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 	<pubDate>Sat, 04 Jul 2009 06:54:42 -0500</pubDate>
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		<title>Session: Smolensk 20:: Smolensk 20 solo replay: Day 3 - the defence of Lubino</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dmcke013&#039;&gt;dmcke013&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;Withdraw to day 2: 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/420487&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/420487&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 11: August 18, Morning (French morale 3, Russian morale 3)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “According to plan”.  Reshuffle cards (again!))&lt;br&gt;No units in Smolensk move, as I, II and III cavalry corps all move to attack the Russian II corps west of Lubino, with the Imperial Guard toiling along behind.  IV cavalry corps heads round the south of the wood near the pontoon bridge and VIII corps arrives in play along the road to the east of their LOC.&lt;br&gt;&lt;br&gt;Russian Reserve cavalry counter-charge, and commit reserves against (-1 Russian morale) I corps, forcing them to withdraw back across the bridge (may retreat into and through friendly unit if no other path open).  This is a hazardous retreat, and the I corps breaks! (-1 French morale, +1 Russian morale).  The Russians recapture their objective hex.&lt;br&gt;&lt;br&gt;French I, II and III cavalry corps all combine to attack Russian II corps, forcing that unit to withdraw east.  As this is still in a EZOC, this is considered a hazardous retreat , which they make safely.  I cavalry corps ‘takes ground’.&lt;br&gt;&lt;br&gt;(random event = “Campaign exhaustion”  This time, the Russian lose the morale point)&lt;br&gt;III corps moves to the woods to the south-west of Lubino as VIII corps crosses over the ‘undiscovered ford’ (French now aware of its existence), with Barclay’s cavalry corps in support to their south.  Reserve cavalry clears a path (moves north-west) for the Russian Reserve Artillery to enter their objective hex, and both Bagration’s cavalry corps and V corps move south.&lt;br&gt;&lt;br&gt;French III cavalry corps withdraws, and I cavalry corps counter-charges Cossack cavalry, forcing them to withdraw into Lubino.&lt;br&gt;&lt;br&gt;Cossacks and II corps both combine to attack the I cavalry corps and force them to withdraw north-west.  Cossack cavalry ‘take ground’.  In Smolensk, VIII corps and Barclay’s cavalry combine to attack the V corps in the eastern-most redoubt.  Although they roll a ‘withdraw’ result, they are able to ignore this as are in a redoubt.  Finally, Reserve Artillery attacks (cross–river) the III corps, but remains engaged.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 11&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509784"><img src="http://images.boardgamegeek.com/images/pic509784_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 12: August 18, Mid-day (French morale 2, Russian morale 2)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Poniatowski Leads”.  French V corps (currently in Smolensk) receives +1 to both movement and combat strength this player turn)&lt;br&gt;VIII corps moves to area of rough ground to the east of Smolensk (surrounding Barclay’s cavalry corps with Zones of Control) as II cavalry corps moves to the north of the woods outside Lubino.  Meanwhile, III cavalry corps moves onto the patch of rough ground to the south-west of that town, and IV cavalry corps heads up the slope to the very south.  Imperial Guard crosses the Kolodnia River over the bridge towards Valutino Gora.&lt;br&gt;&lt;br&gt;Cossack cavalry withdraws into Lubino (Cossacks may withdraw from cavalry)&lt;br&gt;&lt;br&gt;III cavalry corps attacks, and commits reserves against (-1 French morale) Russian III corps, forcing them to withdraw to the north-east.  They then capture that wood.  VIII corps attacks Barclay’s cavalry, also forcing them to withdraw north-east.  This is a hazardous retreat as they are surrounded by Zones of Control, and Barclay’s cavalry break! (+1 French morale, -1 Russian).  VIII corps decide to ‘take ground’.  V corps attacks Russian VIII corps (did not need to, as attacks out of redoubts are optional, but have the +1 ‘Poniatowski leads’ bonus) and force the VIII corps to withdraw north-east.  Finally, III corps decides to attack Artillery Reserve across the bridge (again, an optional attack since EZOCs do not cross bridges) and rout the Artillery 2 hexes (a roll of 3+ would have ended the game) north-east, through Bagration’s cavalry corps, before ‘taking ground’.&lt;br&gt;&lt;br&gt;(random event = “de Tolly: ‘Withdraw’”)&lt;br&gt;After nearly 2 ½ days of constant fighting, Barclay de Tolly decides to withdraw his army from the field of battle.&lt;br&gt;&lt;br&gt;Cossack cavalry abandon Lubino to head to the LOC outside that town as the (routed) Artillery reserve continue along the road towards Valutino Gora.  The only other Russian unit to move is the VIII corps, who head south to engage their French equivalent.&lt;br&gt;&lt;br&gt;III cavalry corps ‘penetrates’ to the south of Russian III corps.&lt;br&gt;&lt;br&gt;Cossack cavalry withdraw from the field of battle (+1 Russian morale), then III corps attacks the III cavalry corps and force them to withdraw south.  In Smolensk, all of Reserve cavalry, Bagration’s cavalry corps and V corps combine to attack French III corps, forcing them to rout back into the redoubt.  This is a cross-bridge hazardous retreat; III corps makes it safely and Reserve cavalry recaptures objective hex.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 12&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509786"><img src="http://images.boardgamegeek.com/images/pic509786_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 13: August 18, Afternoon (French morale 2, Russian morale 2)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Miscommunication”.  All French units have their movement allowance reduced by 1)&lt;br&gt;II cavalry corps move into Lubino, adjacent to Russian III corps, and III cavalry corps moves to south of same unit (surrounding it with Zones of Control).  I cavalry corps moves south, to the west of Lubino and adjacent to Russian II corps.  IV cavalry corps continues to sweep around woods below Lubino as Imperial Guard capture Valutino Gora (although could move further, decided not to).  Finally, the last French unit to arrive on the field of battle – the IV corps – enters play through the road to the south east of Smolensk.&lt;br&gt;&lt;br&gt;II and III cavalry corps both attacks the (surrounded) Russian III corps but both attackers are forced to withdraw, north and south respectively.  I cavalry corps attacks Russian II corps, and is also forced to withdraw south-west.  Near Smolensk, VIII corps attacks their Russian counterparts but are routed 3 hexes (-1 French morale for routing more than movement) south, with the Russian VIII corps ‘taking ground’.  V corps and (routed) III corps both combine to attack the Russian Reserve cavalry over the bridge (routed units can attack, but at ½ strength, rounded up) but all sides remain engaged. &lt;br&gt;&lt;br&gt;(random event = “enemy lethargy and confusion”.  Routed marker placed on newly arrived French IV corps)&lt;br&gt;II corps moves into Lubino as III corps move to north-east of same town.  Bagration’s cavalry corps crosses at the no-longer-undiscovered ford, with Reserve cavalry making way (north--east) for V corps top move into the Russian objective hex.  Finally, Reserve Artillery moves south of Valutino Gora.&lt;br&gt;&lt;br&gt;II cavalry corps disengages north.&lt;br&gt;&lt;br&gt;Artillery Reserve attacks Imperial Guard in Valutino Gora and forces them to withdraw north-east, before capturing the town.  Bagration’s cavalry and VIII corps both attack V corps, who are able to ignore the ‘withdraw’ result rolled.  V corps opts not to attack over the bridge (too risky)&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 13&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509787"><img src="http://images.boardgamegeek.com/images/pic509787_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 14: August 18, Evening (French morale 1, Russian morale 2)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Imperial Indecision”.  May not spend morale point to force-march, commit the reserves or commit the Imperial Guard this turn)&lt;br&gt;With things not going entirely his way, Napoleon succumbs to a bout of indecision.  Luckily (for the French player) this isn’t going to really have any effect this turn, as they only have the 1 morale point anyway and so  wouldn’t have been able to do any of the above anyway!&lt;br&gt;VIII corps moves north-east to engage their Russian counterparts near Smolensk as I, II, III and IV cavalry corps all converge on Lubino.  No other French unit moves.&lt;br&gt;&lt;br&gt;Bagration’s cavalry corps counter0-charges V corps, who again are able to ignore the ‘withdraw’ result rolled.&lt;br&gt;&lt;br&gt;I, II and IV cavalry corps all attack Russian II corps within Lubino, but are all forced to withdraw to the south.  III cavalry corps attacks III corps to the north-east of that town, and is also forced to withdraw (north).  VIII corps attacks their Russian counter-parts, but are routed 5 hexes (-1 French morale), ending the game with a Russian decisive victory!&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of game&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509788"><img src="http://images.boardgamegeek.com/images/pic509788_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Final thoughts&lt;/b&gt;&lt;br&gt;&lt;br&gt;So, based on these games, General Barclay de Tolly did a lot better at Smolensk than General Kutuzov would later do at Borodino!  The game itself seemed slower building than Borodino, with it taking almost two and a half full days before all units were in play.  I imagine this is due more to the situation of Smolensk being more of a meeting engagement than of the set-piece (defensive) posture later adopted by the Russians at Borodino.&lt;br&gt;&lt;br&gt;The city of Smolensk itself proved to be a focal point, with the battle for control of that city lasting the entire length of the game (and was ablaze for nearly that entire period).  Both sides made extensive use of the roads near and around that city to deploy their troops.  Later in the game, Lubino also saw plenty of action as the French cavalry tried, and tried again, to capture the town in order to cut the Russian path to the lower of their LOCs.  A stalwart defence by the Russians, however, meant they were never able to do so and with the Cossack cavalry able to make good their withdrawal from the scene of battle during the third day of battle, the French were put under immense pressure in the last few turns to stop the rest of the Russians doing the same …&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420917</link>
<guid>http://www.boardgamegeek.com/thread/420917</guid>
<pubDate>Sat, 04 Jul 2009 11:54:42 +0000</pubDate>
<dc:creator>dmcke013</dc:creator>
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		<title>Session: Advanced Squad Leader (ASL)::  D1 - Guryev's Headquarters  - the Russian side of the story</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/aiabx&#039;&gt;aiabx&lt;/a&gt;&lt;/p&gt;
	DASL1 - Guryev's Headquarters&lt;br&gt;&lt;br&gt;I recently managed to get together with the Scrub to play his first game of full ASL. I picked Guryev's Headquarters as our scenario for a number of reasons - it's all infantry, it's on the deluxe boards, and it's small enough for a half-day's play. When the Scrub mentioned that he had an interest in Stalingrad, that made it an easy choice. &lt;br&gt;&lt;br&gt;The Scrub has posted his AAR, so an awful lot of what happened doesn't need to be repeated. The essence of the scenario is simple; 17 German squads need to break through a row of buildings and occupy the Russian HQ behind them before the Russian 6-2-8 reinforcements come swarming in. We rolled for sides and I came up with the Russians.&lt;br&gt;&lt;br&gt;I had a few choices to make as the Russians. The first was whether or not to swap an officer for a commissar. Since this was going to be an educational experience for the Scrub, I decided to pull out all the stops and swapped my 8-1 reinforcement leader for a 10-0 commissar. None of my starting leaders were eligible for the swap, so I would have to wait until a lucky roll to get the commissar benefits. For my hidden squads, I placed a 6-2-8 in the rubble on the right flank of my defense, and a 4-5-8 with an LMG at the 2nd level of bE1, at the back of the building. Here I would skulk until Scrub made his move to enter GH, and I would shoot him in the back, causing misery, encirclement and failure to rout. At least, that was the plan.&lt;br&gt;&lt;br&gt;When the Scrub actually set up his forces, it was clear I would have to rethink; he had gone for a heavily weighted right sweep, and too many of my forces were on the wrong flank, including my MMG. Since my boys were going to have to move, I saw no reason to keep their HIP/concealed status - they opened right up on the  targets that were in their range. Sadly, they never really got a chance to move.. the MMG squad was swarmed by Germans and killed in close combat before they really made their mark, while the 6-2-8 crept into the big stone building that served as my front line.&lt;br&gt;&lt;br&gt;The essence of the battle itself you can get from Scrub's excellent post. My plan was a simple one - sacrifice the lives of every one of my men to slow down the Germans while I got reinforcements into the building. When Scrub was hesitant about charging full bore into the street while I still had units available to resist him, I did skulk back for a turn to keep him from breaking the line in my turn. The slaughter was only delayed, culminating in an amazing berserk charge, but it bought me a turn in delay. The berserkers, by the way, started out as a full squad. They were killers, but they paid the price in dead bodies on the road. I did screw up by allowing them an ambush roll, but when Scrub rolled a 2, well, that was a sign that fate wanted those Russians dead. Since my boys were already pinned, my odds of vengeance weren't all they could be anyway.&lt;br&gt;&lt;br&gt;The other rule I screwed up was guarding prisoners. If I had clearly remembered that guards were at half strength in close combat, I probably would have massacred the unit I captured at the start of the game (they were surrounded and couldn't rout). As it turns out, however, seeing the prisoners freed in close combat, rearmed with Russian rifles and sent back as a German conscript half-squad - only to see them disrupted and surrender again - was the comic high point of the narrative and I wouldn't have missed it for a platoon of T-34's.&lt;br&gt;&lt;br&gt;When the crunch came and I was faced with a massive German force ready to rush the headquarters, I had three aces up my sleeve still. The first was an HMG with an elite squad and a 9-1 officer. The second was a hidden sqaud and LMG lurking in the upstairs windows of the big house, waiting to shoot the Germans in the back as they charged. And the last was my coloured die, the red die from my original Beyond Valor set back in 1985. It cranked up a streak of ROF that really broke the German attack apart, while generating a bunch of SAN rolls by my opponent. By the time the end came, I didn't even need my hidden squad to push back the last feeble German survivors. But shooting him in the back was still fun and a valuable learning experience for the Scrub.&lt;br&gt;&lt;br&gt;So, like the Scrub, I too take lessons away from this scenario.&lt;br&gt;&lt;br&gt;1) Play an opponent who isn't going to get bent out of shape if you flub a rule. There are a lot. It's going to happen.&lt;br&gt;&lt;br&gt;2) Deluxe ASL makes an excellent learning platform. Those big hexes make it good and clear what's going on. It makes a good spectator platform if you're out in public, too.&lt;br&gt;&lt;br&gt;3) Play an opponent who brought his camera. Those are mighty good picture's in Scrub's report&lt;br&gt;&lt;br&gt;4) Take a Commissar. It may be chrome, but they were really out there, and it really adds to the narrative when he shoots an elite rifleman, and next turn, the rest of the squad is on their feet and saluting.&lt;br&gt;&lt;br&gt;5) Have fun. There's a lot of enjoyment in an ASL scenario.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420888</link>
<guid>http://www.boardgamegeek.com/thread/420888</guid>
<pubDate>Sat, 04 Jul 2009 05:55:46 +0000</pubDate>
<dc:creator>aiabx</dc:creator>
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		<item>
		<title>Session: Pirates of the Spanish Main:: Not Quite Capture the Flag</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/commodore+vendari&#039;&gt;commodore vendari&lt;/a&gt;&lt;/p&gt;
