&gt;
== Some frequent errors ==&lt;br /&gt;
&lt;br /&gt;
See [[Troubleshooting]].&lt;br /&gt;
&lt;br /&gt;
== Get the database matching a bug report ==&lt;br /&gt;
&lt;br /&gt;
When a player creates a bug report in production, a snapshot of the game database is taken. You can get access to this snapshot from the studio by following the steps below:&lt;br /&gt;
* Create a table in the studio with the same game and number of players as the table for which the report has been written. Launch this table.&lt;br /&gt;
* Open another tab on the studio and go to &amp;quot;Manage game&amp;quot; page for your project (you have to be admin for this project)&lt;br /&gt;
* In the &amp;quot;Errors in production&amp;quot; section, fill up the fields &amp;quot;Bug report ID&amp;quot; (this is the ID of the bug report in production) and &amp;quot;Studio table ID&amp;quot; (this is the ID of the table you created above) then click the &amp;quot;⇨ Load bug report state into this table save slot #1&amp;quot; button.&lt;br /&gt;
* If the snapshot is correctly retrieved, you see a &amp;quot;Done!&amp;quot; message.&lt;br /&gt;
* Go back to the tab with your studio table and click &amp;quot;Load 1&amp;quot;.&lt;br /&gt;
* The page refreshes automatically and is broken. This is normal, as the player ids from the snapshot are the player ids of the production, not those of the studio. We&#039;ll need to update them.&lt;br /&gt;
* Click on the &amp;quot;Go to game database&amp;quot; button&lt;br /&gt;
* For each table using player_ids, you&#039;ll need to update the player_ids from the production to use the player_ids from the studio. You can see the player_ids from the table page before entering the game by hovering over the player names.&lt;br /&gt;
* Tables to update:&lt;br /&gt;
** player&lt;br /&gt;
** global (value with ID 2 is the active player)&lt;br /&gt;
** stats&lt;br /&gt;
** tables specific to your schema that use player_ids&lt;br /&gt;
* If your changes to player_ids are not taken into account, it may be a cache problem: use the &amp;quot;Clear PHP cache&amp;quot; button on your &amp;quot;Manage game&amp;quot; page.&lt;br /&gt;
* Then you should be able to play with the same state of the game as when the report was created in production.&lt;br /&gt;
* If the game has ended, you can place it again in the game state you want to debug by setting the value with ID 1 in the global table to the appropriate state value, and the value with ID 2 to the player you want active).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=3409</id>
		<title>Main game logic: yourgamename.game.php</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Main_game_logic:_yourgamename.game.php&amp;diff=3409"/>
		<updated>2019-04-04T08:06:14Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Player elimination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is the main file for your game logic. Here you initialize the game, persist data, implement the rules and notify the client interface of changes.&lt;br /&gt;
&lt;br /&gt;
== File Structure ==&lt;br /&gt;
&lt;br /&gt;
The details of how the file is structured are described directly with comments in the code skeleton provided to you.&lt;br /&gt;
 &lt;br /&gt;
Here is the basic structure:&lt;br /&gt;
&lt;br /&gt;
* EmptyGame (constructor): where you define global variables.&lt;br /&gt;
* setupNewGame: initial setup of the game.&lt;br /&gt;
* getAllDatas: where you retrieve all game data during a complete reload of the game.&lt;br /&gt;
* getGameProgression: where you compute the game progression indicator.&lt;br /&gt;
* Utility functions: your utility functions.&lt;br /&gt;
* Player actions: the entry points for players actions. &lt;br /&gt;
* Game state arguments: methods to return additional data on specific game states ([http://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php#args more info here]).&lt;br /&gt;
* Game state actions: the logic to run when entering a new game state ([http://en.doc.boardgamearena.com/Your_game_state_machine:_states.inc.php#action more info here]).&lt;br /&gt;
* zombieTurn: what to do it&#039;s the turn of a zombie player.&lt;br /&gt;
&lt;br /&gt;
== Accessing player information ==&lt;br /&gt;
&lt;br /&gt;
; getPlayersNumber()&lt;br /&gt;
: Returns the number of players playing at the table&lt;br /&gt;
: Note: doesn&#039;t work in setupNewGame so use count($players) instead&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerId()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot;, whatever what is the current state type.&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; getActivePlayerName()&lt;br /&gt;
: Get the &amp;quot;active_player&amp;quot; name&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
; loadPlayersBasicInfos()&lt;br /&gt;
: Get an associative array with generic data about players (ie: not game specific data).&lt;br /&gt;
: The key of the associative array is the player id. The returned table is cached, so ok to call multiple times without performance concerns.&lt;br /&gt;
: The content of each value is:&lt;br /&gt;
: * player_name - the name of the player&lt;br /&gt;
: * player_color (ex: ff0000) - the color code of the player&lt;br /&gt;
: * player_no - the position of the player at the start of the game in natural table order, i.e. 1,2,3&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerId()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot;. The current player is the one from which the action originated (the one who send the request).&lt;br /&gt;
: &#039;&#039;&#039;Be careful&#039;&#039;&#039;: It is not always the active player.&lt;br /&gt;
: In general, you shouldn&#039;t use this method, unless you are in &amp;quot;multiplayer&amp;quot; state.&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerName()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; name&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; getCurrentPlayerColor()&lt;br /&gt;
: Get the &amp;quot;current_player&amp;quot; color&lt;br /&gt;
: Be careful using this method (see above).&lt;br /&gt;
&lt;br /&gt;
; isCurrentPlayerZombie()&lt;br /&gt;
: Check the &amp;quot;current_player&amp;quot; zombie status. If true, player is zombie, i.e. left or was kicked out of the game.&lt;br /&gt;
&lt;br /&gt;
== Accessing the database ==&lt;br /&gt;
&lt;br /&gt;
The main game logic should be the only point from which you should access the game database. You access your database using SQL queries with the methods below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA uses [http://dev.mysql.com/doc/refman/5.0/en/sql-syntax-transactions.html database transactions]. This means that your database changes WON&#039;T BE APPLIED to the database until your request ends normally. Using transactions is in fact very useful for you; at any time, if your game logic detects that something is wrong (example: a disallowed move), you just have to throw an exception and all changes to the game situation will be removed.&lt;br /&gt;
&lt;br /&gt;
; DbQuery( $sql )&lt;br /&gt;
: This is the generic method to access the database.&lt;br /&gt;
: It can execute any type of SELECT/UPDATE/DELETE/REPLACE query on the database.&lt;br /&gt;
: You should use it for UPDATE/DELETE/REPLACE queries. For SELECT queries, the specialized methods below are much better.&lt;br /&gt;
&lt;br /&gt;
; getUniqueValueFromDB( $sql )&lt;br /&gt;
: Returns a unique value from DB or null if no value is found.&lt;br /&gt;
: $sql must be a SELECT query.&lt;br /&gt;
: Raise an exception if more than 1 row is returned.&lt;br /&gt;
&lt;br /&gt;
; getCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Returns an associative array of rows for a sql SELECT query.&lt;br /&gt;
: The key of the resulting associative array is the first field specified in the SELECT query.&lt;br /&gt;
: The value of the resulting associative array if an associative array with all the field specified in the SELECT query and associated values.&lt;br /&gt;