	This game introduces three of my friends to my friends to my little gaming group: Captain C. Jones, Monsoon Matthew, and Typhoon TJ. The only person really new to piracy is Matt, but he got the hang of it rather quickly. CJ and TJ were intermediate beginning players, but still really good. The fleets:&lt;br&gt;&lt;br&gt;&lt;br&gt;Commodore Salem Vendari the Sly (myself):&lt;br&gt;HMS Grand Temple&lt;br&gt;-Admiral James Norrington&lt;br&gt;HMS Hyena&lt;br&gt;-Captain&lt;br&gt;HMS Raven&lt;br&gt;-Captain&lt;br&gt;HMS Victor&lt;br&gt;-Captain&lt;br&gt;&lt;br&gt;Typhoon TJ:&lt;br&gt;Constitution&lt;br&gt;-Chief PO Charles Richard&lt;br&gt;-Helmsman&lt;br&gt;-Firepot Specialist&lt;br&gt;Julius Caesar&lt;br&gt;-Captain&lt;br&gt;USS Kentucky&lt;br&gt;-Helmsman&lt;br&gt;&lt;br&gt;Monsoon Matthew:&lt;br&gt;Le Gaule&lt;br&gt;-Mademoiselle Josephine Godiva&lt;br&gt;-Helmsman&lt;br&gt;East Wind&lt;br&gt;Sea Phoenix&lt;br&gt;L'Auguste&lt;br&gt;La Belle Etoile&lt;br&gt;&lt;br&gt;Captain C. Jones (CJ):&lt;br&gt;Grand Vainqueur&lt;br&gt;-Madame LaFontaine&lt;br&gt;-Captain&lt;br&gt;-Helmsman&lt;br&gt;Lady Newport&lt;br&gt;-Captain&lt;br&gt;Pioneer&lt;br&gt;-Marty&lt;br&gt;-Captain&lt;br&gt;Banshee's Cry&lt;br&gt;-Cotton&lt;br&gt;&lt;br&gt;&lt;br&gt;Four fleets shot from fortified harbors, prepared for war. Each fort carried four guns: two S-range and two L-range, all of which were rank-3. Typhoon TJ, commanding an American-pure fleet, immediately sent his fleet after the largest threat on the seas: Commodore Salem Vendari. The Julius Caesar was he first to open fire. She pulled up alongside the HMS Victor and fired a broadsides attack. As one her cannons roared....and left four holes in the ocean. The splashes heard around the sea. The Victor swooped in alongside and shot down two of the Caesar's masts.&lt;br&gt;&lt;br&gt;&lt;br&gt;The commodore's HMS Grand Temple slid into a nearby fogbank, preparing to jump the oncoming Constitution.&quot;Old Ironsides&quot;, sailing under an amateur captain, was unable to unleash her firepower into the HMS Hyena as her cannons came in range. The Hyena took this weakness to her advantage. She rammed into the starboard-bow of the Constitution, knocking down her aft-most mast with a lucky roll of 6. Due to her ability, the crew of the Hyena swarmed over to the Constitution and killed Charles Richard, then came in with another wave and killed the helmsman in a boarding party. Then the English ship unloaded two of her cannons into the ship, knocking down the only mast she was able to.&lt;br&gt;&lt;br&gt;&lt;br&gt;Salem rolled a 2 for the Temple's exiting roll in the fogbank, which brought her face to face with Old Ironsides. She slammed her bow into the American's port-stern and knocked down a third mast. Her crew boarded and killed off the firepot specialist. The Temple then unloaded four cannonballs into the Constitution's side, knocking down the last two masts and leaving her derelict.&lt;br&gt;&lt;br&gt;&lt;br&gt;It was at this point Salem decided to show mercy. In return for command of the Constitution, he agreed to a truce between himself and TJ.&lt;br&gt;&lt;br&gt;&lt;br&gt;In the midst of all this, Monsoon Matthew sneaked Le Gaule in to strike at the nearly unprotected American fort. Her captain, like the captain of the Constitution, was unexperienced. Le Gaule lost three of her five masts when the fort shot at her. Le Gaule shot back, taking out of of the guns, but then lost on more in the return-fire. She high-tailed it back home for repairs. She didn't get far before the USS Kentucky shot down her final mast and took her under tow.&lt;br&gt;&lt;br&gt;&lt;br&gt;An unsuspecting Beautiful Star (La Belle Etoile) found herself in the waters of Captain CJ, and was quickly overwhelmed and taken under tow by the Grand Vainqueur, Pioneer, and Lady Newport. After getting Etoile to home, she was quickly repaired and sent into battle with the oncoming English fleet.&lt;br&gt;&lt;br&gt;&lt;br&gt;The Victor, having lost her captain previously and taken the Raven's, pulled alongside the Lady Newport and shot down her central mast. The Newport returned fire and shot down two of the Victor's, then the Vainqueur's bombardier cannon took down the final and the Pioneer finished her off. The Raven was also sunk in the mayhem. Salem had finished repairing the Constitution and was sending her to join the battle, but time had run out. In the end, no one was able to capture any flags, so we defaulted to most masts afloat. Salem won with a whopping 18 masts. TJ came in a close second with 16 masts, Matthew in third with 12, and CJ came up last with 10 masts.&lt;br&gt;&lt;br&gt;&lt;br&gt;Matthew was new to the game, but he did really well for a new player. CJ and TJ were both advanced beginners, but fought like experts. All in all, the players fought hard. Salem is still Ruler of the Seas, but he might not have gotten the title after that turning point in the match.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;-Commodore Salem Vendari the Sly
</description>
<link>http://www.boardgamegeek.com/thread/420856</link>
<guid>http://www.boardgamegeek.com/thread/420856</guid>
<pubDate>Sat, 04 Jul 2009 00:52:55 +0000</pubDate>
<dc:creator>commodore vendari</dc:creator>
	</item>
		<item>
		<title>Session: CHAOS ISLE: Zombi Deck:: I'm a celebrity, get me out of here!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Matchstickman&#039;&gt;Matchstickman&lt;/a&gt;&lt;/p&gt;
	(Solo game using no expansions)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;There I was, trapped on Chaos Isle. I use to have Money, cars, fame and all that stuff but now all I have is a fight for my life every day. Of course you recognise me, I'm Travis, actor extraordinaire (S:9 L:8 P:9 F:8).&lt;br&gt;&lt;br&gt;I'd heard a rumour about a helicopter on the Isle and I still had enough die hard fans who were willing to bend the rules for me to get a look at it. I noted it wasn't guarded very well but there was no fuel, if I could find some I would be off back to Hollywood (Mission: Gather Gas to fuel escape; &lt;font color='#33CC33'&gt;requirements 8 Gas&lt;/font&gt;).&lt;br&gt;&lt;br&gt;Raiding the last of my supplies I found an old souvenir from that time I filmed in Cambodia and the last of my '100% natural, guaranteed undetectable' pick me ups and set out into the Isle to see what I could find (Starting equip: Sniper Rifle, Perk Pills).&lt;br&gt;&lt;br&gt;Leaving my house I was immediately confronted with a choice, should I blood myself in combat or run to one of the two glittering items off to either side of me? &lt;font color='#CC0033'&gt;(Bone Collector, Task, Task)&lt;/font&gt; I chose to wade through some infected blood and came out with a valuable prize, that of a Kevlar Vest.&lt;br&gt;&lt;br&gt;With my million dollar looks now protected it was time to venture out into the unforgiving Isle and see what was out there. The zombi I had previously dismissed was still behind me, as was the infected blood but before I could run for cover another zombi swooped down out of the night's sky and attacked me! &lt;font color='#CC0033'&gt;(Bone Collector(d), Task(d), Stalker)&lt;/font&gt; Aiming carefully with my Sniper Rifle I shot it out of the air before it had a chance to attack me and on searching it's body I found it was carrying some Gas I quickly collected this up and moved on (&lt;font color='#33CC33'&gt;Gas:1&lt;/font&gt;)&lt;br&gt;&lt;br&gt;Up ahead I came across 3 zombis trying to take apart a poor victim. &lt;font color='#CC0033'&gt;(Bone Collector, Bone Collector, Corpsemare)&lt;/font&gt; I distracted the Corpsemare long enough for myself and the girl to run away from the 2 Bone Collectors there and as a way of thanking me for rescuing her she gave more some more gas! (&lt;font color='#33CC33'&gt;Gas:1&lt;/font&gt;, from Corpsemare) Parting ways I continued on.&lt;br&gt;&lt;br&gt;The Bone Collectors I had outrun were still slowly following on behind me, proving them had some rudimentary intelligence they tried to funnel me towards another zombi, but I quickly outpaced it too. &lt;font color='#CC0033'&gt;(Bone Collector(d), Bone Collector(d), Feeder)&lt;/font&gt;&lt;br&gt;&lt;br&gt;The noise from the Feeder soon attracted more attention from its Zombie brethren and 2 others joined in pursuit &lt;font color='#CC0033'&gt;(Feeder(d), Corpsemare, Stalker)&lt;/font&gt;. I out ran two of them but the Stalker flew over all obstacles with ease, catching up to me and trying to scratch at my face, luckily the Kevlar vest was still untouched! The surprise of not drawing blood allowed me to get in a quick attack on the Stalker and, thanks to the organic products I had recently eaten (Perk Pills, +2 attack) was able to take it down without any further problems. It had been obviously been a station attendant in life as it still clutched onto two emergency Gas cans in its hands (&lt;font color='#33CC33'&gt;Gas:2&lt;/font&gt;).&lt;br&gt;&lt;br&gt;A feeding frenzy was going on ahead, several Zombis fighting over a single kill. &lt;font color='#CC0033'&gt;(Feeder, Feeder, Coiler)&lt;/font&gt; With no conscious thought as to what I was doing I sprang into action, exposing myself to all three of them. Leading the two feeders a merry dance I slowly wound my way back to the lone coiler and took him/her/it out with a precisely aimed shot. Searching over the body of the poor victim for supplies I found more Gas! (From Coiler &lt;font color='#33CC33'&gt;Gas:1&lt;/font&gt;)&lt;br&gt;&lt;br&gt;I took longer to look over the remains than I had though and a sudden shriek alerted me to the fact that the Feeders were back, and they had brought a friend! &lt;font color='#CC0033'&gt;(Feeder(d), Feeder(d), Feeder)&lt;/font&gt; I saw that one of the Feeders I had previously avoided was unwittingly entangled in a Gas can, I shot him down and then ran off, doubling back to the scene when I was sure the other Feeders were long gone (&lt;font color='#33CC33'&gt;Gas:1&lt;/font&gt;).&lt;br&gt;&lt;br&gt;The streets were getting a little too crowded for my liking and I ducked into a nearby building &lt;font color='#CC0033'&gt;(Coiler, Flesh Reaper, Task)&lt;/font&gt; but to no avail, there was a Zombi in here waiting for me! I tried to rush past it but its tentacles ripped at my Kevlar Vest, letting out a hideous howl as it destroyed the last of it.&lt;br&gt;&lt;br&gt;I ran through the streets, trying to get away from my pursuers and in my haste to get away I didn't notice that they were cutting off all escape routes but one, I was being herded inwards, ever inwards until I turned the last corner and saw that I know faced The Creator! &lt;font color='#CC0033'&gt;(Coiler(d), Task(d), The Creator)&lt;/font&gt; Surrounded as I was I couldn't outrun him and prepared for the inevitable. With a weary resignation I readied my Sniper Rifle and took a shot, a direct hit! With no sign of the bulleting slowing its progress The Creator advanced on me, whipping its tentacles all around, one smashing into my cover before the other ripped into my flesh (1 hit), as I lay there exposed and bleeding I saw a blackish light pulsate out of the top of its head and streak towards me, only to veer off at the last instance. Given new confidence by this I picked up my Sniper Rifle again and shot back. The bullet passed straight through the centre of its eye and out the other side, thus ending its miserable life.&lt;br&gt;&lt;br&gt;Sitting down and resting after such an ordeal I found myself resting my back against the very thing I was looking for, two Gas cans! (&lt;font color='#33CC33'&gt;Gas:2, total 8&lt;/font&gt;) Without a backwards glance I hoisted up the cans and headed off back the helicopter to fly into the sunset...&lt;br&gt;&lt;br&gt;&lt;br&gt;Is it not a truly cinematic end to the tale that I, the hero, should face down The Creator to find the final elements needed to fuel the chopper?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;So Mr Producer, how much are you willing to pay me for the story of my life? Cast me as me and I can bring genuine experiences to the roll that will win us an Oscar for sure!&lt;br&gt;------------------------------------------------------------------------&lt;br&gt;&lt;br&gt;This was my first time playing Chaos Isle and I know I made at least one mistake, the first time I faced off against a Stalker I let Travis take his attack first, the Stalker had higher speed and should have attacked first. Only experience will tell me if I made others.&lt;br&gt;&lt;br&gt;Thoughts on the game, will have to play more of the game to see if I was just lucky or if the zombies are that easy to overcome, I took only three hits over the course of the (very short) game I was playing. The plus 3 attack bonus the Sniper Rifle gave was a huge boost and the very slow cycling of equipment cards meant I was never going to be in any danger of discarding it.&lt;br&gt;In a single player game if you can outrun a zombie you can ensure that you only face one or two new cards each turn, that seems to make the game a lot easier than it should be, I might have to house rule that limits the amount you can draw from the discard pile, thus making certain you face new and unknown horrors. (Any cards with (d) next to it mean I redrew that card from the discard pile)&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420855</link>
<guid>http://www.boardgamegeek.com/thread/420855</guid>
<pubDate>Sat, 04 Jul 2009 00:52:41 +0000</pubDate>
<dc:creator>Matchstickman</dc:creator>
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		<item>
		<title>Session: Battlestar Galactica:: Why honesty is not always the best solution.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Lapoleon&#039;&gt;Lapoleon&lt;/a&gt;&lt;/p&gt;
	Yesterday a couple of friends and I came together to play a game of Battlestar, most of us had played at least a couple of times, but there were two players who had only played once.&lt;br&gt;&lt;br&gt;The turn order was as follows:&lt;br&gt;&lt;br&gt;1: Roslin, Egbert (new player)&lt;br&gt;2: Helo, Sjoerd B. (new player)&lt;br&gt;3: Apollo, [username=Grinning One]&lt;br&gt;4: Baltar, Me&lt;br&gt;5: Starbuck, Sjoerd T.&lt;br&gt;&lt;br&gt;The game started quietly with the destruction of the raiders by Starbuck. Apollo destroyed some other raiders which spawned from the Basestar. The only problem was a Centurion that had boarded us because of a Cylon Virus. Just before we jumped Apollo wanted to play a Strategic Planning to destroy a heavy raider when it was needed to destroy the boarding party, which, after having moved twice, was causing us considerable concern.&lt;br&gt;Luckily we were able to dissuade him of playing it on the heavy raider, but still we were somewhat suspicious. Especially since Apollo was played by a player who often analysis every move.&lt;br&gt;&lt;br&gt;We got another jump icon in his turn and jumped away. Since Helo was not to sure about what the good destiny cards were he asked us for advice (without breaking secrecy rules) and we jumped to a barren planet. At this point we had only lost one or two of each resource and were in a good mood. &lt;br&gt;&lt;br&gt;In the following turn I got a crisis allowing me to look at someone's loyalty card. The obvious choices of course were the president or admiral, but since Apollo's behaviour was suspicious I had a look at his card and sure enough I found the first Cylon. He didn't even bother to deny it. The next turn we failed a brig attempt by a lot. In fact there was only one positive card, and it was purple, since both Helo and Starbuck were the only ones who could have played it cries that: &quot;Sjoerd is a Cylon&quot; immediately went up. Still, we weren't too sure if it wasn't an honest mistake. So the president (executive) ordered me to take a look at our admirals loyalty card using my special ability...&lt;br&gt;And that is where it went wrong. Helo turned out to be the other Cylon, which I immediately exclaimed, thinking that this should be a cakewalk with both Cylons known. I was wrong. &lt;br&gt;&lt;br&gt;Instead of revealing themselves both Cylons started an extreme spree of sabotage. They jumped in Helo's turn, costing us 3 population, which they gleefully did without having to use Helo's reroll ability. Our Cylon admiral then chose a Tylium planet as a destination, but obviously didn't bother to send out a raptor.&lt;br&gt;&lt;br&gt;At this point we were still in good shape, fuel was a bit low, but the other resources were still in the blue. We were somewhat afraid that both the admiral and his successor were Cylons and that they were sitting in a row. From this point on however the Cylons could plot together about what they were going to do to us and they slowly but surely started whittling us down. Starbuck was an easy target to imprison and with some help of the destiny deck they succeeded in throwing the only non Cylon pilot in prison. We got her out just in time to fight the arriving Cylons, but it cost us another couple of turns since we were running low on cards due to food shortages and other crises. &lt;br&gt;&lt;br&gt;Arriving Cylons however meant putting vipers on the board, and using Apollo's ability he was able to jump in a viper and XO Helo, this unfortunately happened several times, meaning Helo could lead the Civvies like blind sheep right into the arms of the raiders, costing us plenty of population and even more fuel. At this point thinks were almost hopeless with only three fuel left and only three distance travelled but since surrender is not a word found in our dictionary we tried to carry on.&lt;br&gt;&lt;br&gt;The inevitable conclusion was that we were in a position where we wanted to jump because the need to keep our Civvies save, but we really couldn't since our fuel was only at one. And the admiral was still a Cylon. Helo however was imprisoned meanwhile by use of Roslins once per game abilty to draw Quorum Cards and a lucky Arrest Order.&lt;br&gt;&lt;br&gt;In retrospect it would have been much better to lie about Helo's loyalty so Apollo would think himself alone and reveal. In that case I would have lobbied to imprison Apollo and once in the brig we could have taken care of Helo. But since both Cylons knew the other in the same turn they were able to wreak havoc almost unopposed.
</description>
<link>http://www.boardgamegeek.com/thread/420851</link>
<guid>http://www.boardgamegeek.com/thread/420851</guid>
<pubDate>Sat, 04 Jul 2009 00:34:13 +0000</pubDate>
<dc:creator>Lapoleon</dc:creator>
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		<title>Session: Thunder at the Crossroads:: Day 1, Session 1 from 1:30pm until 2:00pm</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Rondor39&#039;&gt;Rondor39&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;&lt;/b&gt;&lt;u&gt;&lt;/u&gt;Condeferate Playerturn&lt;br&gt;&lt;br&gt;AP Hill has been unable to bring himself to resume Heth's attack towards Gettysburg and he, once again, shows true colors by not doing anything at all. I suspect that once Lee arrives at the field not only will Powell Hill get a dressing down but things will most likely get moving. The problem is that time favors the Federals. &lt;br&gt;&lt;br&gt;Meanwhile, Pender's men continue to press the attack on Seminary Ridge. Scales crosses Pitzer's Run and extends his lines southward then moves up to confront Rowley. Perrin moves forward while extending his well dressed lines northward straddling Pitzer's to face off with Stone. The 3rd Corps artillery which is attached to Pender unlimbers in A16.13 to support the attack. Pender himself remains with Lane moving to engage Stone and the well emplaced Federal artillery to his front. Thomas remains in reserve but moves up to support the unlimbered artillery. &lt;br&gt;&lt;br&gt;Ewell, his 2nd Corps HQ and supply follow Rodes Division southward on it's ordered attack of the Yankee line north of Gettyburg. Rodes men move south and somewhat west to engage the enemy with an eye on a strong attack on the left of the Federal line. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/b&gt;Union Fire&lt;b&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Rowley's Bde unloads it's muskets into the southern portion of Scales extended lines inflicting 100 casualties and 200 stragglers fade away as well. This pushes the Rebels back to A18.11. Stone and the Federal artillery fire inti Lane inflicting 100 casualties and the same number of stagglers but they hold fast. Up north, Schimmelfenig fire into Doles brigade but fail to achieve any results. Kryznowski fires into Daniel's men but only manage to send a few stragglers back. Devin's dismounted men unload into O'Neil causing 100 casualties and nothing more while v. Gilsa release into Ramseur and the Rebel artillery causing 100 casualties and shakking the men up but they hold tight due to the presence of the CSA guns. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/b&gt;Confederate Fire&lt;b&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Scales fully extended lines fire into Rowley's men and inflict 100 casualties. However, Rowley's boys are blood-lusted! Lane, the Reb artillery and about half of Perrin's men fire into Stone and the Federal artillery in A19.14 to good effect causing 100 casualties and the same number of stragglers. However, Lane's men hold fast due to Doubledays help along with the presence of the comforting battery. Doles extended lines fire at Schimmelfenig doing some damage and creating a few cowards as well. Daniel's boys do the same to Krzynowski. O'Neil, Ramseur and the Corps artillery do some damage to Devin's men but not enough to move them back and Iverson also inflicts 100 casualties and another 100 stragglers on v. Gilsa and they remain shaken up. &lt;br&gt;&lt;br&gt;After rallys the CSA player turn comes to a close. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/b&gt;&lt;u&gt;&lt;/u&gt;Union Playerturn&lt;b&gt;&lt;/b&gt;&lt;u&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Reynolds decides to send an aide to deliver divisional orders to v. Steinwehr as follows; &quot;Please move north through Gettysburg to support the defense north of town&quot; I must assume he has been looking at the experience and morale of the 11th Corps troops and now realzing who they face has made Reynolds nervous. &lt;br&gt;&lt;br&gt;The 11th Corps along with Devin's dismounted cavalry perform a small, controlled retrograde movement in order to dress and extended their lines to better defend against Rodes advance. It is better defensively to allow the enemy to walk into fire than just go toe-to-toe with more experienced troops. Of course this means giving up ground to get the advantage which will only work for a limited time. Ames pulls his brigade back to the Stevens Institute to act as a local reserve. In the southern battle area Baxter extends his lines and moves eastward to face off with Perrin's Rebels where the Horse Railroad crosses Pitzer's Run.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/b&gt;Confederate Fire&lt;b&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Scales fire into the blood-lusted brigade of Rowley to no effect while Lane and 3rd Corps artillery attached to Pender fire into Stone and his commander, Doubleday. They drop 200 men immediatelty with another 100 running away which wrecks the brigade. Doubleday himself, again survives the murderous volley and the brigade buckles but is able to remain in position due to both their fearless leadership as well as the Federal battery. Perrin fires at Baxter's brigade and drops another 200 Yankees with more men melting into the rear as well! Robinson survives the blast and once again, the Union line holds fast. Up north, O'Neil fires into Kryzynowski and his leader, Schurz and goes low ammo but, due to the low firepower, fails to do much accept drop 100 men. Schurz survives. So many leader survivals from the get go as I have kept them in front for the most part. It's only a matter of time before one is hurt or killed. 2nd Corps artillery fires at the far left of Devins line dropping another 100 Yankees but they hold strong. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;/b&gt;Union Fire&lt;b&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Rowley returns fire into Scales without any effect whatsoever. Stone and 1st Corps artillery recover from the almost disastrous Rebel blast and fire back into Lane and Pender! Despite the withering effect of the accurate enemy fire just seconds ago they fire as accurately as could possibly be and devestate Lane's men right as they run low an ammo! ( I rolled 11 for fire, round up, 6 for stragglers, and 66 for morale!!!) 200 of Lane's men are no more with another 300 fading westward. The brigade routs back to A15.12 and another 300 of the men straggle back to hide. That was the most brutal fire of the engagement so far! Baxter fires into a portion of Perrins line and 100 more Rebels fall and the line is shaken. Back to the north, Kryzynowski returns fire into O'Neil and watches while 100 CSA men go down with an equal number deciding to bug out. &lt;br&gt;&lt;br&gt;1900 Casualties&lt;br&gt;1700 Stragglers&lt;br&gt;&lt;br&gt;I would say that 30 minutes was awefully bloody!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509285"><img src="http://images.boardgamegeek.com/images/pic509285_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420812</link>
<guid>http://www.boardgamegeek.com/thread/420812</guid>
<pubDate>Fri, 03 Jul 2009 20:42:58 +0000</pubDate>
<dc:creator>Rondor39</dc:creator>
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		<item>
		<title>Session: BattleLore:: The veil of darkness descends further: another battle from the Middle Earth Campaign</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/toddrew&#039;&gt;toddrew&lt;/a&gt;&lt;/p&gt;
	I had posted &lt;a href=&quot;http://www.boardgamegeek.com/thread/409074&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;another battle involving this army of Saruman's&lt;/a&gt;, and the following is a pictoral seesion report of that army's next endeavor: a class at the Gap of Rohan against a formidable dwarf army. &lt;br&gt;&lt;br&gt;Greater details about the Middle Earth Campaign can be found on &lt;a href=&quot;http://games.groups.yahoo.com/group/battlelorecalltoarms/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;the Yahoo Group for BattleLore on Vassal&lt;/a&gt;, under &lt;a href=&quot;http://games.groups.yahoo.com/group/battlelorecalltoarms/files/Middle%20Earth%20Campaign/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;the files section here&lt;/a&gt;.  (Note, one must register with the Yahoo Group in order to view files, etc. - and please do, growing the number of players in that group is the not so hidden agenda of this post &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; ).&lt;br&gt;&lt;br&gt;Saruman’s army consisted of a level 3 war council, while the Dwarves had a 6 level war council.  Due to the location of the battle and a positive army rating, Saruman’s forces would be allowed to clone one green or blue banner non-creature unit and deploy three units from the reserve card.  The Dwarves’ army had a zero rating (first battle for the dwarves) and received no bonuses from the location.&lt;br&gt;&lt;br&gt;Call to Arms set-up and how it interacts with the Middle Earth Campaign rules may be of interest to some, so I will detail that portion of the game, and then highlight a few of the deciding turns.  The full vassal game log can be found &lt;a href=&quot;http://games.groups.yahoo.com/group/battlelorecalltoarms/files/Middle%20Earth%20Campaign/Moves/Spring%20%2705%20Battles/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;here.&lt;/a&gt;&lt;br&gt;&lt;br&gt;Set-up:&lt;br&gt;&lt;br&gt;Deployment Cards:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/01-DeploymentCards.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/02-unitsetup01.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Cloning due to home location:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/03-unitsetup02-cloningduetohomeloca.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Reserves:&lt;br&gt;Standards:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/04-unitsetup03-pennantreservescard.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/05-unitsetup04-pennantreservesplace.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Pennants:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/06-unitsetup05-standardreservescard.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/07-unitsetup06-standardreservesplac.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;War Councils:&lt;br&gt;Pennants went with a level 3 wizard (satisfied both theme and strategy for Saruman &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt; ) and the Dwarves also went with a level 3 wizard along with a level 2 Warrior and level 1 Commander.&lt;br&gt;&lt;br&gt;Specialists:&lt;br&gt;1st:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/08-specialist01-1ststandardsbowupgr.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;2nd:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/09-specialist02-1stpennantsdwarvenm.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;3rd:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/10-specialist03-2ndpennantsillusion.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;4th:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/11-specialist04-2ndstandardsillusio.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Final Set-up:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/12-finalsetup-nolandmarks-bothsides.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Battle Commences:&lt;br&gt;As the battle opened, the dwarves had to contend with Saruman's longbows.  Even though they hit at a slightly below average rate, mitigating their effectiveness was the Dwarf commander's main priorty.  &lt;br&gt;&lt;br&gt;A battle across the river waged for several turns, until the Dwarf commander was able to set up an Assault, and push across:&lt;br&gt;&lt;br&gt;Turn 16:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/53-turn16a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/54-turn16b.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/55-turn16c.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/56-turn16d.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/57-turn16e.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Hard to say who was more fortunate that turn, as the dice were rough for both sides.  Though Saruman dodging death early in the turn and hitting back harshly with the heavy infantry seemed to outweigh getting nothing going on numerous battle back chances for the rest of the turn.&lt;br&gt;&lt;br&gt;For a few more turns, caution amongst the chaos was exercised, until lore swung the battle once again:&lt;br&gt;Turn 20:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/64-turn20a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/65-turn20b.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/66-turn20c.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/67-turn20d.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;A critical swing in the banner tally.  Skirmishing followed, setting up for the furious finish:&lt;br&gt;&lt;br&gt;Turn 24:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/75-turn24a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/76-turn24b.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/77-turn24c.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Turn 25:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/78-turn25a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/79-turn25b-greaterportalswitch.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/80-turn25c.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/81-turn25d.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/82-turn25e.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Turn 26:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/83-turn26a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/84-turn26b.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Turn 27:&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/85-turn27a.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/86-turn27b.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://i32.photobucket.com/albums/d45/toddrew/ME%20battles/87-turn27c.png&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;All in all, an exciting game to play.  Lots of tough decisions to be made on each side, as lore keeps one guessing.&lt;br&gt;&lt;br&gt;The end result as the campaign is concerned is that Saruman's grip on Middle Earth tightens.  Saruman's level 3 &quot;bait&quot; army continues its reign of terror and the outlook for the defeated dwarven army grows bleak as a fresh level 6 army of Saruman's command has moved into the Gap of Rohan to squash any notion of a resurgence...&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420791</link>
<guid>http://www.boardgamegeek.com/thread/420791</guid>
<pubDate>Fri, 03 Jul 2009 19:39:30 +0000</pubDate>
<dc:creator>toddrew</dc:creator>
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		<item>
		<title>Session: Battle Cry:: The Famous Western Theater Campaign of 1862!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/desertfox2004&#039;&gt;desertfox2004&lt;/a&gt;&lt;/p&gt;