: First column must be a primary or alternate key.&lt;br /&gt;
: The resulting collection can be empty.&lt;br /&gt;
: If you specified $bSingleValue=true and if your SQL query request 2 fields A and B, the method returns an associative array &amp;quot;A=&amp;gt;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 1235 =&amp;gt; array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getCollectionFromDB( &amp;quot;SELECT player_id id, player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 1234 =&amp;gt; &#039;myuser0&#039;,&lt;br /&gt;
 1235 =&amp;gt; &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyCollectionFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if the collection is empty&lt;br /&gt;
&lt;br /&gt;
; getObjectFromDB( $sql )&lt;br /&gt;
: Returns one row for the sql SELECT query as an associative array or null if there is no result&lt;br /&gt;
: Raise an exception if the query return more than one row&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
  &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 &lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getNonEmptyObjectFromDB( $sql )&lt;br /&gt;
: Idem than previous one, but raise an exception if no row is found&lt;br /&gt;
&lt;br /&gt;
; getObjectListFromDB( $sql, $bUniqueValue=false )&lt;br /&gt;
: Return an array of rows for a sql SELECT query.&lt;br /&gt;
: the result if the same than &amp;quot;getCollectionFromDB&amp;quot; except that the result is a simple array (and not an associative array).&lt;br /&gt;
: The result can be empty.&lt;br /&gt;
: If you specified $bUniqueValue=true and if your SQL query request 1 field, the method returns directly an array of values.&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_id id, player_name name, player_score score FROM player&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1234, &#039;name&#039;=&amp;gt;&#039;myuser0&#039;, &#039;score&#039;=&amp;gt;1 ),&lt;br /&gt;
 array( &#039;id&#039;=&amp;gt;1235, &#039;name&#039;=&amp;gt;&#039;myuser1&#039;, &#039;score&#039;=&amp;gt;0 )&lt;br /&gt;
)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Example 2:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::getObjectListFromDB( &amp;quot;SELECT player_name name FROM player&amp;quot;, true );&lt;br /&gt;
&lt;br /&gt;
Result:&lt;br /&gt;
array(&lt;br /&gt;
 &#039;myuser0&#039;,&lt;br /&gt;
 &#039;myuser1&#039;&lt;br /&gt;
)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; getDoubleKeyCollectionFromDB( $sql, $bSingleValue=false )&lt;br /&gt;
: Return an associative array of associative array, from a SQL SELECT query.&lt;br /&gt;
: First array level correspond to first column specified in SQL query.&lt;br /&gt;
: Second array level correspond to second column specified in SQL query.&lt;br /&gt;
: If bSingleValue = true, keep only third column on result&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; DbGetLastId()&lt;br /&gt;
: Return the PRIMARY key of the last inserted row (see PHP mysql_insert_id function).&lt;br /&gt;
&lt;br /&gt;
; DbAffectedRow()&lt;br /&gt;
: Return the number of row affected by the last operation&lt;br /&gt;
&lt;br /&gt;
; escapeStringForDB( $string )&lt;br /&gt;
: You must use this function on every string type data in your database that contains unsafe data.&lt;br /&gt;
: (unsafe = can be modified by a player).&lt;br /&gt;
: This method makes sure that no SQL injection will be done through the string used.&lt;br /&gt;
: Note: if you using standard types in ajax actions, like AT_alphanum it is sanitized before arrival,&lt;br /&gt;
: this is only needed if you manage to get unchecked string, like in the games where user has to enter text as a response.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: see Editing [[Game database model: dbmodel.sql]] to know how to define your database model.&lt;br /&gt;
&lt;br /&gt;
== Use globals ==&lt;br /&gt;
&lt;br /&gt;
Sometimes, you have to keep a single integer value that is global to your game, and you don&#039;t want to create a DB table specifically for it.&lt;br /&gt;
&lt;br /&gt;
Using a BGA framework &amp;quot;global&amp;quot;, you can do such a thing. Your value will be stored in the &amp;quot;global&amp;quot; table in database, and you can access it with simple methods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initGameStateLabels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is located at the beginning of your game logic. This is the place you defines the globals used in your game logic, by assigning them IDs.&lt;br /&gt;
&lt;br /&gt;
You can define up to 79 globals, with IDs from 10 to 89. You must NOT use globals outside this range as globals are used by other components of the framework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        self::initGameStateLabels( array( &lt;br /&gt;
                &amp;quot;my_first_global_variable&amp;quot; =&amp;gt; 10,&lt;br /&gt;
                &amp;quot;my_second_global_variable&amp;quot; =&amp;gt; 11&lt;br /&gt;
        ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateInitialValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Init your global value. Must be called before any use of your global, so you should call this method from your &amp;quot;setupNewGame&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getGameStateValue( $value_label )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Retrieve the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setGameStateValue( $value_label, $value_value )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set the current value of a global.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incGameStateValue( $value_label, $increment )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment the current value of a global. If increment is negative, decrement the value of the global.&lt;br /&gt;
&lt;br /&gt;
Return the final value of the global.&lt;br /&gt;
&lt;br /&gt;
== Game states and active players ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Activate player handling ===&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;activeNextPlayer()&lt;br /&gt;
: Make the next player active in the natural player order.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;activePrevPlayer()&lt;br /&gt;
: Make the previous player active (in the natural player order).&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;changeActivePlayer( $player_id )&lt;br /&gt;
: You can call this method to make any player active.&lt;br /&gt;
: Note: you CANT use this method in a &amp;quot;activeplayer&amp;quot; or &amp;quot;multipleactiveplayer&amp;quot; state. You must use a &amp;quot;game&amp;quot; type game state for this.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;getActivePlayerId()&lt;br /&gt;
: Return the &amp;quot;active_player&amp;quot; id&lt;br /&gt;
: Note: it does NOT mean that this player is active right now, because state type could be &amp;quot;game&amp;quot; or &amp;quot;multiplayer&amp;quot;&lt;br /&gt;
: Note: avoid using this method in a &amp;quot;multiplayer&amp;quot; state because it does not mean anything.&lt;br /&gt;
&lt;br /&gt;
=== Multiactivate player handling ===&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersMultiactive()&lt;br /&gt;
: All playing players are made active. Update notification is sent to all players (triggers onUpdateActionButtons).&lt;br /&gt;
: Usually, you use this method at the beginning (ex: &amp;quot;st&amp;quot; action method) of a multiplayer game state when all players have to do some action.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setAllPlayersNonMultiactive( $next_state )&lt;br /&gt;
: All playing players are made inactive. Transition to next state&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayersMultiactive( $players, $next_state, $bExclusive = false )&lt;br /&gt;