	Rick and Jeremy stopped over my house back on May 23rd for a day of gaming. Jeremy and my son David went down to the gameroom and spent the day playing Heroscape, while Rick and I decided to play a Battle Cry campaign. Battle Cry! is the Civil War version of the Commands &amp; Colors/Memoir '44 game system, and is the first full commercial implementation of Richard Borg's &quot;Commands &amp; Colors&quot; gaming system, known more famously for &quot;Memoir '44&quot;, &quot;Battlelore&quot;, and the excellent &quot;Commands &amp; Colors: Ancients&quot; series. Battle Cry is probably the simplest of the C&amp;C family. &lt;br&gt;&lt;br&gt;We decided to play a Western Theater 1862 campaign consisting of three scenarios: Pea Ridge, Shiloh, and Murfreeboro. We randomly selected sides, with Rick getting the Confederates and me getting the Union. I therefore assumed the persona of General Henry Halleck while Rick donned the role of General Abert Sidney Johnston&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://wpcontent.answers.com/wikipedia/en/thumb/7/71/GenHalleck.jpg/260px-GenHalleck.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;Leo morphs into General Halleck&lt;/i&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://ms.houstonisd.org/JohnstonMS/About%20JMS/Gifs/Albert_sidney_johnston.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;Rick transforms into General Johnston&lt;/i&gt;&lt;br&gt;&lt;br&gt;In Battle Cry!, campaigns are won simply by whichever side ends up with a positive victory flag differential after playing all three scenarios.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;...The Battles....&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Game I: Pea Ridge &lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Historical Note (courtesy Wikipedia):&lt;br&gt;The Battle of Pea Ridge (also known as Elkhorn Tavern) was a land battle of the American Civil War, fought on March 7 and March 8, 1862, at Pea Ridge in northwest Arkansas, near Bentonville. In the battle, Union Army forces led by Brig. Gen. Samuel R. Curtis defeated Confederate troops under Maj. Gen. Earl Van Dorn. The outcome of the battle essentially cemented Union control of Missouri. One notable fact of this battle is that it was one of the few in which a Confederate army outnumbered a Union army.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Commentary:&lt;/b&gt;&lt;br&gt;In the first game, Rick's Rebs were able to pull off a number of&lt;br&gt;attacks and assaults across all three sectors of the battlefield, while my army generally could do little more than skirmish and probe – the command cards definitely favored Rick in the early going, we both agreed. Before long, Rick had me down 5 flags to 2. I finally got a useful card, &quot;Coordinated Attack&quot;, allowing me to order one unit in each sector, and amazingly, each attack routed a Southern unit. In a blink, it was a 5-5 game. However, Rick came back on his turn with the same card, and was able to score one kill, knocking off an unattached general (the second general I lost in this game) to score a 6-5&lt;br&gt;scenario victory. For the campaign, Rick was now at +1. This game took 13 turns. &lt;br&gt;&lt;br&gt;&lt;b&gt;Pics:&lt;/b&gt;&lt;br&gt;Start:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509359"><img src="http://images.boardgamegeek.com/images/pic509359_lg.jpg" border=0></a></div>]]>&lt;br&gt;Mid-Game:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509370"><img src="http://images.boardgamegeek.com/images/pic509370_lg.jpg" border=0></a></div>]]>&lt;br&gt;End:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509375"><img src="http://images.boardgamegeek.com/images/pic509375_lg.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Game II: Shiloh&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Historical Note (courtesy Wikipedia):&lt;br&gt;The Battle of Shiloh, also known as the Battle of Pittsburg Landing, was a major battle in the Western Theater of the American Civil War, fought on April 6 and April 7, 1862, in southwestern Tennessee. Confederate forces under Generals Albert Sidney Johnston and P.G.T. Beauregard launched a surprise attack against the Union Army of Maj. Gen. Ulysses S. Grant. The Confederates achieved some initial success on the first day but were ultimately defeated on the second day.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Commentary:&lt;/b&gt;&lt;br&gt;In this scenario, the Rebs want to push to the Union side of the board,&lt;br&gt;simulating their attempt to push the Union army back into the river. Any hex on the Union side of the board occupied by a Confederate unit would count as a Confederate victory flag as long as it was so occupied. However, the Union army starts in a fairly strong defensive posture (I think this scenario basically simulates the second day of the battle), and this position got a lot stronger when I moved out a couple of regiments on my right flank and played a &quot;Field Works&quot; card, allowing those two units to dig in. This made the Union line very&lt;br&gt;strong across the entire board, and the game stalemated for awhile. I ran out to a 2-0 lead, but finally, Rick started a push again the Union left and was able to score a couple of victory points, tying the game at 2. Rick then began a push against the North's right flank supported by his artillery, of which he had three batteries on that flank. However, my units in their field works, and led by one of my generals, beat back that attack, wrecking all three batteries. With the score of the game 5-3, I finally felt confident enough to leave my defensive&lt;br&gt;positions and attempt to score the knockout punch. One of my infantry regiments on the left &quot;Forced Marched&quot; and attacked a depleted Reb infantry unit to score the final victory flag, for a 6-3 Union win. For the campaign, Leo was now up +2 (total flags Leo 11, Rick 9). This game took 32 turns. &lt;br&gt;&lt;br&gt;&lt;b&gt;Pics:&lt;/b&gt;&lt;br&gt;Start:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509377"><img src="http://images.boardgamegeek.com/images/pic509377_lg.jpg" border=0></a></div>]]>&lt;br&gt;Mid-Game:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509380"><img src="http://images.boardgamegeek.com/images/pic509380_lg.jpg" border=0></a></div>]]>&lt;br&gt;End:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509383"><img src="http://images.boardgamegeek.com/images/pic509383_lg.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Game III: Murfreeboro&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Historical Note (courtesy Wikipedia):&lt;br&gt;The Battle of Stones River or Second Battle of Murfreesboro (in the South, simply the Battle of Murfreesboro), was fought from December 31, 1862, to January 2, 1863, in Middle Tennessee, as the culmination of the Stones River Campaign in the Western Theater of the American Civil War. Of the major battles of the Civil War, Stones River had the highest percentage of casualties on both sides. Although the battle itself was inconclusive, the Union Army's repulse of two Confederate attacks and the subsequent Confederate withdrawal were a much-needed boost to Union morale after the defeat at the Battle of Fredericksburg, and it dashed Confederate aspirations for control of Middle Tennessee.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Commentary:&lt;/b&gt;&lt;br&gt;The last battle of the campaign. The Union army starts out deployed&lt;br&gt;in an inverted &quot;V&quot;, with the center set up near the middle of the board, and each flank bent back towards the Union side of the board. Most of the Rebs are set up along or close to their edge of the board. The killing started early in this game, and the Union got the better of it right off, running out to a 4-1 lead. Again playing a &quot;Field Works&quot; card, plus a &quot;Reinforcements&quot; card, I secured my right flank, which stymied Rick's hopes there. Meanwhile, his efforts against my left flank were repeatedly shot to pieces, as I luckily had a pretty good hand of command cards and usually had at least one to allow me to fire at his troops as they attempted to ford the river. A final assault allowed me to finish him off 6-2. This game took 20 turns. &lt;br&gt;&lt;br&gt;&lt;b&gt;Pics:&lt;/b&gt;&lt;br&gt;Start:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509404"><img src="http://images.boardgamegeek.com/images/pic509404_lg.jpg" border=0></a></div>]]>&lt;br&gt;Mid-Game:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509405"><img src="http://images.boardgamegeek.com/images/pic509405_lg.jpg" border=0></a></div>]]>&lt;br&gt;End:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509407"><img src="http://images.boardgamegeek.com/images/pic509407_lg.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Final Western Theater of 1862 Campaign Score:&lt;/b&gt;&lt;/u&gt; &lt;br&gt;Leo scored the victory at +6 victory flags (total flags Leo 17, Rick 11). &lt;br&gt;&lt;br&gt;A fun day, to be sure, and I think that to be fair, we should&lt;br&gt;probably play this campaign again in the future, but switch sides. I think Shiloh and Murfreeboro especially are probably slanted a bit in favor of the North (Pea Ridge appears to favor the South), making it a tough campaign for the Southern player to win outright. Of course, things would have been much closer had I not gotten rather lucky at the end of Pea Ridge and knocked off three Southern units in one turn to make a 5-2 game 5-5. If I don't get that &quot;Coordinated Attack&quot; card, and then succeed on all three attacks, Rick probably wins that game 6-2, and then we are talking about going into the last game, Murfreeboro, with Rick holding a +1 margin. In any case, an enjoyable day spent playing what in my opinion is a very underrated entry in Richard Borg's &quot;Commands &amp; Colors&quot; family. Had this game appeared after BGG had become the fixture in the boardgaming universe that it is today, I think it would have received far greater attention and accolades. Of course, I believe there is a second coming of this game in the works, so perhaps it will finally receive the attention it deserves!&lt;br&gt;&lt;br&gt;Oh, and Jeremy and David appeared to have a good time as well, as they played Heroscape until 10 that evening!&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420790</link>
<guid>http://www.boardgamegeek.com/thread/420790</guid>
<pubDate>Fri, 03 Jul 2009 18:51:39 +0000</pubDate>
<dc:creator>desertfox2004</dc:creator>
	</item>
		<item>
		<title>Session: Advanced Squad Leader (ASL):: D1 - Guryev's Headquarters</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scrub&#039;&gt;scrub&lt;/a&gt;&lt;/p&gt;
	 &lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/509219"><img src="http://images.boardgamegeek.com/images/pic509219_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;D1 - Guryev's Headquarters&lt;br&gt;An After Action Report by an ASL &quot;First-Timer&quot;&lt;/b&gt;&lt;/u&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507674"><img src="http://images.boardgamegeek.com/images/pic507674_t.jpg" border=0></a></div>]]>[The following AAR is an abridged reposting from my blog: 	&lt;A target='_blank' href=&quot;http://triplepbf.blogspot.com/&quot; rel=&quot;nofollow&quot;&gt;http://triplepbf.blogspot.com/&lt;/A&gt;]&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Introduction.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Well, I finally took the plunge into full ASL this past weekend at &lt;b&gt;TABSCon&lt;/b&gt; since I had access to Andy B, an ASLer in the Toronto area who has been dying to kill me. &lt;br&gt;&lt;br&gt;And he has. &lt;br&gt;&lt;br&gt;This is Andy: [username=aiabx]&lt;br&gt;&lt;br&gt;We played on some super juicy Deluxe ASL boards and &lt;b&gt;D1 - Guryev's Headquarters&lt;/b&gt; from &lt;b&gt;Streets of Fire&lt;/b&gt;. (Click &lt;a href=&quot;http://www.multimanpublishing.com/images/SoF%201%20Guryevs%20HQ.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;here&lt;/a&gt; to get it!) I've heard rumours that MMP wants to reprint these puppies on SK-style cardboard and the only thing I can say is DO IT!!!!!! The luxury of the double (triple?)-sized hexes is ridiculous. Given that you have less geographic area to work with on the maps themselves, the scenarios are shorter, tenser affairs with little manoeuvre and mucho blood. Blood everywhere. Awesome. &lt;br&gt;&lt;br&gt;Here's a look at the two boards on which D1 takes place... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507675"><img src="http://images.boardgamegeek.com/images/pic507675.jpg" border=0></a></div>]]>MMP, REPRINT DASL!&lt;br&gt;&lt;br&gt;The boards are DASL boards b and d. The left edge in the picture is North and the building by the roundabout in the upper left is Guryev's Headquarters itself. The goal of the scenario is for my Germans (we determined this by random die roll) to have more full squad equivalents in the building than the Russians by the end of game (turn 7). &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507676"><img src="http://images.boardgamegeek.com/images/pic507676.jpg" border=0></a></div>]]>So neat and tidy...&lt;br&gt;&lt;br&gt;Above is our set-up. Those neat little piles of counters are so small and well organized... that would soon change as all hell would break loose on the opening turn. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The Game.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Seeing as it was my first game ever I'm going to note certain rules and such that are different from the SK-level -- I should say &lt;b&gt;in addition to&lt;/b&gt;, actually, there aren't many different rules at all. Andy was ever the gentlemen in explaining new things but to be perfectly honest, an experienced ASLSK player shouldn't have much new stuff to learn. The scenario choice was also very appropriate given that there were no AFVs or Guns. &lt;br&gt;&lt;br&gt;The first rule we encountered was &lt;b&gt;Environment Conditions&lt;/b&gt;. We just chucked it. Andy felt that neither of us were going to be setting fire to things so it wasn't likely wind direction was going to be a factor. One rule down! &lt;br&gt;&lt;br&gt;The second immediate new rule was basically the ? question mark counters on the Russian defenders. I had no easy way to figure out who was what and more importantly, where the hell the MGs were (more on that later). Also confounding things were two squads which were HIP -- something I think isn't in SK-level (just HIP Guns). &lt;br&gt;&lt;br&gt;My initial plan was to press up against the Russian defense and probe for weakness while trying to slide 5-6 squads down the right flank and dash, hopefully, towards the Headquarters while the others were engaged. It wasn't really a bad plan but it just lacked aggression. Seven turns is NOT a long time. &lt;br&gt;&lt;br&gt;Here's what the first movement phase looked like. Seems pretty good right? &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507677"><img src="http://images.boardgamegeek.com/images/pic507677.jpg" border=0></a></div>]]>The bloody streets of Stalingrad.&lt;br&gt;&lt;br&gt;Other than a half-squad (very very useful that deployment rule -- you can start the game with full MMCs deployed to half-squads) scouting the left that was HIPPed and the right flank running into a bit of delay, the advance seemed good. &lt;br&gt;&lt;br&gt;I've become a lot more use to doing CXing and things of that nature to really plan out my moves optimally. I think this comes with more experience in the game. At first you're just happy to figure out that MMCs move 4 MPs worth... later you're squeezing them with leaders (with no neg bonus) and CXing for double that. &lt;br&gt;&lt;br&gt;So at the close of the first half turn I felt that I had made excellent progress. Most of my squads were across after advancing and though both Close Combats were inconclusive, the sheer weight of seventeen full elite German squads seemed likely to push forward next turn... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507679"><img src="http://images.boardgamegeek.com/images/pic507679.jpg" border=0></a></div>]]>The Krauts seem to have the advantage.&lt;br&gt;&lt;br&gt;Other new rules so far? Ambushing in CC is already in SK but not the special edge cases like boxcars and snakes on the CC roll -- these allow the affected units to slink away or invoke the chromey &lt;b&gt;&quot;Heat of Battle&quot;&lt;/b&gt; rules. This turn I had a half-squad go BERSERK! What does that mean? I asked Andy. His answer was that that squad was going to charge the closest KEU... &lt;br&gt;&lt;br&gt;Essentially, my little berserk half-squad spent the next movement phase charging forward through the wide-open streets towards an SMG-toting Russian full squad. Thanks to a ridiculous morale of 10, the little dudes actually charged into the enemy hex and had it out in CC. I think you know where this is going... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507681"><img src="http://images.boardgamegeek.com/images/pic507681.jpg" border=0></a></div>]]>B E R S E R K !&lt;br&gt;&lt;br&gt;If there's one hallmark that makes a good wargame it's the narrative generated from the game. This is something you're just not going to get out of a Euro like Agricola or Puerto Rico or whatever. For example, take the case of the Cursed MMG.&lt;br&gt;&lt;br&gt;Early in the game, around turn 2, the Russians who would have been manning a MMG in hex bD2 ran off after taking fire. They left a perfectly good support weapon lying around and in the next rally phase I rolled a SIX -- what the HELL?! Pick the damn thing up you scrubs!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507680"><img src="http://images.boardgamegeek.com/images/pic507680.jpg" border=0></a></div>]]>Go on, pick me up!  I'm very very safe...&lt;br&gt;&lt;br&gt;I should have known then that the MMG was cursed. Slick with the blood of the Russian who last held it, the MMG was to be an albatross on the neck of every German squad who managed to pick it up... By game's end, its bad mojo extended into the full hex and even squads who didn't pick it up were gunned down... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507685"><img src="http://images.boardgamegeek.com/images/pic507685.jpg" border=0></a></div>]]>Still looking good for the Krauts!&lt;br&gt;&lt;br&gt;It was a pretty eventful first couple of turns. Above is the board disposition after two complete. I don't know, it looks pretty good from here...