: Make a specific list of players active during a multiactive gamestate. Update notification is sent to all players who&#039;s state changed.&lt;br /&gt;
: &amp;quot;players&amp;quot; is the array of player id that should be made active.&lt;br /&gt;
: If &amp;quot;exclusive&amp;quot; parameter is not set or false it doesn&#039;t deactivate other previously active players. If its set to true, the players who will be multiactive at the end are only these in &amp;quot;$layers&amp;quot; array&lt;br /&gt;
&lt;br /&gt;
: In case &amp;quot;players&amp;quot; is empty, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
: returns true if state transition happened, false otherwise&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;setPlayerNonMultiactive( $player_id, $next_state )&lt;br /&gt;
: During a multiactive game state, make the specified player inactive.&lt;br /&gt;
: Usually, you call this method during a multiactive game state after a player did his action.&lt;br /&gt;
: If this player was the last active player, the method trigger the &amp;quot;next_state&amp;quot; transition to go to the next game state.&lt;br /&gt;
: returns true if state transition happened, false otherwise&lt;br /&gt;
&lt;br /&gt;
;  $this-&amp;gt;gamestate-&amp;gt;updateMultiactiveOrNextState( $next_state_if_none )&lt;br /&gt;
: Sends update notification about multiplayer changes. All multiactive set* functions above do that, however if you want to change state manually using db queries for complex calculations, you have to call this yourself after. Do not call this if you calling one of the other setters above.&lt;br /&gt;
Example: you have player teams and you want to activate all players in one team&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $sql = &amp;quot;UPDATE player SET player_is_multiactive=&#039;0&#039;&amp;quot;;&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        $sql = &amp;quot;UPDATE player SET player_is_multiactive=&#039;1&#039; WHERE player_id=&#039;$player_id&#039; AND player_team=&#039;$team_no&#039;&amp;quot;;&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        &lt;br /&gt;
        $this-&amp;gt;gamestate-&amp;gt;updateMultiactiveOrNextState( &#039;error&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;getActivePlayerList()&lt;br /&gt;
: With this method you can retrieve the list of the active player at any time.&lt;br /&gt;
: During a &amp;quot;game&amp;quot; type gamestate, it will return a void array.&lt;br /&gt;
: During a &amp;quot;activeplayer&amp;quot; type gamestate, it will return an array with one value (the active player id).&lt;br /&gt;
: During a &amp;quot;multipleactiveplayer&amp;quot; type gamestate, it will return an array of the active players id.&lt;br /&gt;
: Note: you should only use this method in the latter case.&lt;br /&gt;
&lt;br /&gt;
=== States functions ===&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;nextState( $transition )&lt;br /&gt;
: Change current state to a new state. Important: parameter $transition is the name of the transition, and NOT the name of the target game state, see [[Your game state machine: states.inc.php]] for more information about states.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;checkAction( $actionName, $bThrowException=true )&lt;br /&gt;
: Check if action is valid regarding current game state (exception if fails).&lt;br /&gt;
: The action is valid if it is listed as a &amp;quot;possibleactions&amp;quot; in the current game state (see game state description).&lt;br /&gt;
: This method MUST be called in the first place in ALL your PHP methods that handle players action, in order to make sure a player can&#039;t do an action when the rules disallow it at this moment of the game.&lt;br /&gt;
: if &amp;quot;bThrowException&amp;quot; is set to &amp;quot;false&amp;quot;, the function return false in case of failure instead of throwing and exception. This is useful when several actions are possible in order to test each of them without throwing exceptions.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;checkPossibleAction( $action )&lt;br /&gt;
: (rarely used)&lt;br /&gt;
: This works exactly like &amp;quot;checkAction&amp;quot;, except that it do NOT check if current player is active.&lt;br /&gt;
: This is used specifically in certain game states when you want to authorize some additional actions for players that are not active at the moment.&lt;br /&gt;
: Example: in Libertalia game, you want to authorize players to change their mind about card played. They are of course not active at the time they change their mind, so you cannot use &amp;quot;checkAction&amp;quot; and use &amp;quot;checkPossibleAction&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
; $this-&amp;gt;gamestate-&amp;gt;state()&lt;br /&gt;
: Get an associative array of current game state attributes, see [[Your game state machine: states.inc.php]] for state attributes.&lt;br /&gt;
  $state=$this-&amp;gt;gamestate-&amp;gt;state(); if( $state[&#039;name&#039;] == &#039;myGameState&#039; ) {...}&lt;br /&gt;
&lt;br /&gt;
== Players turn order ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getNextPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return an associative array which associate each player with the next player around the table.&lt;br /&gt;
&lt;br /&gt;
In addition, key 0 is associated to the first player to play.&lt;br /&gt;
&lt;br /&gt;
Example: if three player with ID 1, 2 and 3 are around the table, in this order, the method returns:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   array( &lt;br /&gt;
    1 =&amp;gt; 2, &lt;br /&gt;
    2 =&amp;gt; 3, &lt;br /&gt;
    3 =&amp;gt; 1, &lt;br /&gt;
    0 =&amp;gt; 1 &lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPrevPlayerTable()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, but the associative array associate the previous player around the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerAfter( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing after given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getPlayerBefore( $player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get player playing before given player in natural playing order.&lt;br /&gt;
&lt;br /&gt;
Note: There is no API to modify this order, if you have custom player order you have to maintain it in your database&lt;br /&gt;
and have custom function to access it.&lt;br /&gt;
&lt;br /&gt;
== Notify players ==&lt;br /&gt;
&lt;br /&gt;
To understand notifications, please read [http://www.slideshare.net/boardgamearena/the-bga-framework-at-a-glance The BGA Framework at a glance] first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notifications are sent at the very end of the request, when it ends normally. It means that if you throw an exception for any reason (ex: move not allowed), no notifications will be sent to players.&lt;br /&gt;
Notifications sent between the game start (setupNewGame) and the end of the &amp;quot;action&amp;quot; method of the first active state will never reach their destination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyAllPlayers( $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Send a notification to all players of the game.&lt;br /&gt;
&lt;br /&gt;
* notification_type:&lt;br /&gt;
A string that defines the type of your notification.&lt;br /&gt;
&lt;br /&gt;
Your game interface Javascript logic will use this to know what is the type of the received notification (and to trigger the corresponding method).&lt;br /&gt;
&lt;br /&gt;
* notification_log:&lt;br /&gt;
A string that defines what is to be displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
You can use an empty string here (&amp;quot;&amp;quot;). In this case, nothing is displayed in the game log.&lt;br /&gt;
&lt;br /&gt;
If you define a real string here, you should use &amp;quot;clienttranslate&amp;quot; method to make sure it can be translate.&lt;br /&gt;
&lt;br /&gt;
You can use arguments in your notification_log strings, that refers to values defines in the &amp;quot;notification_args&amp;quot; argument (see below). &lt;br /&gt;
Note: Make sure you only use single quotes (&#039;), otherwise PHP will try to interpolate the variable and will ignore the values in the args array.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* notification_args:&lt;br /&gt;
The arguments of your notifications, as an associative array.&lt;br /&gt;
&lt;br /&gt;
This array will be transmitted to the game interface logic, in order the game interface can be updated.&lt;br /&gt;
&lt;br /&gt;
Complete notifyAllPlayers example (from &amp;quot;Reversi&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self::notifyAllPlayers( &amp;quot;playDisc&amp;quot;, clienttranslate( &#039;${player_name} plays a disc and turns over ${returned_nbr} disc(s)&#039; ),&lt;br /&gt;
 array(&lt;br /&gt;
        &#039;player_id&#039; =&amp;gt; $player_id,&lt;br /&gt;
        &#039;player_name&#039; =&amp;gt; self::getActivePlayerName(),&lt;br /&gt;
        &#039;returned_nbr&#039; =&amp;gt; count( $turnedOverDiscs ),&lt;br /&gt;
        &#039;x&#039; =&amp;gt; $x,&lt;br /&gt;
        &#039;y&#039; =&amp;gt; $y&lt;br /&gt;
     ) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can see in the example above the use of the &amp;quot;clienttranslate&amp;quot; method, and the use of 2 arguments &amp;quot;player_name&amp;quot; and &amp;quot;returned_nbr&amp;quot; in the notification log.&lt;br /&gt;
&lt;br /&gt;
Important: NO private data must be sent with this method, as a cheater could see it even it is not used explicitly by the game interface logic. If you want to send private information to a player, please use notifyPlayer below.&lt;br /&gt;
&lt;br /&gt;
Note: you CAN use some HTML inside your notification log, however it not recommended for many reasons:&lt;br /&gt;
* Its bad architecture, ui elements leak into server now you have to manage ui in many places&lt;br /&gt;
* If you decided to change something in ui in future version, old games reply and tutorials may not work, since they use stored notifications&lt;br /&gt;
* When you read log preview for old games its unreadable (this is log before you enter the game reply, useful for troubleshooting or game analysis)&lt;br /&gt;
* Its more data to transfer and store in db&lt;br /&gt;
* Its nightmare for translators, at least don&#039;t put HTML tags inside the &amp;quot;clienttranslate&amp;quot; method. You can use a notification argument instead, and provide your HTML through this argument.&lt;br /&gt;
&lt;br /&gt;
If you still want to have pretty pictures in the log check this [[BGA_Studio_Cookbook#Inject_images_and_styled_html_in_the_log]].&lt;br /&gt;
&lt;br /&gt;
If your notification contains some phrases that build programmatically you may need to use recursive notifications. In this case the argument can be not only the string but&lt;br /&gt;
an array itself, which contains &#039;log&#039; and &#039;args&#039;, i.e.&lt;br /&gt;
&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers(&#039;playerLog&#039;,clienttranslate(&#039;Game moves ${token_name_rec}&#039;),&lt;br /&gt;
                   [&#039;token_name_rec&#039;=&amp;gt;[&#039;log&#039;=&amp;gt;&#039;${token_name} #${token_number}&#039;,&lt;br /&gt;
                                       &#039;args&#039;=&amp;gt; [&#039;token_name&#039;=&amp;gt;clienttranslate(&#039;Boo&#039;), &#039;token_number&#039;=&amp;gt;$number, &#039;i18n&#039;=&amp;gt;[&#039;token_name&#039;] ]&lt;br /&gt;
                                      ]&lt;br /&gt;
                   ]);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;notifyPlayer( $player_id, $notification_type, $notification_log, $notification_args )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as above, except that the notification is sent to one player only.&lt;br /&gt;
&lt;br /&gt;
This method must be used each time some private information must be transmitted to a player.&lt;br /&gt;
&lt;br /&gt;
Important: the variable for player name must be ${player_name} in order to be highlighted with the player color in the game log&lt;br /&gt;
&lt;br /&gt;
== About random and randomness ==&lt;br /&gt;
&lt;br /&gt;
A large number of board games rely on random, most often based on dice, cards shuffling, picking some item in a bag, and so on. This is very important to ensure a high level of randomness for each of these situations.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s are a list of techniques you should use in these situations, from the best to the worst.&lt;br /&gt;
&lt;br /&gt;
=== Dices and bga_rand ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bga_rand( min, max )&#039;&#039;&#039; &lt;br /&gt;
This is a BGA framework function that provides you a random number between &amp;quot;min&amp;quot; and &amp;quot;max&amp;quot; (included), using the best available random method available on the system.&lt;br /&gt;
&lt;br /&gt;
This is the preferred function you should use, because we are updating it when a better method is introduced.&lt;br /&gt;
&lt;br /&gt;
At now, bga_rand is based on the PHP function &amp;quot;random_int&amp;quot;, which ensure a cryptographic level of randomness.&lt;br /&gt;
&lt;br /&gt;
In particular, it is &#039;&#039;&#039;mandatory&#039;&#039;&#039; to use it for all &#039;&#039;&#039;dice throw&#039;&#039;&#039; (ie: games using other methods for dice throwing will be rejected by BGA during review).&lt;br /&gt;
&lt;br /&gt;
Note: rand() and mt_rand() are deprecated on BGA and should not be used anymore, as their randomness is not as good as &amp;quot;bga_rand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== shuffle and cards shuffling ===&lt;br /&gt;
&lt;br /&gt;
To shuffle items, like a pile of cards, the best way is to use the BGA PHP [[Deck]] component and to use &amp;quot;shuffle&amp;quot; method. This ensure you that the best available shuffling method is used, and that if in the future we improve it your game will be up to date.&lt;br /&gt;
&lt;br /&gt;
At now, the Deck component shuffle method is based on PHP &amp;quot;shuffle&amp;quot; method, which has a quite good randomness (even it is not as good as bga_rand). In consequence, we accept other shuffling methods during reviews, as long as their are based on PHP &amp;quot;shuffle&amp;quot; function (or similar, like &amp;quot;array_rand&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Other methods ===&lt;br /&gt;
&lt;br /&gt;
Mysql &amp;quot;RAND()&amp;quot; function has not enough randomness to be a valid method to get a random element on BGA. This function has been used in some existing games and has given acceptable results, but now it should be avoided and you should use other methods instead.&lt;br /&gt;
&lt;br /&gt;
== Game statistics ==&lt;br /&gt;
&lt;br /&gt;
There are 2 types of statistics:&lt;br /&gt;
* a &amp;quot;player&amp;quot; statistic is a statistic associated to a player&lt;br /&gt;
* a &amp;quot;table&amp;quot; statistics is a statistic not associated to a player (global statistic for this game).&lt;br /&gt;
&lt;br /&gt;
See [[Game statistics: stats.inc.php]] to see how you defines statistics for your game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;initStat( $table_or_player, $name, $value, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Create a statistic entry  with a default value.&lt;br /&gt;
This method must be called for each statistics of your game, in your setupNewGame method.&lt;br /&gt;
&lt;br /&gt;
&#039;$table_or_player&#039; must be set to &amp;quot;table&amp;quot; if this is a table statistics, or &amp;quot;player&amp;quot; if this is a player statistics.&lt;br /&gt;
&lt;br /&gt;
&#039;$name&#039; is the name of your statistics, as it has been defined in your stats.inc.php file.&lt;br /&gt;
&lt;br /&gt;