&lt;br&gt;&lt;br&gt;The only hiccup was a squad of Germans who were taken prisoner in a CC in the outlying building on the right. They had their own adventures in this scenario... but more on that later.&lt;br&gt;&lt;br&gt;Now, a chat about snipers. So far in the early two turns I hadn't been rolling a lot of Sniper Activation Numbers -- mostly 2's hahahahaha.... For the SK-newbs, the &quot;SAN&quot; is the number that your opponent rolls that triggers YOUR sniper. The sniper counter is that one you see on the left edge of the above photo. When your SAN gets rolled you have a possibility of activating the sniper on a dr and then the sniper moves about the board (after making a direction and distance dr). The closest eligible target is either wounded, pinned, broken or outright killed depending on whether it's an MMC or SMC.&lt;br&gt;&lt;br&gt;It's a rule that a lot of ASLers wondered why it wasn't included in SK. Granted it's a bit chromey and leads, occasionally to some break in the action (as you scream SAN!!!! at your opponent), but man does it level the playing field at times. If you look at the SAN numbers on the scenario sheet you'll notice that the German SAN is 3 and the Russian SAN is 6. That means, if you check the handy probability chart I made up here in this post, that about 13% of the time I shoot my squads, the Russian sniper will activate. On the flipside, I guess because it's Stalingrad, the German sniper only activates 5% of the time. (Without going in depth into it, it's a little more complicated than that too...)&lt;br&gt;&lt;br&gt;Why is this important for an SKer moving up to full ASL?&lt;br&gt;&lt;br&gt;Remember all those times you took silly 2fp +3 shots just for fun, hoping for a snake eyes? With SANs you are now more likely to trigger a sniper who will take heads off. Your heads. So, snipers are cool and all but now, popping your squad up to take low percentage shots is now not a great idea -- there are consequences to blasting away with no thought!&lt;br&gt;&lt;br&gt;The sniper activations I was triggering in the early part of the game were generally harmless. Andy would roll too high on the check and nothing would happen, or a squad would pin only to get up again. So Vasily Zaitsev, as we joked, wasn't about in this part of Stalingrad this day... alas, he was coming though... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507686"><img src="http://images.boardgamegeek.com/images/pic507686.jpg" border=0></a></div>]]>Hey!  Who left this machine gun here?&lt;br&gt;&lt;br&gt;The innocuous looking MMG has been recovered by this hapless half-squad (they weren't going to make it). Everything was coming up roses for the Germans (famous last words!). Stalingrad didn't seem so bad really (what the hell was I thinking?!). What was this grumbling from the veterans? So far, the vaunted Guardsmen were running away and being ambushed by screaming teenagers... Better yet, Andy was rolling crap, including on bringing in his reinforcements. Guryev was going to lose his headquarters... &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507687"><img src="http://images.boardgamegeek.com/images/pic507687.jpg" border=0></a></div>]]>It would never get better than this.&lt;br&gt;&lt;br&gt;The German high tide of Guryev's Headquarters. Things would not be this good again... &lt;br&gt;&lt;br&gt;Now, I'm not sure if it was just around turn 3 or after but I generated my first Hero ever in one of these turns. I think it was a snake roll in a rally attempt or something. Heroes are even more extra special SMC dudes that essentially replicate the Hollywood stereotype of war movies. This guy can do anything like lug big SWs around, add -1 DRMs to shooting, don't break, just wound, etc. etc. I'd actually generate two of the guys in the course of the game. Things were looking better and better.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507688"><img src="http://images.boardgamegeek.com/images/pic507688.jpg" border=0></a></div>]]>Ja!&lt;br&gt; &lt;br&gt;Below is the situation into the third turn. Now some interesting things started to happen. First, I was starting to activate a LOT of sniper activity. Apparently someone dialed up Jude Law and Ron Perlman and my troops started to keep their heads down even while peeing. Note the wounded leader on the right, and the broken half-squad holding the Cursed MMG of Doom. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507689"><img src="http://images.boardgamegeek.com/images/pic507689.jpg" border=0></a></div>]]>Nein!&lt;br&gt;&lt;br&gt;Things were obviously going to be a tougher slog as I approached the headquarters itself -- where, of course, there was everyone's favourite toy, the HMG... Better yet for Andy, it was on the second floor (buildings aren't all bungalows in full ASL kids!) and had a nice vantage point for anyone approaching. My only real hope was to do the German equivalent of a human wave and try to overwhelm the defenders with sheer numbers. This plan was helped along by Andy's bad luck rolling on getting his reinforcements (six more elite SMG squads and the friendly neighbourhood commissar). One slight hiccup? The tenacious Russians on the right and the total ignorance of yours truly about what the gashy-looking terrain feature was... Gullies slow down troops!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507690"><img src="http://images.boardgamegeek.com/images/pic507690.jpg" border=0></a></div>]]>MMG: Somebody... pick me up... I'm harmless...&lt;br&gt;&lt;br&gt;You can start seeing some of the seeds of my undoing here in a shot after the fourth turn. Notice the unattended &lt;b&gt;CURSED&lt;/b&gt; Soviet MMG? Yeah, they died or ran away, and so did everyone else except the hero (who's wounded too!). The sniper was wrecking havoc and Andy's disparate defenders were basically concentrated in the headquarters now.&lt;br&gt;&lt;br&gt;I could do it though right? &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507691"><img src="http://images.boardgamegeek.com/images/pic507691.jpg" border=0></a></div>]]>SURPRISE!&lt;br&gt;&lt;br&gt;Well first one in is a rotten egg! I lobbed in a squad and Andy started unleashing HMG fire and ambushing me with a LMG toting squad in the attic of the building I was in! The jerk! Is he trying to make me fail here?! The nerve of the man.&lt;br&gt;&lt;br&gt;Sneaky Russians aside, that was a cool thing to pull. I hadn't even realized it was possible. But, multilevel buildings can hide nasty HIP troops. In this case they put most of the frontal approach hexes in crossfire -- and another new rule was introduced: &lt;b&gt;&quot;encirclement&quot;&lt;/b&gt;. If your troops are taking fire from opposite hexsides or from three or more hexsides then they start to feel really unconfortable. &lt;br&gt;&lt;br&gt;Things were bogging down, with time getting tight I tried and failed to get close from the front and the right side approach had my half-squads trying desperately to climb out of gullies.&lt;br&gt;&lt;br&gt;In addition, what was funny was, during this whole time I was ELRing down madly. My dice were running cold and I was rolling a LOT of eleven's. That's good at Vegas, not good in ASL. Andy kept having to dig deeper and deeper into his German counters for worse and worse troopers (and half-squads). Look at it this way, I started with 17 elite MMCs, and ended up with a bunch of Conscript level, and 2nd-liners by the end. Stalingrad does that I guess, turn men into quivering pieces of jelly... or is that the HMG's doing?&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507692"><img src="http://images.boardgamegeek.com/images/pic507692.jpg" border=0></a></div>]]>Who's going to cross the killing field first?&lt;br&gt; &lt;br&gt;Above is the late game pic. By now, about turn 6, Andy had the majority of his reinforcements in the headquarters and I was not going to get in without a lot of luck. I even berserked another half-squad but their glorious charge ended in bloody smears on the front steps of Guryev HQ.&lt;br&gt;&lt;br&gt;Amusing tale from the endgame?&lt;br&gt;&lt;br&gt;The squad that I had taken prisoner from me earlier was rescued after a CC -- they even armed up with Russian stuff from their jailors. Two turns later as the attempted to take the headquarters? The were encircled and taken prisoner again!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Russian sergeant:&lt;/b&gt; &quot;Put your hands up! You are surrounded!&quot;&lt;br&gt;&lt;b&gt;Hans:&lt;/b&gt; &quot;Not again!&quot; [Drops weapons.]&lt;br&gt;&lt;b&gt;Russian trooper:&lt;/b&gt; &quot;Hey, why are you all using our weapons?!&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;Sad. &lt;br&gt; &lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507693"><img src="http://images.boardgamegeek.com/images/pic507693.jpg" border=0></a></div>]]>Have fun in the POW camp!&lt;br&gt;&lt;br&gt;So, in the end, Guryev's Headquarters was just fine thanks. Andy's troops stiffened their resistance just in time and reinforced with a bunch of commissar-led elites easily held the building. (And yes, the commissar did his old &quot;shoot your own to make an example&quot; trick he does so well...)&lt;br&gt;&lt;br&gt;What can I say about my first game of full ASL? To be honest, it played a LOT like ASLSK with just a few additional rules and chrome. Yeah, we didn't have tanks and guns but who cares? It was definitely a confidence builder and having an experienced mentor like Andy makes it much easier. Rather than consult the rulebook every five seconds, I'd just ask him something like, &quot;What's bypass?&quot; or &quot;What is the stacking limit?&quot; or &lt;b&gt;&quot;Why are you hurting me?&quot;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Aftermath.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Here's a list of the stuff I have to study up on for the next full ASL game I get to:&lt;br&gt;&lt;br&gt;&lt;b&gt;1. New terrain like gullies&lt;/b&gt; -- probably something you have to do on every new board you play on. Just quickly review the terrain you haven't seen in a while. On top of that, (pun intended) I have to check out multi-level stuff. &lt;br&gt;&lt;br&gt;&lt;b&gt;2. ? markers&lt;/b&gt; -- I think some of the subtleties of deploying that stuff will come with time but it was all lost on me at first.&lt;br&gt;&lt;br&gt;&lt;b&gt;3. Bypass&lt;/b&gt; -- didn't really come up, but at the end I asked Andy about a host of this stuff that I've read about from other sources but never understood. Bypass, Dash, Firelanes etc.&lt;br&gt;&lt;br&gt;&lt;b&gt;4. Prisoners &amp; Encirclement&lt;/b&gt; -- I don't know if I'll ever top this ridiculous double prisoner story.&lt;br&gt;&lt;br&gt;&lt;b&gt;5. Heat of Battle, Leader/Hero Creation&lt;/b&gt; -- chromey but fun.&lt;br&gt;&lt;br&gt;&lt;b&gt;6. Snipers!&lt;/b&gt; -- extra chromey fun. I can finally understand the SAN reminder cards I've seen at Desperation Morale! Heck, Andy's head was spinning with all the sixes I rolled. In contrast, I think he rolled two or three three's total -- heck I don't know. Stupid Ed Harris was bumbling around or something...&lt;br&gt;&lt;br&gt;&lt;b&gt;7. Concealment&lt;/b&gt; -- What many have told me is the biggest addition to SK in full ASL concealment. However, it never came up enough in our game, probably due to Andy not wanting to be too picky about it and secondly, because it probably doesn't come up enough in this scenario -- we were pitched into each other almost immediately and no one was really sneaking around. &lt;br&gt;&lt;br&gt;There has been a LOT of discussion about ASLSK4 or the like. Having played &quot;full ASL&quot; now I think that you probably don't need it if you have an experienced player to show you the ropes (heck, people made do without SKs for years right?). It comes down to your comfort level with making mistakes.&lt;br&gt;&lt;br&gt;&lt;br&gt;If you're afraid of making mistakes and need deterministic outcomes play a Euro or a game with 2 pages of rules. You're already &quot;slave&quot; to the dice. What's a little fudging around if you're having fun? Granted if this was a tournament or competitive endeavour then by all means, hone your ASL-Fu to a fine edge. I think that I've been lucky so far in that my opponents and I are in it for the sheer joy of playing one of the most fun and intense games around -- and frankly, we're comfortable making mistakes. We don't get too caught up in it.&lt;br&gt;&lt;br&gt;Andy says it best here:&lt;br&gt;&lt;br&gt;But every bit of knowledge puts you closer to the perfect game...&lt;br&gt;&lt;br&gt;&lt;br&gt;Other than rules, what could I have done better, tactically? Well Andy suggested that I not take my sweet ass time. Really I should have gone full bore to the HQ, instead of lollygagging around. Ideally you'd have at least a toe in the door before the reinforcements showed up. And another thing I realized is that reading the scenario card carefully would help figure this stuff out. Next time, next time... &lt;br&gt;&lt;br&gt;&lt;br&gt;My thanks for this first full ASL experience to Andy and TABS. The former for winning graciously and teaching me stuff, the latter for giving us a venue and opportunity to even get together. It was a gentle introduction to the big enchilada -- well, as gentle as Stalingrad can get!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508758"><img src="http://images.boardgamegeek.com/images/pic508758.jpg" border=0></a></div>]]>Leonidas was there too! &lt;br&gt;&lt;br&gt;I hope this has been an enjoyable read! Roll low!&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420737</link>
<guid>http://www.boardgamegeek.com/thread/420737</guid>
<pubDate>Fri, 03 Jul 2009 15:06:05 +0000</pubDate>
<dc:creator>scrub</dc:creator>
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		<item>
		<title>Session: Dominion:: How gardens can overcome a world of attacks</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/tallgrant&#039;&gt;tallgrant&lt;/a&gt;&lt;/p&gt;
	Last night we decided to cap our play session with a game of Dominion. Dick's daughter was in town visiting and had played a single game with the suggested starting cards. She was a little nervous because her father had been telling horrible lies about my playstyle- my opponents all hoped that the moats would appear, to protect them from theft/bewitchment/bureaucracy/etc.&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;We had an interesting combination of cards that included almost every attack in the game (Bureaucrat, Militia, Spy, Thief, Witch), a few + Buy cards (Market, Woodcutter), Moneylender, Throne Room and Gardens. We took a few minutes to explain to Teresa how Gardens scored, and drew for positions.&lt;br&gt;&lt;br&gt;Teresa went first- she immediately began investing in better treasure cards by buying silver. Dick grabbed a garden on the first turn in the hopes that it would start a Garden war- it enticed no competition and slowed him down early. Laurie and I both took Woodcutters.&lt;br&gt;&lt;br&gt;From this point the strategies began to emerge, with all players working to deplete the wood cutter supply. Teresa invested in treasure cards and was able to get a province early. Dick had money shortage issues- he would grab markets when he drew the woodcutter, and estates when he did not. Laurie invested in spies. I proved all the rumors true by purchasing thieves and taking my fair share of treasure(including a gold from Teresa). My blatant thefts prompted Teresa and Laurie to buy thieves of their own. &lt;br&gt;&lt;br&gt;Once the woodcutters disappeared, the strategy began to shift. The focus moved the victory points. Dick had taken quite a few Estates, and the last ones were gobbled up once the woodcutters were gone. I snagged a witch in the hopes of penalizing my opponents and managed to bring out 2 Curses. But the last 5 rounds of the game were a race to collect the Gardens before they disappeared. The game ended when I bought the last Garden. Because of the +Buys in Market and Woodcutter we'd managed to collect all but 2 coppers.&lt;br&gt;&lt;br&gt;Dick finished with exactly 39 cards- he blamed the world of thieves from keeping him short of 40. But the large number of estates he collected propelled him to victory at 22 points. I managed to snag 18 points, with Laurie at 14 and Teresa at 16.&lt;br&gt;&lt;br&gt;Dick said that his strategy was to play a deck where he bought no treasure and wouldn't be as badly bothered by the Thief. He focused on getting money from Woodcutters and Markets, and used the +Buys to get additional copper. I think it worked a little better than my strategy of thieving because Laurie and Teresa joined me in the life of crime. I may have been better served have collected treasure early instead of thieving, and then started getting markets and witches at the middle portion of the game.