&#039;$value&#039; is the initial value of the statistics. If this is a player statistics and if the player is not specified by &amp;quot;$player_id&amp;quot; argument, the value is set for ALL players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;setStat( $value, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Set a statistic $name to $value.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;$player_id&amp;quot; is not specified, setStat consider it is a TABLE statistic.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;$player_id&amp;quot; is specified, setStat consider it is a PLAYER statistic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;incStat( $delta, $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Increment (or decrement) specified statistic value by $delta value. Same behavior as setStat function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;getStat( $name, $player_id = null )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Return the value of statistic specified by $name. Useful when creating derivative statistics such as average.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Manage player scores and Tie breaker ==&lt;br /&gt;
&lt;br /&gt;
=== Normal scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players automatically get a rank depending on their score: the player with the biggest score is #1, the player with the second biggest score is #2, and so on...&lt;br /&gt;
&lt;br /&gt;
During the game, you update player&#039;s score directly by updating &amp;quot;player_score&amp;quot; field of &amp;quot;player&amp;quot; table in database.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  // +2 points to active player&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=player_score+2 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
  // Set score of active player to 5&lt;br /&gt;
  self::DbQuery( &amp;quot;UPDATE player SET player_score=5 WHERE player_id=&#039;&amp;quot;.self::getActivePlayerId().&amp;quot;&#039;&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: don&#039;t forget to notify the client side in order the score control can be updated accordingly.&lt;br /&gt;
&lt;br /&gt;
=== Tie breaker ===&lt;br /&gt;
&lt;br /&gt;
Tie breaker is used when two players get the same score at the end of a game.&lt;br /&gt;
&lt;br /&gt;
Tie breaker is using &amp;quot;player_score_aux&amp;quot; field of &amp;quot;player&amp;quot; table. It is updated exactly like the &amp;quot;player_score&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Tie breaker score is displayed only for players who are tied at the end of the game. Most of the time, it is not supposed to be displayed explicitly during the game.&lt;br /&gt;
&lt;br /&gt;
When you are using &amp;quot;player_score_aux&amp;quot; functionality, you must describe the formula to use in your gameinfos.inc.php file like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
         &#039;tie_breaker_description&#039; =&amp;gt; totranslate(&amp;quot;Describe here your tie breaker formula&amp;quot;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This description will be used as a tooltip to explain to players how this auxiliary score has been calculated.&lt;br /&gt;
&lt;br /&gt;
=== Co-operative game ===&lt;br /&gt;
&lt;br /&gt;
To make everyone lose in full-coop game:&lt;br /&gt;
&lt;br /&gt;
Add the following in gameinfos.inc.php :&lt;br /&gt;
&#039;is_coop&#039; =&amp;gt; 1, // full cooperative&lt;br /&gt;
&lt;br /&gt;
And score zero to everyone.&lt;br /&gt;
&lt;br /&gt;
=== Semi-coop ===&lt;br /&gt;
&lt;br /&gt;
If the game is not full-coop, then everyone lose = everyone is tie. I.e. set score to 0 to everybody.&lt;br /&gt;
&lt;br /&gt;
=== One winner only ===&lt;br /&gt;
If you need to one person to win and everybody else to lose, set the scores so that the winner has the best score, and the other players have the same (lower) score. Then add the following lines to gameinfos.php:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// If in the game, all losers are equal (no score to rank them or explicit in the rules that losers are not ranked between them), set this to true &lt;br /&gt;
// The game end result will display &amp;quot;Winner&amp;quot; for the 1st player and &amp;quot;Loser&amp;quot; for all other players&lt;br /&gt;
&#039;losers_not_ranked&#039; =&amp;gt; true,&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quantum and Coup are implemented like this, as you can see here:&lt;br /&gt;
* https://boardgamearena.com/#!gamepanel?game=quantum&amp;amp;section=lastresults&lt;br /&gt;
* https://boardgamearena.com/#!gamepanel?game=coupcitystate&amp;amp;section=lastresults&lt;br /&gt;
&lt;br /&gt;
=== Solo ===&lt;br /&gt;
&lt;br /&gt;
If game supports solo variant, a negative score means defeat, a positive score means victory.&lt;br /&gt;
&lt;br /&gt;
=== Player elimination ===&lt;br /&gt;
&lt;br /&gt;
In some games, this is useful to eliminate a player from the game in order he/she can start another game without waiting for the current game end.&lt;br /&gt;
&lt;br /&gt;
This case should be rare. Please don&#039;t use player elimination feature if some player just has to wait the last 10% of the game for game end. This feature should be used only in games where players are eliminated all along the game (typical examples: &amp;quot;Perudo&amp;quot; or &amp;quot;The Werewolves of Miller&#039;s Hollow&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&lt;br /&gt;
* Player to eliminate should NOT be active anymore (preferably use the feature in a &amp;quot;game&amp;quot; type game state).&lt;br /&gt;
* In your PHP code:&lt;br /&gt;
  self::eliminatePlayer( &amp;lt;player_to_eliminate_id&amp;gt; );&lt;br /&gt;
* the player is informed in a dialog box that he no longer have to played and can start another game if he/she wants too (whith buttons &amp;quot;stay at this table&amp;quot; &amp;quot;quit table and back to main site&amp;quot;). In any case, the player is free to start &amp;amp; join another table from now.&lt;br /&gt;
* When your game is over, all players who have been eliminated before receive a &amp;quot;notification&amp;quot; (the small &amp;quot;!&amp;quot; icon on the top right of the BGA interface) that indicate them that &amp;quot;the game has ended&amp;quot; and invite them to review the game results.&lt;br /&gt;
&lt;br /&gt;
=== Scoring Helper functions ===&lt;br /&gt;
&lt;br /&gt;
    // get score&lt;br /&gt;
    function dbGetScore($player_id) {&lt;br /&gt;
        return $this-&amp;gt;getUniqueValueFromDB(&amp;quot;SELECT player_score FROM player WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // set score&lt;br /&gt;
    function dbSetScore($player_id, $count) {&lt;br /&gt;
        $this-&amp;gt;DbQuery(&amp;quot;UPDATE player SET player_score=&#039;$count&#039; WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // set aux score (tie breaker)&lt;br /&gt;
    function dbSetAuxScore($player_id, $score) {&lt;br /&gt;
        $this-&amp;gt;DbQuery(&amp;quot;UPDATE player SET player_score_aux=$score WHERE player_id=&#039;$player_id&#039;&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    // increment score (can be negative too)&lt;br /&gt;
    function dbIncScore($player_id, $inc) {&lt;br /&gt;
        $count = $this-&amp;gt;dbGetScore($player_id);&lt;br /&gt;
        if ($inc != 0) {&lt;br /&gt;
            $count += $inc;&lt;br /&gt;
            $this-&amp;gt;dbSetScore($player_id, $count);&lt;br /&gt;
        }&lt;br /&gt;
        return $count;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
== Reflexion time ==&lt;br /&gt;
&lt;br /&gt;
; function giveExtraTime( $player_id, $specific_time=null )&lt;br /&gt;
: Give standard extra time to this player.&lt;br /&gt;
: Standard extra time depends on the speed of the game (small with &amp;quot;slow&amp;quot; game option, bigger with other options).&lt;br /&gt;
: You can also specify an exact time to add, in seconds, with the &amp;quot;specified_time&amp;quot; argument (rarely used).&lt;br /&gt;
&lt;br /&gt;
== Managing errors and exceptions ==&lt;br /&gt;
&lt;br /&gt;
Note: when you throw an exception, all database changes and all notifications are cancelled immediately. This way, the game situation that existed before the request is completely restored.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaUserException ( $error_message)&lt;br /&gt;
: Base class to notify a user error&lt;br /&gt;
: You must throw this exception when a player wants to do something that he is not allowed to do.&lt;br /&gt;
: The error message will be shown to the player as a &amp;quot;red message&amp;quot;, so it must be translated.&lt;br /&gt;
: Throwing such an exception is NOT considered a bug, so it is not traced in BGA error logs.&lt;br /&gt;
&lt;br /&gt;
Example from Gomoku:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     throw new BgaUserException( self::_(&amp;quot;There is already a stone on this intersection, you can&#039;t play there&amp;quot;) );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; throw new BgaVisibleSystemException ( $error_message)&lt;br /&gt;
: You must throw this exception when you detect something that is not supposed to happened in your code.&lt;br /&gt;
: The error message is shown to the user as an &amp;quot;Unexpected error&amp;quot;, in order that he can report it in the forum.&lt;br /&gt;
: The error message is logged in BGA error logs. If it happens regularly, we will report it to you.&lt;br /&gt;
&lt;br /&gt;
; throw new BgaSystemException ( $error_message)&lt;br /&gt;
: Base class to notify a system exception. The message will be hidden from the user, but show in the logs. Use this if the message contains technical information.&lt;br /&gt;
: You shouldn&#039;t use this type of exception except if you think the information shown could be critical. Indeed: a generic error message will be shown to the user, so it&#039;s going to be difficult for you to see what happened.&lt;br /&gt;
&lt;br /&gt;
== Zombie mode ==&lt;br /&gt;
&lt;br /&gt;
When a player leaves a game for any reason (expelled, quit), he becomes a &amp;quot;zombie player&amp;quot;. In this case, the results of the game won&#039;t count for statistics, but this is cool if the other players can finish the game anyway. That&#039;s why zombie mode exists: allow the other player to finish the game, even if the situation is not ideal.&lt;br /&gt;
&lt;br /&gt;
While developing your zombie mode, keep in mind that:&lt;br /&gt;
* Do not refer to the rules, because this situation is not planned by the rules.&lt;br /&gt;
* Try to figure that you are playing with your friends and one of them has to leave: how can we finish the game without killing the spirit of the game?&lt;br /&gt;
* The idea is NOT to develop an artificial intelligence for the game.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the best thing to do when it is zombie player turn is to jump immediately to a state where he is not active anymore. For example, if he is in a game state where he has a choice between playing A and playing B, the best thing to do is NOT to choose A or B, but to pass. So, even if there&#039;s no &amp;quot;pass&amp;quot; action in the rules, add a &amp;quot;zombiepass&amp;quot; transitition in your game state and use it.&lt;br /&gt;
&lt;br /&gt;
Each time a zombie player must play, your &amp;quot;zombieTurn&amp;quot; method is called.&lt;br /&gt;
&lt;br /&gt;
Parameters:&lt;br /&gt;
* $state: the name of the current game state.&lt;br /&gt;
* $active_player: the id of the active player.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your zombieTurn method looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function zombieTurn( $state, $active_player )&lt;br /&gt;
    {&lt;br /&gt;
    	$statename = $state[&#039;name&#039;];&lt;br /&gt;
&lt;br /&gt;
        if( $statename == &#039;myFirstGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my2ndGameState&#039;&lt;br /&gt;
             ||  $statename == &#039;my3rdGameState&#039;&lt;br /&gt;
               ....&lt;br /&gt;
           )&lt;br /&gt;
        {&lt;br /&gt;
            $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;zombiePass&amp;quot; );&lt;br /&gt;
        }&lt;br /&gt;
        else&lt;br /&gt;
            throw new BgaVisibleSystemException( &amp;quot;Zombie mode not supported at this game state: &amp;quot;.$statename );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in the example above, all corresponding game state should implement &amp;quot;zombiePass&amp;quot; as a transition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player color preferences ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BGA players (Club members) may now choose their preferred color for playing. For example, if they are used to play green for every board game, they can select &amp;quot;green&amp;quot; in their BGA preferences page.&lt;br /&gt;
&lt;br /&gt;
Making your game compatible with colors preferences is very easy and requires only 1 line of PHP and 1 configuration change :&lt;br /&gt;
&lt;br /&gt;
On your gameinfos.inc.php file, add the following lines :&lt;br /&gt;
&lt;br /&gt;
  // Favorite colors support : if set to &amp;quot;true&amp;quot;, support attribution of favorite colors based on player&#039;s preferences (see reattributeColorsBasedOnPreferences PHP method)&lt;br /&gt;
  &#039;favorite_colors_support&#039; =&amp;gt; true,&lt;br /&gt;
&lt;br /&gt;
Then, on your main &amp;lt;your_game&amp;gt;.game.php file, find the &amp;quot;reloadPlayersBasicInfos&amp;quot; call in your &amp;quot;setupNewGame&amp;quot; method and replace :&lt;br /&gt;
&lt;br /&gt;
        $sql .= implode( $values, &#039;,&#039; );&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        self::reloadPlayersBasicInfos();&lt;br /&gt;
&lt;br /&gt;
By :&lt;br /&gt;
&lt;br /&gt;
        $sql .= implode( $values, &#039;,&#039; );&lt;br /&gt;
        self::DbQuery( $sql );&lt;br /&gt;
        self::reattributeColorsBasedOnPreferences( $players, array(  /* LIST HERE THE AVAILABLE COLORS OF YOUR GAME INSTEAD OF THESE ONES */&amp;quot;ff0000&amp;quot;, &amp;quot;008000&amp;quot;, &amp;quot;0000ff&amp;quot;, &amp;quot;ffa500&amp;quot;, &amp;quot;773300&amp;quot; ) );&lt;br /&gt;
        self::reloadPlayersBasicInfos();&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;reattributeColorsBasedOnPreferences&amp;quot; method reattributes all colors, taking into account players color preferences and available colors.&lt;br /&gt;
&lt;br /&gt;
Note that you must update the colors to indicate the colors available for your game.&lt;br /&gt;
&lt;br /&gt;
2 important remarks :&lt;br /&gt;
* for some games (ex : Chess), the color has an influence on a mechanism of the game, most of the time by giving a special advantage to a player (ex : Starting the game). Color preference mechanism must NOT be used in such a case.&lt;br /&gt;
* your logic should NEVER consider that the first player has the color X, that the second player has the color Y, and so on. If this is the case, your game will NOT be compatible with reattributeColorsBasedOnPreferences as this method attribute colors to players based on their preferences and not based as their order at the table.&lt;br /&gt;
&lt;br /&gt;
Colours currently listed as a choice in preferences:&lt;br /&gt;
&lt;br /&gt;
* #ff0000 Red&lt;br /&gt;
* #008000 Green&lt;br /&gt;
* #0000ff Blue&lt;br /&gt;
* #ffa500 Yellow&lt;br /&gt;
* #000000 Black&lt;br /&gt;
* #ffffff White&lt;br /&gt;
&lt;br /&gt;
== Debugging and Tracing ==&lt;br /&gt;
&lt;br /&gt;
To debug php code you can use some tracing functions available from the parent class such as debug, trace, error, warn, dump.&lt;br /&gt;
  &lt;br /&gt;
  self::debug(&amp;quot;Ahh!&amp;quot;);&lt;br /&gt;
  self::dump(&#039;my_var&#039;,$my_var);&lt;br /&gt;