</description>
<link>http://www.boardgamegeek.com/thread/420727</link>
<guid>http://www.boardgamegeek.com/thread/420727</guid>
<pubDate>Fri, 03 Jul 2009 14:06:50 +0000</pubDate>
<dc:creator>tallgrant</dc:creator>
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		<item>
		<title>Session: Age of Empires III: The Age of Discovery:: Pizarro overruns the New World!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Raharanor&#039;&gt;Raharanor&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;13/6/09&lt;/b&gt;&lt;br&gt;&lt;br&gt;It had been a long day of boardgaming (of which I was part of for only the evening due to a long day of planning for my teaching placement) and we were unanimous in bringing out one of our old favourites, Age of Empires 3: The Age of Discovery.&lt;br&gt;&lt;br&gt;Having lost narrowly to Merric in our last game as the Spanish, I was keen to redeem myself. We had one new player, Ian (who Laurie brought along), who was keen to give the game a try due to it's seeming resemblance in name to the well-known PC game but being a great deal different! After explaining the rules to Ian we selected our nationalities:&lt;br&gt;&lt;br&gt;&lt;b&gt;Randy:&lt;/b&gt; Dutch/Orange&lt;br&gt;&lt;b&gt;Richard/Rich:&lt;/b&gt; Spanish/Red&lt;br&gt;&lt;b&gt;Merric:&lt;/b&gt; English/Green (?- correct me if I'm wrong on this!)&lt;br&gt;&lt;b&gt;Laurie:&lt;/b&gt; French/Blue&lt;br&gt;&lt;b&gt;Ian:&lt;/b&gt; Portuguese/Yellow (?-correct me if I'm wrong on this!)&lt;br&gt;&lt;br&gt;The game thus began, with the usual selection of capital buildings as our first action and then proceeding to flood the Caribbean with colonists. Merric made an early grab for trade goods as per usual, and Randy did also. I proceeded to get a missionary ready for the next turn to flood the Caribbean; Laurie went for his usual soldier in discovery or colonies strategy, and Ian went discovering! Here are the starting capital buildings:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506446"><img src="http://images.boardgamegeek.com/images/pic506446_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;What would you choose?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Once the Trading Post was taken by Randy(?) I decided between Trade Routes and Training Grounds, with the latter being taken with obvious intent&lt;img src=&quot;http://files.boardgamegeek.com/images/arrr.gif&quot; alt=&quot;:arrrh:&quot; border=&quot;0&quot;&gt;. Navigator went to Merric with his intent of following a Discovery-oriented strategy. I'm not entirely sure about who out of Ian and Laurie got Trade Routes and Conquistador, but with our capital buildings and strategies in place, we continued forth!&lt;br&gt;&lt;br&gt;My colony-hungry Spanish Conquistadors began sending missionaries (later courtesy of the Monestary) and soldiers to the New World to enforce the conversion of restless natives! Merric's English built up their economy in the First Age as well as he and Randy's Dutch building up their trade good base collaboratively with the odd interjection by Laurie, Ian or myself. Ian's Portuguese went discovering and ventured into the New World as well.Laurie's Frenchmen also went discovering as well as attaining a fair bit of money from sending soldiers and captains to the New World with the help of Navigator. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506447"><img src="http://images.boardgamegeek.com/images/pic506447_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;End of the First Age.&lt;/b&gt;&lt;br&gt;&lt;br&gt;The First Age scores were:&lt;br&gt;&lt;b&gt;Rich:&lt;/b&gt; 12&lt;br&gt;&lt;b&gt;Merric:&lt;/b&gt; 0&lt;br&gt;&lt;b&gt;Laurie:&lt;/b&gt; 0&lt;br&gt;&lt;b&gt;Randy:&lt;/b&gt; 2&lt;br&gt;&lt;b&gt;Ian:&lt;/b&gt; 2&lt;br&gt;&lt;br&gt;The Second Age saw the continuation of the discovery strategy by Ian, Merric and Laurie. Merric's Englishmen maintained a very solid economy with their sugar and fur trade goods. Randy's Dutchmen strived to gain some sort of advantage in the New World with a varied degree of success, with my Spanish colonists/missionaries/soldiers strategy blunting his ambitions as well as in one turn declaring warfare on all four of the available positions! Laurie continued to send soldiers to the New World and to the Discovery Box, as well as selecting the soldier specialist virtually &lt;i&gt;every&lt;/i&gt; turn. With the taking of the Fortress capital building by yours truly, the stage was set for a showdown in the new world!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506448"><img src="http://images.boardgamegeek.com/images/pic506448_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;End of the Second Age...boy is this board red! &lt;img src=&quot;http://files.boardgamegeek.com/images/whistle.gif&quot; alt=&quot;:whistle:&quot; border=&quot;0&quot;&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;The Second Age scores were:&lt;br&gt;&lt;b&gt;Rich:&lt;/b&gt; +26 (38)&lt;br&gt;&lt;b&gt;Merric:&lt;/b&gt; +12 (12)&lt;br&gt;&lt;b&gt;Laurie:&lt;/b&gt; +2 (2)&lt;br&gt;&lt;b&gt;Randy:&lt;/b&gt; +6 (8)&lt;br&gt;&lt;b&gt;Ian:&lt;/b&gt; +12 (14)&lt;br&gt;&lt;br&gt;As the Second Age scores suggested, I was getting a crazy amount of points from the New World colonies. I was feeling more confident about actually maintaining my prominent positions in the New World instead of being shot to pieces by the likes of Randy, Laurie or Josh! Ian was doing nicely for his first game too, though he was behind in economy and Laurie had no economy at all despite getting his income from discoveries/soldiers and such.&lt;br&gt;&lt;br&gt;The Third Age saw Ian's Portuguese realising that Economy is actually scored at the end of the game and henceforth delving deep into what was left of the trade goods to get his income above $1! Randy's Dutch colonists made some heavy forays into the New World to gain some more VPs and Laurie sent some extra soldiers into the Discovery Box as well as the New World (he took Power from me!). Merric's Englishmen experienced some severe difficulties with my Spanish and Randy's Dutch in the colonies but made up for it with his exceptional economy (Wealth capital building- again!) and discoveries! With the Third Age complete, it was time for Merric to tally the final scores...&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506449"><img src="http://images.boardgamegeek.com/images/pic506449_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;b&gt;End of the Third Age- Thus the world was flooded with the enterprising Dutch and the ruthless Spaniards!&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Final scores:&lt;/b&gt; &lt;br&gt;&lt;b&gt;Rich:&lt;/b&gt; 96 (12 first age colonies, 26 second age colonies, 36 third age colonies, 12 economy, 6 discoveries, 4 Navy)&lt;br&gt;&lt;b&gt;Merric:&lt;/b&gt; 83 (0 first age colonies, 12 second age colonies, 4 third age colonies, 19 economy, 20 discoveries, 23 Wealth, 5 Factory)&lt;br&gt;&lt;b&gt;Laurie:&lt;/b&gt; 65 (0 first age colonies, 2 second age colonies, 6 third age colonies, 0 economy, 31 discoveries, 4 New World Cartography, 14 Prosperity, 8 Power)&lt;br&gt;&lt;b&gt;Randy:&lt;/b&gt; 62 (2 first age colonies, 6 second age colonies, 24 third age colonies, 10 economy, 0 discoveries, 2 Taxation, 18 Glory)&lt;br&gt;&lt;b&gt;Ian:&lt;/b&gt; 49 (2 first age colonies, 12 second age colonies, 2 third age colonies, 7 economy, 21 discoveries, 5 Population)&lt;br&gt;&lt;br&gt;Thus the victory went to the Spanish Empire headed by Pizarro and his successors! &lt;br&gt;&lt;br&gt;The game itself was dominated by a Missionary/Soldier strategy employed by me, but credit has to go to Merric for his consistency in building up exeptional amounts of wealth and discoveries, which did wonders for his score! Randy had an unusually low scoring game by his standards, whether it was due to my tactics, pure tiredness or both. Laurie's discoveries helped him attain a fair few VPs but his lack of economy hurt him. Ian did well early on, but needs more games of this to expand his experience in AoE 3.&lt;br&gt;&lt;br&gt;&lt;i&gt;Soldiers...and Missionary Man!..'&lt;/i&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420660</link>
<guid>http://www.boardgamegeek.com/thread/420660</guid>
<pubDate>Fri, 03 Jul 2009 07:35:49 +0000</pubDate>
<dc:creator>Raharanor</dc:creator>
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		<item>
		<title>Session: Thebes:: First Order of Congress: The curious behaviour of three explorers!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Raharanor&#039;&gt;Raharanor&lt;/a&gt;&lt;/p&gt;
	On the night of 27/6/09, whilst Laurie, Randy and Merric played Brass and ran ahead and barely above the income red line, Josh, Ian and myself busied ourselves in setting up Thebes. Ian was our first-time player, and while we set up the board Josh and I explained the rules to Ian. Seeing as it is a game that I've played many times over as well as Josh, the rules explaining went without a hitch and Ian hitched a ride on the Thebes train to many exotic locations such as Greece, Crete, Egypt and so forth!&lt;br&gt;&lt;br&gt;I went as Blue, Josh as Yellow and Ian as Red. The earlier part of the game was spent mainly collecting knowledge around the many centres of our board, and it became quickly evident that my shuffling still needs fine tuning when the cards were flipped over! Josh seemed to follow a Congress+concentrate on Palestine and Mesopotamia strategy, I followed a similar strategy to start with but Josh getting the lucky congress card draws, so I mainly did the best I could from my digs everywhere in the Mediterrainean and beyond. Ian followed a more balanced strategy of getting solid returns from Crete, Greece, Mesopotamia and Egypt. Notable also was my first dig at Crete. I had an incredibly lucky draw with eight knowledge and received 22 points for my first dig alone!&lt;br&gt;&lt;br&gt;Josh used an interesting but effective strategy of clearing the cards at Warsaw and henceforth getting the congress cards from the resulting re-deal. Mind you, this occurred when Ian and I were digging merrily away in faraway places such as Egypt and Crete, so we gave a little too much free rein in the heartland. Exhibitions mainly came up earlier in the game, so we didn't have as much oppotunity to present our achaelogical findings as it was in my previous games with Randy, Merric and Josh. &lt;br&gt;&lt;br&gt;When the bell tolled loudly in the Big Ben in London at the end of 1903, it was time to return home and assess our successes collaboratively at the British Museum!&lt;br&gt;&lt;br&gt;&lt;b&gt;Scores:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Artifacts:&lt;/b&gt; &lt;br&gt;&lt;i&gt;Crete (Purple):&lt;/i&gt; Richard- 22, Josh- 0, Ian- 12&lt;br&gt;&lt;i&gt;Greece (Orange):&lt;/i&gt; Richard- 16, Josh- 0, Ian- 18&lt;br&gt;&lt;i&gt;Palestine (Green):&lt;/i&gt; Richard- 3, Josh- 29, Ian- 0&lt;br&gt;&lt;i&gt;Mesopotamia (Blue):&lt;/i&gt; Richard- 1, Josh- 20, Ian- 12&lt;br&gt;&lt;i&gt;Egypt (Yellow):&lt;/i&gt; Richard- 10, Josh- 2, Ian- 19&lt;br&gt;&lt;br&gt;&lt;b&gt;Exhibitions:&lt;/b&gt;&lt;br&gt;Richard- 5, Josh- 4, Ian- 13&lt;br&gt;&lt;br&gt;&lt;b&gt;Congress:&lt;/b&gt;&lt;br&gt;Richard- 3, Josh- 21(!), Ian- 1&lt;br&gt;&lt;br&gt;&lt;b&gt;Knowledge:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Richard:&lt;/i&gt; Mesopotamia +5, Crete +5, Egypt +3 (split with Josh due to tie in knowledge total)&lt;br&gt;&lt;i&gt;Josh:&lt;/i&gt; Palestine +5, Egypt +3 (split points as above)&lt;br&gt;&lt;i&gt;Ian:&lt;/i&gt; Greece +5&lt;br&gt;&lt;br&gt;&lt;b&gt;FINAL SCORES:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Richard:&lt;/i&gt; 73 &lt;i&gt;Josh:&lt;/i&gt; 84, &lt;i&gt;Ian:&lt;/i&gt; 70&lt;br&gt;&lt;br&gt;All in all, a closely played game, but I had the growing feeling that Josh had the win with his congresses before scoring was tallied. Thus he was the one toasted with quarter-full McDonalds coke cups in the city of London (or Ballarat if you prefer &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; ). &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420648</link>
<guid>http://www.boardgamegeek.com/thread/420648</guid>
<pubDate>Fri, 03 Jul 2009 06:12:05 +0000</pubDate>
<dc:creator>Raharanor</dc:creator>
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		<item>
		<title>Session: Marvel Heroes:: A look at the combat system through three fights vs. Ultron</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/maka&#039;&gt;maka&lt;/a&gt;&lt;/p&gt;
	I just thought I'd show some of the possibilities of the combat system by example. Here are three fights between some of the heroes and one of the most powerful villains: Ultron. I chose not to use Ultron's special power as that would make him maybe too hard to kill, but heroes have only 3 attempts for using their special power. Neither heroes nor Ultron can boost their dice.&lt;br&gt;&lt;br&gt;What follows are three fights where I've tried to choose as logically as possible (and with as little bias as possible), trying to showcase the kind of decisions this combat system allows. A real fight usually has more surprises as players try to outguess each other, but I've tried to emulate that as well as I could.&lt;br&gt;&lt;br&gt;Here are the fights:&lt;br&gt;&lt;br&gt;&lt;b&gt;Hulk vs. Ultron&lt;/b&gt;&lt;br&gt;&lt;br&gt;Hulk decides to start by trying to crush Ultron (red power) and Ultron, having enough energy too decides to fire some stun charges (red). Hulk jumps on top of Ultron (Attack 5) which can't do much with his low defense (1). Ultron is crushed by the blow (5 Hits vs. 1 Hit for 1 KO). But Ultron attacks back although his attack (5) is not strong enough to overcome Hulk's defense (4). Hulk is unharmed (2 Hits vs. 4 Hits). Now both of them look for ways to outwit each other and Hulk uses his jump powers to try to gain the advantage (2) against Ultron (3) but Ultron is not fooled and manages to take the initiative, striking a blow from behind (3 hits vs 4 hits for 1 KO)&lt;br&gt;&lt;br&gt;Now Ultron decides to concentrate in outwitting his opponent and chooses his Superhuman Intelligence power (Yellow), but Hulk keeps on trying to crush Ultron (red). First Ultron attacks weakly (2) and doesn't even scratch Hulk (0 Hits). Hulk (5) smashes Ultron (3) and scores a hit (5 hits vs. 2 hits for 1 KO). Now both opponents eye each other looking for a break and Hulk tries jumping again (2) vs Ultron's intelligence (4). Ultron wins again (4 Hits vs. 3 Hits for 1KO) scoring a hit.&lt;br&gt;&lt;br&gt;This is the definitive round. Ultron has the initiative and has to attack quickly before Hulk punches him. Still, the Stun Charges leave him defenseless, and he decides not to take the risk, choosing his Admantium Armor (orange). Hulk also plays it safe, choosing his healing factor, hoping either his punches or his jumps do the trick. Ultron attacks (2 vs 5) but predictably he fails to damage Hulk (2 Hits vs. 3 Hits). Now Hulk punches (2 vs 5) and fails too (1 Hit vs 5). Now both try their best at outwitting each other while Hulk tries his last jump (3 vs 2) but none manage to find a way to damage their opponent (2 Hits vs. 2 Hits).&lt;br&gt;&lt;br&gt;Unexpectedly, the combat goes on. Utron decides to risk everything (red), hoping Hulk doesn't dare to do the same, and Hulk as expected conentrates on defense this turn too (orange). Ultron attacks (5) while Hulk does his best to avoid damange (5). This time though, Hulk fails to avoid Ultron's charges and falls (2 Hits vs. 1 Hit).&lt;br&gt;&lt;br&gt;&lt;b&gt;Spiderman vs. Ultron&lt;/b&gt;&lt;br&gt;&lt;br&gt;Spiderman knows he can't stand less abuse than Ultron, so he has to be careful. He chooses his wall climbing powers (orange) hoping to score a lucky hit either by force or wits. Ultron knowing he's got a lot of strength left, chooses his Stun Charge power (red) hoping for an easy hit. Spiderman tries a weak attack (2) but Ultron left his defenses open (1). Spiderman scores a hit (2 hits vs 1 hit for 1KO). Now Ultron attacks (5) but Spiderman is ready (4). Ultron's attack is strong (6 hits) but Spiderman's spider sense helps him avoid part of it, although it's enough to damage him (4 Hits vs. 2 Hits). Now both fighters try to find the best way to trick the other (3 vs 3) but Ultron's robotic intelligence proves to much for our friendly spider (3 Hits vs. 5 Hits) and he goes down.&lt;br&gt;&lt;br&gt;&lt;b&gt;Wolverine vs. Ultron&lt;/b&gt;&lt;br&gt;&lt;br&gt;Wolverine is weaker than Ultron, but he's got his healing factor so his first attack goes all out, using his admantium claws (red). Ultron knowing his strength also goes all out, choosing his stun discharges (red). First Wolverine attacks (5) versus Ultron's open defence (1) managing to score a perfect hit, damaging the robot (6 Hits vs 1 Hit for 1 KO). Now is Ultron's turn to attack (5) versus Logan's weaker defense (3). This time Ultron is unlucky and misses his shot (2 Hits vs. 3 Hits). Ultron now, using his higher intelligence (3 vs 1) manages to trick Wolverine and scores a hit (2 Hits vs 1 Hit for 1 KO).&lt;br&gt;&lt;br&gt;Now Wolverine is desperate as he needs to survive and possibly recover his health so he chooses his healing factor (orange). Ultron predicting this uses his superhuman intelligence to both have a decent defense but also a good chance at scoring another hit at the end of the round. Ultron attacks (2) against Logan's great defense (5) which also stands this attack (2 hits vs 5 hits). Wolverine also recovers his health thanks to his powers. Now Logan attacks (2) although Ultron's defense is stronger (3). This time though, Wolverine's claws still manage to penetrate Ultron's armor (1 hit vs. 1 hit). But Ultron has the advantage now, thanks to his super human intelligence (4 vs 2) and scores another hit (4 hits vs 1 hit).&lt;br&gt;&lt;br&gt;This is what seems to be the last round of combat. Both opponents are down to their last health point, and Ultron has the iniciative. He takes the risk and goes all out with his stun charges (red). Wolverine needs to recover his health, so he chooses his healing factor again (orange). Ultron fires (5) while Logan tries to avoid the shot (5). He easily does that, even managing to recover another health point (3 Hits vs. 5 Hits). Now Wolverine attacks (2) with a good chance vs. Ultron's weak defense (1) but this time the attack fails (0 Hits). Ultron again has a slight advantage when he tries to outwit his enemy (3 vs 2) but this time that is not enough. In a surprise move that leaves him totally baffled, Wolverine jumps, comes from behind and hits him by surprise (3 hits vs. 2 hits). Logan wins the fight. Ultron has been defeated.&lt;br&gt;&lt;br&gt;&lt;b&gt;Thoughts&lt;/b&gt;&lt;br&gt;&lt;br&gt;Ultron is a mighty opponent. Hulk was very close to defeating him while Spiderman had a very hard time. He also was a bit unlucky. Wolverine did manage to win in the end, thanks to his healing powers and amazing strength, but also some luck in the end with that last outwit roll, although he was unlucky with his attack before too... &lt;br&gt;&lt;br&gt;For a level 2 character, Wolverine is pretty strong (Hulk is level 3).&lt;br&gt;&lt;br&gt;Now, Ultron's last choice may have not be the wisest although he does have an edge as ties go to the attacker. He could have chosen to hold out, trying to outwit Logan while he was forced to use his defensive power to recover from the constant damage. But as Logan's healing power is limited he'd have to change tactics or eventually lose. He may have been forced to risk choosing his red power hoping his defense of 3 would hold out... &lt;br&gt;&lt;br&gt;Anyway, hopefully this has shown the extent of the choices available with this combat system, which makes each fight (unless it's very uneven) an exciting contest, where it's not only about rolling well, but choosing wisely and outsmarting your opponent.
</description>
<link>http://www.boardgamegeek.com/thread/420617</link>
<guid>http://www.boardgamegeek.com/thread/420617</guid>
<pubDate>Fri, 03 Jul 2009 01:53:48 +0000</pubDate>
<dc:creator>maka</dc:creator>
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		<item>
		<title>Session: Britannia:: Great Moments In Wargaming #2</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#006600'&gt;&lt;b&gt;Da Pyrate &amp; Craig Go Toe-to-toe&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/14072"><img src="http://images.boardgamegeek.com/images/pic14072_md.jpg" border=0></a></div>]]>&lt;br&gt;Australian Multi-player Boardgame Championship&lt;br&gt;Canberra – January 1991&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The Multi-player Boardgame championship was the brain-child of the late Tony White, the owner of Napoleon’s Military Bookshop. Tony generously provided games from his shop for people to use during the tournament and the games became prizes at the end of the tournament.&lt;br&gt;&lt;br&gt;Tony lived in Brisbane and so, as tournament organizer, I worked through the Sydney branch of Napoleon’s to obtain the games that I needed.&lt;br&gt;&lt;br&gt;This particular year, on the second day of the tournament I was involved in a game of Britannia. I had the Red faction (Saxons, etc.) and Craig, the manager of the Sydney store) had the Blue faction (Angles, etc.).&lt;br&gt;&lt;br&gt;We were about halfway through the game and I was a bit concerned –I was coming first and Craig was coming second. This was no good – as organiser I really didn’t want to win the game and with Craig being manager of the sponsoring store I didn’t want him to win either.&lt;br&gt;&lt;br&gt;For some reason I don’t understand, Craig made a deal with me and then broke it immediately. By the way, the part I don’t understand is his breaking of the deal. Apparently thousands of gamers travel great distances and brave great deprivations just to be able to make a deal with me.&lt;br&gt;&lt;br&gt;Anyway, I was quite happy that Craig had broken the deal as it gave me a great excuse to fight him. I stated publically that as he had broken a deal with me I was going to make it my sole aim in the game to bring him down. Over the second half of the game I gave no thought to furthering my own cause and looked solely at making his life miserable. I think I succeeded – by the end of the game I had gone from first to fourth and taken Craig from second to third.&lt;br&gt;&lt;br&gt;He kept telling me that my actions were not in my best interest. I kept telling him my only aim in the game was to take him down.&lt;br&gt;&lt;br&gt;At the end of the game he told me that he was a better gamer than I was because he had come third and I had come fourth. I told him that he was totally correct in that believe and that I had been completely outfought by him and it was only fair that he came in with a better result than me. I also told him that the next few games I played against him would be fought in the same spirit – he would be my enemy and my sole aim would be to take him down.&lt;br&gt;&lt;br&gt;He said I wouldn’t be so foolish – I assured that I would be and he would discover that the next morning as he and I would be playing in the same game. He said I couldn’t do that and I said I could because I was the tournament organiser.&lt;br&gt;&lt;br&gt;For some reason Craig did not turn up for the game session the next day.&lt;br&gt;&lt;br&gt;I must say that it made me smile when I played my next game against Craig. It was more than 10 years after the incident related above. During the game I heard Craig whisper to one of the other guys, “If you make a deal with Dave, whatever you do don’t break it!”&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420596</link>
<guid>http://www.boardgamegeek.com/thread/420596</guid>
<pubDate>Fri, 03 Jul 2009 00:23:06 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
	</item>
		<item>
		<title>Session: Fields of Fire:: Normandy mission 3 - 3rd Platoon on patrol</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/teufen&#039;&gt;teufen&lt;/a&gt;&lt;/p&gt;
	PREFACE:&lt;br&gt;As I played some of the patrol rules wrong last time I played mission 3, I wanted to replay the mission with the 3rd platoon. Last time my Pln HQ became a casualty, and I used my XO to go in the field and create a new Pln HQ. (more details in &lt;a href=&quot;http://www.boardgamegeek.com/thread/413709&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;this thread&lt;/a&gt;). This AAR covers only the patrol of 3rd platoon, and is as such only a third of mission 3.&lt;br&gt;&lt;br&gt;For more about the rules for patrol missions, consult &lt;a href=&quot;http://www.boardgamegeek.com/thread/413837&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;this great thread&lt;/a&gt;.&lt;br&gt;&lt;br&gt;I had written down the battlefield layout for mission 4, so I just had to check my notes and reset the terrain cards as if 3rd platoon haven't done its patrol.&lt;br&gt;&lt;br&gt;&lt;br&gt;DEPLOYMENT:&lt;br&gt;- 1st Sgt + .50 cal HMG tm + Arty FO go in the combat outpost, in the center of the hills, well hidden in their foxholes&lt;br&gt;- Co HQ, XO, 1st Pln, 2nd Pln and all other attached units go in row 1 to try to give some fire support, which won't be easy, as we have a very small moon, hidden between some clouds (+4 moon)&lt;br&gt;- 3rd platoon starts in the foxholes in the open plain, ready to go oon patrol!&lt;br&gt;&lt;br&gt;The objective for 3rd platoon is the village on the left edge of our action zone. The plan for the patrol is to move over the hill in front of them, then between the hedgerows and then moving to the left and securing their objective in the village. Once the objective is secured, they can come back using roughly the same route.&lt;br&gt;&lt;br&gt;Here you see the status of before the action starts:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508800"><img src="http://images.boardgamegeek.com/images/pic508800_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The first turn starts without any problems, Co HQ having enough commands to activate 1st Sgt and 3rd Pln HQ.&lt;br&gt;&lt;br&gt;TURN 1:&lt;br&gt;The lieutenant of 3rd platoon starts his patrol by splitting of an assault team from his 1st squad, and sending this AT to scout the hill in front of them. Once on the hill, the mortar shells started to fall from the sky, and the AT ducked for cover, and stayed there, pinned by all the commotion going on around them.&lt;br&gt;&lt;br&gt;TURN 2:&lt;br&gt;As the mortar fire seems to have stopped, and the AT does not give any sign, the lieutenant orders his complete platoon to move up onto the hill and get some cover. The 1st Sgt, on the hill right of 3rd Pln, tried to spot the German FO who should have coordinated the previous mortar attack, but he was unfindable.&lt;br&gt;&lt;br&gt;TURN 3:&lt;br&gt;The captain calls our lieutenant, passing him a message from Bn HQ: we have to push on faster! He acknowledges to do so.&lt;br&gt;To move further in the direction of the objective, the same AT is ordered to move on, using the hedgerows in front as cover. Unfortunately, this unfindable German FO must have fallen back a bit, and must have seen the AT move forward, because as soon as they started moving between the hedgerows, a second mortar attack begins. Luckily for the AT, this attack also misses its purpose, just pinning them under their cover. (how lucky can you be: triggering two mortars in a row, and each time having a &quot;PIN&quot; result on -5...)&lt;br&gt;&lt;br&gt;TURN 4:&lt;br&gt;Eager to press on, the lieutenant orders the platoon to move forward to the position of the brave AT. After that an attempt to spot the German FO was unsuccessful again. He then orders the AT to scout the village which is their objective. The At moved as stealthily as possible through the narrow streets of the village, only to be pinned down by MG and automatic fire! A HMG nest and a paratroopers squad had prepared an ambush, covering the village. The dark and the little light the moon gives is a good concealer, and nobody gets hit.&lt;br&gt;&lt;br&gt;TURN 5:&lt;br&gt;The lieutenant decides to play it bold: he orders the rest of 1st squad (which has a riffle grenade), and his attached bazooka team to go into the village together with him. The rest of the platoon is left behind in the relatively safety of the cover they found between the hedgerows.&lt;br&gt;All attempts to hit the HMG nest with grenades fails. The lieutenant calls the 1st Sgt and asks him to order a artillery fire mission. This attempt fails as well. (although we had a lot of commands to spend: 4 in the 3rd Pln HQ impulse and 1 in the initiative impulse, we didn't achieve much...)&lt;br&gt;&lt;br&gt;TURN 6:&lt;br&gt;As the objective has been cleared and secured, and the lieutenant didn't have much time left, he decided not to try to get these Germans out of their positions, but rather to get his platoon back to their camp. He ordered a complete retreat to the position of the rest of the platoon.&lt;br&gt;&lt;br&gt;TURN 7 - 10:&lt;br&gt;Nothing much happened, as 3rd platoon finishes their patrol and return back to Co HQ, the men go to rest and the lieutenant makes his report for the captain.&lt;br&gt;&lt;br&gt;SOME REMARKS I made to myself:&lt;br&gt;1/ Isn't there something missing in the definition of securing a card? How can a card under crossfire of a squad and a HMG, been called secure, even if it is occupied by friendly units and not by any Germans? Shouldn't it be more logical to add to he definition of secured that the card can only be secured if there is no enemy PDF entering the card?&lt;br&gt;&lt;br&gt;2/ why do you receive all those Bn attachments (HMGs, FOs) for those patrol missions, if it is stated that those units cannot go on patrol with the patrolling platoon? I might have overlooked something, but I haven't done anything with any of the units in row 1 for all the attempts I did for this mission.&lt;br&gt;&lt;br&gt;3/ and last but not least: oh man, I really love this game! Thanks for a great game, Ben! &lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420557</link>
<guid>http://www.boardgamegeek.com/thread/420557</guid>
<pubDate>Thu, 02 Jul 2009 21:57:11 +0000</pubDate>
<dc:creator>teufen</dc:creator>
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		<item>
		<title>Session: Small World:: Session report from my first game</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/vintermann&#039;&gt;vintermann&lt;/a&gt;&lt;/p&gt;
	This warm summer evening, I joined Olav, Tåran and ... that Magic-playing&lt;br&gt;guy (sorry man, I'm bad with names) for a game of Small World. I hadn't&lt;br&gt;played it before, neither had the Magic guy. Tåran had played once before, &lt;br&gt;and won. Olav was the rules explainer.&lt;br&gt;&lt;br&gt;We drew lots for starting player, Olav won. He promptly took the lowest&lt;br&gt;species, which was fortress-building trolls. He established himself solidly&lt;br&gt;in the southwest corner - very solidly indeed.&lt;br&gt;I didn't know much about what would be good, so  I chose subterranean &lt;br&gt;Orcs, since they were lowest and didn't cost me any VP. I took the NW&lt;br&gt;corner. Unluckily for me, Magic guy took Triton Berserkers, and &lt;br&gt;established himself quite close to me, taking a couple of territories, &lt;br&gt;rather than going for the unclaimed east side. &lt;br&gt;Finally, Tåran took Hobbits in tents, and entered the southeast.&lt;br&gt;&lt;br&gt;We expanded for a while into most of the unclaimed areas. Magic guy got&lt;br&gt;most, and at my expense, but naturally Olav still had those fortresses,&lt;br&gt;which no sane player would waste forces taking. Then we led our races into&lt;br&gt;decline... I might be wrong about the order, but I think it was Magic guy &lt;br&gt;who first ditched his Tritons for Ratmen merchants, then Tåran went for &lt;br&gt;Amazon Spirits, me for Giant diplomats, and one round later Olav for &lt;br&gt;skeleton seafarers. The ratmen entered in the north, took out most of my&lt;br&gt;orcs. However, they ran into the Amazons, and fought pretty nastily back &lt;br&gt;and forth with them. My giants ravaged the hobbit lands from the mountains&lt;br&gt;down there, unfortunately for Tåran. In fact the hobbits were driven &lt;br&gt;extinct, while the amazons were tangled up in their diplomatic deals with &lt;br&gt;the Giants and couldn't prevent it. Finally, the Skeleton pirates entered &lt;br&gt;from the northwest ocean, and cut a wide swath into old triton territory, &lt;br&gt;growing their ranks as they did.&lt;br&gt;&lt;br&gt;Magic guy had earned a lot of points with his merchant ratmen, but the slow&lt;br&gt;and steady income from Olav's declining troll fortresses were obviously (to&lt;br&gt;me at least) beating that. As Magic guy had more than enough trouble with&lt;br&gt;the Amazons, I switched to Elven commandos and attacked the skeletons from&lt;br&gt;the same route they had themselves attacked. Olav would have liked to switch&lt;br&gt;from his now thinly-stretched skeletons, but that would have meant giving &lt;br&gt;up his Troll fortresses for good. Both Magic guy and Tåran got a final turn&lt;br&gt;with new races, but I don't remember what it was since at that point it &lt;br&gt;didn't matter for me... A rather pleasant thing about this game is that &lt;br&gt;(if Olav explained it correctly!) there is no final scoring, so once you &lt;br&gt;have done your final turn, you can count your points without worrying what &lt;br&gt;happens on the board.&lt;br&gt;&lt;br&gt;Olav won, naturally. I have a feeling experienced Small World players &lt;br&gt;maybe knew that when you heard what he started with! Magic player finished&lt;br&gt;second (he got a lot out of those ratmen still), me third, and Tåran last&lt;br&gt;(my fault for exterminating the Hobbits. Sorry!) Upon reflection, the idea&lt;br&gt;in this game is probably securing areas that you can keep in decline, &lt;br&gt;because your opponents find lower-hanging fruit elsewhere. &lt;br&gt;Mountains, fortresses, the central regions (less accessible from the sides)&lt;br&gt;or ghoul-infested lands anywhere. Since you directly harm other players, &lt;br&gt;there is an annoying bit of emergent randomness: You can be set back pretty&lt;br&gt;nastily on some other player's whim. It happened to me when Magic guy &lt;br&gt;decided to start the same place as me, and to Tåran when I wiped out her&lt;br&gt;Hobbits (I could probably have gone for the Tritons instead, at little &lt;br&gt;disadvantage to myself).&lt;br&gt;&lt;br&gt;But I'd like to play it again, to see if these random interactions can be &lt;br&gt;minimized with careful play. There's certainly something appealing with &lt;br&gt;all those races and special abilities and stuff, and it's not a very&lt;br&gt;time-consuming game. It was interesting enough to make me want to write a session report, anyway, that doesn't happen all that often &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420554</link>
<guid>http://www.boardgamegeek.com/thread/420554</guid>
<pubDate>Thu, 02 Jul 2009 21:52:50 +0000</pubDate>
<dc:creator>vintermann</dc:creator>
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		<title>Session: Ticket to Ride:: Mega-game: Jokers galore and then tickets, tickets, tickets</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bnordeng&#039;&gt;bnordeng&lt;/a&gt;&lt;/p&gt;
	On my lunch hour today, I played Ticket to Ride (Mega game) with two co-workers.  I've played several different games with one of them and the other had played other games such as Settlers of Catan.  I had played one 3 player game before, but we didn't play with the rule where only one of the 2 track segments can get used; this time we played by the proper rules.  I gave a quick run-through of the rules and we were off.&lt;br&gt;&lt;br&gt;I was dealt a blue and three jokers for my train cards - that's a good sign.  For my tickets, I kept Seattle to New York, Denver to Chicago and Denver to Pittsburgh (or something like that).  All three players were in Salt Lake City, but I was able to get through there without being blocked.  As the game progressed, I could see that 3 players with just one of the double routes available was a much better (and tougher) game.&lt;br&gt;&lt;br&gt;I completed my three tickets with a nice, long train through the middle of the board and then proceeded to pick up tickets for several turns in a row.  I added big tickets like Salt Lake City to Pittsburgh (done), Kansas City to Boston (needed just one more 2 train segment), Portland to Chicago (done), Boston to Nashville (needed a short connection)... this was getting ridiculous.  I was picking up ticket after ticket that was complete or practically complete and I was just raking in the points.  Plus, it looked like I was going to get longest train and most completed tickets.&lt;br&gt;&lt;br&gt;They both enjoyed the game, but my score in tickets alone was higher than one player's final score.  And, other than making my train through the middle of the board (which I know is a good thing), I really didn't do too much work to get the points.  I felt like they got a weak experience from a great game because I was lucky.  They both seemed to really enjoy it... I just hope what happened does cause them to shy away from this great game in the future.&lt;br&gt;&lt;br&gt;I don't recall the final scores, but they were something like 197, 118 and 94.  I have seen bigger margins in 4 and 5 player games, but not usually.  Ticket to Ride usually creates a close finish for at least 2 players and often everyone (if there isn't too much blocking going on).