&lt;br /&gt;
See [[Practical_debugging]] section for complete information about debugging interfaces and where to find logs.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=3398</id>
		<title>First steps with BGA Studio</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=First_steps_with_BGA_Studio&amp;diff=3398"/>
		<updated>2019-03-27T11:59:13Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Connect to your SFTP folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Connect to the BGA Studio website ==&lt;br /&gt;
&lt;br /&gt;
Go to BGA Studio website:&lt;br /&gt;
http://en.studio.boardgamearena.com&lt;br /&gt;
&lt;br /&gt;
Choose one of your 10 accounts (ex: myusername0), and login into the website - as you would do for Board Game Arena.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have account see [[How to join BGA developer team?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new game project ==&lt;br /&gt;
&lt;br /&gt;
You can do most of projects-related operation from &amp;quot;Control Panel / Manage games&amp;quot;. In particular, you can create a new project automatically from there.&lt;br /&gt;
&lt;br /&gt;
You first &amp;quot;game&amp;quot; should be one of the tutorial, so you project name should be something like &amp;quot;tutorialbob&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
At this stage its too early to create a real game but if you really don&#039;t want to start until you have a game in mind, check [[Create a game in BGA Studio: Complete Walkthrough]]&lt;br /&gt;
section &amp;quot;Select a First Game&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For reference top bar studio links&lt;br /&gt;
* AVAILABLE LICENSES - list of all available licenses (not public domain) -  http://en.studio.boardgamearena.com/#!licensing&lt;br /&gt;
* STUDIO PROJECTS - list of all registered studio projects - http://en.studio.boardgamearena.com/#!projects &lt;br /&gt;
* CONTROL PANEL - manage projects - http://en.studio.boardgamearena.com/#!controlpanel&lt;br /&gt;
&lt;br /&gt;
== Connect to your SFTP folder == &lt;br /&gt;
&lt;br /&gt;
From the initial email from the Studio you get:&lt;br /&gt;
* the name of the SFTP server to connect to&lt;br /&gt;
* your SFTP login and password&lt;br /&gt;
&lt;br /&gt;
Using this information:&lt;br /&gt;
# Connect to the SFTP server using your SFTP login and password, through your favourite SFTP client software (such as [http://winscp.net/ WinSCP], see [[Tools_and_tips_of_BGA_Studio#File_Sync_on_Windows|File Sync]])&lt;br /&gt;
# Check that your remote home folder contains one folder for each of the three example games (reversi, hearts, gomoku). If you have already created a new game project, one additional folder should be in your &amp;quot;home&amp;quot; folder.&lt;br /&gt;
# Note: You have to setup AUTOMATED sync between your folder and remote folder, manually ftp&#039;ing files would be no-starter. For WinSCP you can do this from the file menu (Commands-&amp;gt;Keep remote directories up to Date...)&lt;br /&gt;
&lt;br /&gt;
== Let&#039;s code! ==&lt;br /&gt;
&lt;br /&gt;
Now, you can try to launch a new game on BGA Studio from the &amp;quot;Play now&amp;quot; menu entry, as you would do on Board Game Arena website.&lt;br /&gt;
&lt;br /&gt;
# Find your game in the &#039;PLAY NOW&#039; section and create a table&lt;br /&gt;
# Use the &#039;I want between X and X&#039; players to tick down the maximum players number to the minimum&lt;br /&gt;
# Click &#039;Express start&#039;: your game launches with the maximum number of players specified. It shows an empty canvas: in the game zone you just have a sentence &#039;This is your game interface. You can edit this HTML in your &amp;quot;.tpl&amp;quot; file.&#039;.&lt;br /&gt;
# Switch to your SFTP home folder, go into your game folder. Edit the game_game.tpl file, and change this sentence to &#039;Hey, this is my first game!&#039;, then save.&lt;br /&gt;
# Go back to your browser and refresh, check that the game zone has updated.&lt;br /&gt;
# Click on the &#039;Gear&#039; icon on the top right, and in the popup choose &#039;Express STOP&#039;. The game ends automatically and you are brought back to the table screen for this ended game.&lt;br /&gt;
# Switch to your game folder, go into the img folder and overwrite your game_box.png file with another image.&lt;br /&gt;
# Go back to your browser, &#039;&#039;&#039;empty your browser cache&#039;&#039;&#039;, then refresh the page, and check that the game box image has been updated.&lt;br /&gt;
&lt;br /&gt;
Then you can modify the provided skeleton and begin to develop your game :)&lt;br /&gt;
&lt;br /&gt;
== Commit your changes ==&lt;br /&gt;
&lt;br /&gt;
Committing uploads your changes on BGA&#039;s [http://en.wikipedia.org/wiki/Revision_control revision control] system. This is an extra assurance not to lose your code, and to have the possibility to get a previous version of your code if you need to backtrack. It also helps us to follow your progress (we get an email when you commit). So you should commit from time to time, when you hit some landmark in your development.&lt;br /&gt;
&lt;br /&gt;
You can automatically commit your sources in the repository from &amp;quot;Control Panel / Manage Games / Your game / Commit my modifications now&amp;quot;. Then:&lt;br /&gt;
&lt;br /&gt;
# Enter your commit comment (such as &#039;My first commit&#039;) then hit the &#039;Submit&#039; button;&lt;br /&gt;
# Check the log for errors, it should end with the following lines:&lt;br /&gt;
&lt;br /&gt;
  Transmitting file data .&lt;br /&gt;
  Committed revision #revision number#.&lt;br /&gt;
  HAL says: done.&lt;br /&gt;
&lt;br /&gt;
NOTE: committing the code is currently not working until admin commits it manually the first time. Even if it does you cannot automatically deal with this version control system except for committing. Therefore its recommended to use another means of storing the code in version control system, such as local git repo or github, see [[Tools_and_tips_of_BGA_Studio#Version_Control|Version Control]]&lt;br /&gt;
&lt;br /&gt;
== That&#039;s all! ==&lt;br /&gt;
&lt;br /&gt;
Now you know about the basics of updating your game on BGA Studio and testing your changes.&lt;br /&gt;
&lt;br /&gt;
Now you can select one of the tutorials to play with and start coding.&lt;br /&gt;
&lt;br /&gt;
For links to tutorials and ALL studio documentation see [[Studio]].&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3356</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3356"/>
		<updated>2019-02-10T21:05:35Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Captures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture him.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal his to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_king_capture.png]] &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp; [[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim.&lt;br /&gt;
All the Muscovites start on the fortress and the king starts on the throne. &lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3355</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3355"/>
		<updated>2019-02-10T21:05:02Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Captures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture him.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal his to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_king_capture.png]] [[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim.&lt;br /&gt;
All the Muscovites start on the fortress and the king starts on the throne. &lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Ficheiro:KingCapture.png&amp;diff=3354</id>
		<title>Ficheiro:KingCapture.png</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Ficheiro:KingCapture.png&amp;diff=3354"/>
		<updated>2019-02-10T21:04:22Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3353</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3353"/>
		<updated>2019-02-10T20:38:53Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture him.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal his to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_king_capture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim.&lt;br /&gt;
All the Muscovites start on the fortress and the king starts on the throne. &lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3352</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3352"/>
		<updated>2019-02-10T20:36:53Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* Captures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture him.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal his to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_king_capture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim.&lt;br /&gt;
All the Muscovites start on the fortress and the king starts on the throne. &lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Tips_battleforhill&amp;diff=3261</id>
		<title>Tips battleforhill</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Tips_battleforhill&amp;diff=3261"/>
		<updated>2018-11-04T00:57:20Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: Created page with &amp;quot;Winning 2 move combos.  AirStrike + SpecialForces.  Artillary + SpecialForces.   Strong Positions:  Surround both sides. left and right no mans land.  Strong Plays: Play to bo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Winning 2 move combos.&lt;br /&gt;
&lt;br /&gt;
AirStrike + SpecialForces.&lt;br /&gt;
&lt;br /&gt;
Artillary + SpecialForces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strong Positions:&lt;br /&gt;
&lt;br /&gt;
Surround both sides. left and right no mans land.&lt;br /&gt;
&lt;br /&gt;
Strong Plays:&lt;br /&gt;
Play to both Left and TopLeft. For example, 2 Tanks can be played to do this.&lt;br /&gt;
&lt;br /&gt;
A Special Forces can be played to Left, this alone has support back to base. If not destroyed, can play to win Artillary + SpecialForces.&lt;br /&gt;
Similar trick can be played with the Paratroppers.&lt;br /&gt;
&lt;br /&gt;
Paratroppers behind the opponents home base, allows a Heavy Weapons on Left to destroy base and then SpecialForces.&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelppolis&amp;diff=3259</id>
		<title>Gamehelppolis</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelppolis&amp;diff=3259"/>
		<updated>2018-10-30T13:21:56Z</updated>

		<summary type="html">&lt;p&gt;Ricardorix: /* End of the Round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Development Actions ==&lt;br /&gt;
&lt;br /&gt;
# Create Hoplites: Only in one polis per turn; pay 1 metal (or silver) per hoplite&lt;br /&gt;
# Create Galleys: Only in one polis per turn; pay 1 wood (or silver) per galley, then place it in adjacent sea territory (see arrow).&lt;br /&gt;
# Create Merchants: Only in one commercial city per turn; pay 1 wood (or silver) per merchant, then place it in Trade Port.&lt;br /&gt;
&lt;br /&gt;
== Military Actions (cost 1 Prestige) ==&lt;br /&gt;
&lt;br /&gt;
# Move Hoplites: Destination territory of all hoplites has to be the same; each unit is moved separately (via land or sea territories, but not both); territories controlled by opponent (with greater number of units) block movement.&lt;br /&gt;
# Move Galleys: Destination territory of all galleys has to be the same; each unit is moved separately (only sea territories); territories controlled by opponent block movement.&lt;br /&gt;
# Besiege Polis: Player has to control territory with at least as many hoplites as polis has Fortification. Throw the die:&lt;br /&gt;
* If result higher than/equal to Fortification: take Polis Tile (with all projects); receive Prestige (= Fortification).&lt;br /&gt;
* If result lower than Fortification, attacker loses 1 hoplite. If polis owned by opponent, it loses 1 Population Cube.&lt;br /&gt;
# Collection: Must own polis in region. Take resources corresponding to number of hoplites from the region placed in Tribute Box. Place disk to show region exhausted and return hoplites. No Prestige cost for action in home region.&lt;br /&gt;
&lt;br /&gt;
== Political Actions ==&lt;br /&gt;
&lt;br /&gt;
# Trade: Move one merchant via free trade route to Foreign Market and place it on available shipload:&lt;br /&gt;
* Goods exchange (goods for wheat / silver); then increase market value (roll die; move marker right).&lt;br /&gt;
* Purchase (silver paid for wheat); then decrease market value (roll die twice; use higher result to move marker left).&lt;br /&gt;
# Move Proxenos: Movement via land or sea territories. Has to bribe each enemy unit with 1 silver (not to the opponent).&lt;br /&gt;
# Redeem Proxenos: Pay 2 silver to opponent; place Proxenos in capital.&lt;br /&gt;
# Instigate Civil War: Proxenos needed; action costs 2x Base Population (neutral polis) or 3x current Population (owned by opponent). Receive Prestige (= Population bribed, not amount of money spent).&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
If 8 or more units in territory after player&#039;s turn. Attacker plays 2 cards, defender tries to match formations. Card pairs are then compared:&lt;br /&gt;
* not matching: defender loses 1 unit, attacker gains Prestige on card.&lt;br /&gt;
* matching: no loss for defender, attacker gains Prestige difference if his value is higher. Attacker draws 2 cards; defender draws one less card for each loss suffered (maximum 2).&lt;br /&gt;
&lt;br /&gt;
The battle ends if:&lt;br /&gt;
# not enough cards are left in the Combat Card deck.&lt;br /&gt;
# one player retreats (and pays 1 Prestige to opponent).&lt;br /&gt;
# one player has less than 2 units left.&lt;br /&gt;
&lt;br /&gt;
== End of the Round ==&lt;br /&gt;
&lt;br /&gt;
# Projects: all are completed, and award immediate Prestige.&lt;br /&gt;
# Supply: player has to pay wheat = total of Population Cubes; if insufficient, difference either paid with Prestige, or poleis are discarded.&lt;br /&gt;
# Growth: increase Population in poleis with wheat (1:1); heed Maximum Growth and Population Maximum. Optional.&lt;br /&gt;
# Megalopolis: 1 Prestige awarded for every polis exceeding Base Population.&lt;br /&gt;
# Storage: halve amount of oil, wine, and wheat in storage (rounded up). E.G. originally you have: 3 oil, 5 wine and 7 wheat and afterwards: 2 oil, 3 wine and 4 wheat.&lt;br /&gt;
# Phoros: exchange Prestige for silver (1:1). Optional.&lt;br /&gt;
&lt;br /&gt;
== Preparations for the next Round ==&lt;br /&gt;
&lt;br /&gt;
Move round marker one space to the right. Remove all discs from Tribute Boxes. Place merchants back in Trade Ports. Place 3 new Project Tiles (discard remaining tiles). Draw new Event Card.&lt;br /&gt;
&lt;br /&gt;
== End of Game Conditions ==&lt;br /&gt;
&lt;br /&gt;
# A player cannot supply enough wheat/Prestige to feed his capital.&lt;br /&gt;
# A player does not have any Prestige left after “End of Round” phase.&lt;br /&gt;
# The fourth round (5β) has been finished.&lt;br /&gt;
&lt;br /&gt;
== Final Score ==&lt;br /&gt;
&lt;br /&gt;
* total of Population Cubes in all poleis, plus&lt;br /&gt;
* current Prestige, plus&lt;br /&gt;
* ”Prestige for Posterity” (on project tiles).&lt;/div&gt;</summary>
		<author><name>Ricardorix</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3205</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=3205"/>
		<updated>2018-09-26T12:57:54Z</updated>

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

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

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

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

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

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

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