</description>
<link>http://www.boardgamegeek.com/thread/420542</link>
<guid>http://www.boardgamegeek.com/thread/420542</guid>
<pubDate>Thu, 02 Jul 2009 21:10:42 +0000</pubDate>
<dc:creator>bnordeng</dc:creator>
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		<item>
		<title>Session: Leader 1:: All-Time Great Tour de France Replay</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/John+Weber&#039;&gt;John Weber&lt;/a&gt;&lt;/p&gt;
	ATG TOUR DE FRANCE REPLAY&lt;br&gt;&lt;br&gt;Concurrent with the real-life 2009 Tour de France, I have decided to run an all-time great Tour de France replay featuring many of the all-time greats from the pantheon of great riders in Tour de France history.  Will be using Leader 1, Leader 2, some of the Giro D'Italia rules set (for Time Trials mostly), will be running the actual stages from this year's TdF as they happen or at least within a day or two.&lt;br&gt;The five team leaders for this replay will be the five greatest ompetitors in Tour de France history, the five five-time winners.  &lt;br&gt;Each of the five will then select two teammates to form the field for this exclusive bike race.  Each of the five team leaders will have three special abilities, each teammate will have two special abilities.&lt;br&gt;&lt;br&gt;Introducing the five team leaders:&lt;br&gt;&lt;br&gt;Jacques Anquetil (&quot;Master Jacques&quot;), 1957, 1961-64 Tour de France winner, the first five-time champion and first to win four consecutive&lt;br&gt;Tours in the early 60s.  His three special abilities:  Time Trial, Downhill, and Recovery.&lt;br&gt;&lt;br&gt;Eddy Merckx (&quot;The Cannibal&quot;), 1969-72, 1974 Tour de France champion, generally recognized as the greatest cyclist of all time.  Merckx,&lt;br&gt;whose effort for a record sixth TdF crown in 1975 was thwarted, in part, by a punch to the stomach from an unruly fan, will have the Time Trial, Aggressive, and Explosive special abilities.&lt;br&gt;&lt;br&gt;Bernard Hinault (&quot;The Badger&quot;), 1978-79, 1981-82, 1985 TdF winner, will head a third team.  His three special abilities will be Time Trial, &lt;br&gt;Recovery and and Aggressive.&lt;br&gt;&lt;br&gt;Miguel Indurain (&quot;Big Mig&quot;), the Spaniard who won five successive Tours (the first to do so) in 1991-95, will head up a fourth time of exclusively Spanish riders.  His three abilities will be Time Trial, Explosive and Downhill.&lt;br&gt;&lt;br&gt;Finally, last but not least, Lance (&quot;Tex&quot;) Armstrong, who shattered all previous records in winning seven straight Tours from 1999-2005, is the&lt;br&gt;final team leader.  His abilities will be Time Trial, Recovery and Explosive.&lt;br&gt;&lt;br&gt;Anquetil's teammates will be Erik Zabel, six times TdF points winner, whose special ability will be a double Sprint bonus (two spaces in each&lt;br&gt;sprint area), and Charly Gaul, 1958 TdF Champion and two-time KOM winner, aka the &quot;Angel of the Mountains.&quot;  Gaul, Anquetil's climbing&lt;br&gt;specialist, will have the Time Trial and Explosive abilities.&lt;br&gt;&lt;br&gt;Merckx has chosen two Belgian cyclists as his teammates.  The rouleur will be Freddy Maertens, whose two special abilities will be Sprinting &lt;br&gt;and Time Trialing.  (Maertens was a three-time TdF points winner.)  The climber will be 1976 TdF champ and six-time KOM winner Lucien Van&lt;br&gt;Impe, whose special abilities are Explosive and Recovery.&lt;br&gt;&lt;br&gt;Hinault has called on two French compatriots to assist his efforts.  Laurent (&quot;JaJa&quot;) Jalabert is the rouleur, although Jalabert actually won two KOM points titles to go with two green (points) jersey wins; his special abilities are Downhill and Explosive.  The climber is the all-time KOM winner, seven-time KOM Champ Richard Virenque, who is rated for Downhill and Aggressive abilities.&lt;br&gt;&lt;br&gt;Indurain's chief lieutenants will be Oscar Freire, a multiple World Champ who also won the TdF points competition on one occasion and Federico Bahamontes, another six-time KOM champ who also won the 1959 Tour.  Freire, a rouleur, possesses the Sprint and Explosive ability while Bahamontes, the climber, is rated for both Aggressiveness and Explosive abilities.&lt;br&gt;&lt;br&gt;Lance Armstrong, seeing a Team Time Trial on the agenda, has opted for some extra help in that aspect.  His rouleur will be George Hincapie, one of his key teammates in all seven of his Tour wins, who is rated for Time Trial and Explosive abilities.  His climbing lieutenant is Levi Leipheimer, whose special abilities will be Time Trial and Recovery.&lt;br&gt;&lt;br&gt;As mentioned earlier, I plan on using a combination of the modified Leader 1/Leader 2 rules with a touch of the Giro time trial rules thrown in.  I expect to incorporate the Leader 2 rules for Peleton Pursuit Points.  I will limit the base energy to 80% of the total for road stages and go up to 120% (instead of 150% in the Giro rules) for Time Trials.  The rest of the Giro time trial rules will be in effect.  One change I am trying is to limit saved energy to a max of 10 (instead of 15), not counting the extra bonus for Recovery.  I will not use the special card set that comes with the Giro game (feel the special abilities adds enough to the game), and I will track intermediate sprints as well as KOM points (time bonus of -1 for each non-time trial stage win but no time bonuses for winning intermediate sprints).  There will be one water-stop on each stage where the cyclists can gain additional energy.&lt;br&gt;&lt;br&gt;For now, it's on to the initial time trial in Monaco.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420513</link>
<guid>http://www.boardgamegeek.com/thread/420513</guid>
<pubDate>Thu, 02 Jul 2009 19:29:35 +0000</pubDate>
<dc:creator>John Weber</dc:creator>
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		<item>
		<title>Session: Battlestar Galactica:: 6 players &quot;engineer of the day&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/lordap&#039;&gt;lordap&lt;/a&gt;&lt;/p&gt;
	Yesterday we got together with some friends for a six player game.  It was our third game in this squad so we started fast without any look at the rules as we all assumed everybody was familiar with them.&lt;br&gt;&lt;br&gt;The order was:&lt;br&gt;1.	Chief Tyrol (Asia)&lt;br&gt;2.	Gaius Baltar (Ania – my wife)&lt;br&gt;3.	Starbuck (Gosia)&lt;br&gt;4.	Helo (Rafal)&lt;br&gt;5.	Laura Roslin (me) - human&lt;br&gt;6.	Saul Tigh (Tomek)&lt;br&gt;&lt;br&gt;First part of our trip was really fast and easy. Riders tried to reach civilian ships but Sturbuck decided to hide them (which was a little weird considering the fact that she should rush to the viper and fly, but she said she had no Maximum firepower card anyway). Roslin has lost her office to colonel Tigh through crisis card, but she is not the perfect president anyway so no harm done. Our brave admiral decided to execute an emergency jump (which succeeded without any population loss) and chose 3 distance card. Unfortunately it brought new Cylon ships to the board. Then his crisis appeared to be the Legendary discovery which we passed and entered sleeper agent phase at the end of our first turn.&lt;br&gt; &lt;br&gt;All dials were at blue so Starbuck changed her allegiance and as an official sympathizer moved to the resurrection ship. I was still a pure human being. We took a little break then (for some drinks) and during that time our second pilot (Helo) started to ask questions about what cylon can or cannot do. Of course he said that he just wanted to know the difference between full cylon and the sympathizer but he was not too convincing and we decided to brig him. Then we realized that brigging Helo, that had not even the chance to appear on the board, is not so easy… So he revealed taking some of our morale. And hope for any „air superiority” as he was our reserve pilot.&lt;br&gt; &lt;br&gt;With no pilots and bad luck with crisis cards we suddenly became surrounded with cylon ships which is bad and with civilian ships which is even worse. As an additional bonus we were unable to use Communications. And our vipers were comfortably placed in the hangar… So despite our luck with riders unable to shoot down those unmanned vipers, that were protecting civvies, with first shots, we lost several ships before we emergency jumped. Fortunately two empty ships were among those we lost. And our population was at 6 after the jump (including -3 from it). Admiral chose another good card (distance 2 for 1 fuel) so I didn’t expect him to be cylon, which left me with two options: Chief and (more likely) doctor Baltar with his 3 loyalty cards.&lt;br&gt;&lt;br&gt;At the moment we had a lot of fuel, because our two jumps took only 1 fuel each. We were pretty solid with food and population. Our main concern were morale which were pretty low (3 if I remember correctly). We lost one nuke and our president had no quorum cards at all (first one boosted our food supplies a bit). We had one centurion aboard but he did not survive for long (actually he died after first shot).&lt;br&gt;&lt;br&gt;For some time there were no cylon ships around and we tried to replenish our hands with skill cards. It did not succeeded because of  hard skill tests that HAD to be passed (or at least we all agreed to that) and two cylons using Human fleet to steal our cards and damage Galactica. Nevertheless it was quite calm part of the game, at least for humans.  One important test has been saved by Chief using his blind devotion ability, which in my eyes proved his humanity. So I suspected my dear wife (Baltar!) to be a cylon from that moment.&lt;br&gt; &lt;br&gt;Things started to go bad again after Helo played his „Cylon intruders” super crisis card. We have passed the test with exact 18 points but lost most of our cards to do so. Unrevealed cylon did not do his best then, that was sure. But our empty hands didn’t help us to pass next skill test which costed us another morale point. It was the card I chose (the other card was cylon fleet one, but try to explain that to 2 humans and 1 unrevealed cylon when morale dropped to 2…) so a discussion about being human or not began. It had pretty unexpected end when Baltar, with eyes wide open, asked if there is another cylon among us. It was not so obvious for all of us, it appeared, but I know my wife well enough to know that she was not lying. Our admiral and president (2 in 1) was cylon then… And he didn’t even try to deny. It was his turn and he simple pointed a gun to Chief and sent him to sickbay. And ended up at resurrection ship himself.&lt;br&gt;&lt;br&gt;I must say that our morale (as players) was veeery low. We had no one to draw Tactics cards so no scouting and no strategic planning. Galactica has been damaged (fortunately two unimportant parts at the moment). We had low morale and no quorum cards, which our president didn’t draw (guess why…). Nevertheless we were near next jump and concentrated on repairing our precious ship. Fortunately both Chief and Gaius can draw blue cards and I did it as well using Consolidate power.&lt;br&gt;&lt;br&gt;Starbuck and Helo continued using Human fleet. Fortunately for us, they were picking cards of high nominal value rather than repair cards. Till the very end of the game Galactica had never less than four damage tokens on it (all resource tokens have already been removed from the game). We struggled to keep FTL online. Which was hard as we often ended in sickbay due to high probability of  damaging that part of the ship. I must say that humans were really lucky in this game. After Tigh played his „Massive assault” super crisis we lost civilian ships pretty fast (fortunately our population stayed at 4 after that). Then it was time when even riders shot at Galactica. We have survived many rolls which could end the game.&lt;br&gt;&lt;br&gt;And finally came the moment when we were at -3 at FTL track so we could jump at first occasion. We had 4 population so we risked nothing even if we failed the roll. We had 1 morale (fuel and food have never troubled us in this game). And it was the turn of our former admiral – Tigh. He decided to activate Cylon basestar to damage Galactica (hopefully FTL). Rolled… 2.&lt;br&gt;&lt;br&gt;Yuuupppiii!!!&lt;br&gt;&lt;br&gt;At next turn Chief executed emergency jump and humanity survived (the roll was 7 btw.).&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420510</link>
<guid>http://www.boardgamegeek.com/thread/420510</guid>
<pubDate>Thu, 02 Jul 2009 19:20:33 +0000</pubDate>
<dc:creator>lordap</dc:creator>
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		<title>Session: Smolensk 20:: Smolensk 20 solo replay: Day 2 - the struggle for Smolensk</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dmcke013&#039;&gt;dmcke013&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;Withdraw to day 1: 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/419837&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/419837&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 6: August 17, Morning (French morale 9, Russian morale 5)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Cossack Patrols”  All French cavalry units have their movement allowance reduced by 1)&lt;br&gt;Imperial Guard moves to the north-east of Prudicheo as Reserve cavalry swings around the rear of their own troops south of Smolensk and as III cavalry corps arrives near, then moves into, woods to the west of Prudicheo.  No other French unit moves.&lt;br&gt;&lt;br&gt;V corps attacks the Russian 1 militia, but are forced to rout for a distance of 3 hexes (-1 French morale) back towards their LOC.  I corps, III corps and Reserve Artillery all combine to attack Russian VI corps, who break outright (+1 French morale, -1 Russian morale) and I corps captures their redoubt.&lt;br&gt;&lt;br&gt;(random event = “Generals Mutiny: ‘Turn and fight’”.  Ignored as “Withdraw” card not yet drawn)&lt;br&gt;Neither the I militia nor II corps move as Bagration’s cavalry corps heads east towards Valutino Gora.  III corps also heads east towards Gorbunovo.  IV corps moves cross-country to the western outskirts of Smolensk as Barclay’s cavalry corps arrives to the north of the city.  Reserve Artillery and V corps both continue to follow the road to the north of the city, shadowed by the Reserve cavalry corps.  Finally, Cossack cavalry arrive and head south towards Stabna.&lt;br&gt;&lt;br&gt;II cavalry corps counter-charge the 1 militia, forcing the militia to withdraw.  As they are in a redoubt hex, they may ignore this result.&lt;br&gt;&lt;br&gt;They then attack the II cavalry corps, who decide to commit their reserves (-1 French morale) but are forced to rout 7(!) hexes (roll of 6, +2 for militia,-1 for in redoubt)(-1 Russian morale).  Even though this is a hazardous retreat, they still make it safely, and the II cavalry corps captures their redoubt, before taking off in pursuit.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 6&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508663"><img src="http://images.boardgamegeek.com/images/pic508663_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 7: August 17, Mid-day (French morale 8, Russian morale 3)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “March to the Sound of the Guns”  IV cavalry corps arrival advanced by 1 turn)&lt;br&gt;Imperial Guard crosses the Dnieper River, building the pontoon bridge in doing so.  Reserve Artillery moves 1 hex north-east, but is unable to advance any further as Smolensk is still ablaze.  Reserve cavalry swings around east of city to enter (vacant) redoubt hex and V corps continues to toil north into south of Smolensk.  Both II and III cavalry corps move to attack 1 militia near Prudicheo, and I cavalry corps arrives then moves to south of III cavalry corps.&lt;br&gt;&lt;br&gt;Both the II and III cavalry corps combine to attack the 1 militia, forcing them to withdraw 1 south-east, with the II cavalry ‘taking ground’.  Both the Reserve cavalry and V corps also combine to attack (cross-river) the Russian II corps and force that corps to rout 2 hexes.  Reserve cavalry then captures the Russian objective hex&lt;br&gt;&lt;br&gt;(random event = “The Czar’s wishes”.  Associated die roll = no effect)&lt;br&gt;Things are beginning to look rough for the Russians!&lt;br&gt;Bagration’s cavalry corps retrace their steps back to the east of Smolensk as the (routed) II corps continues along the road towards Valutino Gora.  III corps also heads south towards, and into, that town.  Cossacks head through Stabna, also towards Valutino Gora and Reserve Artillery plus V corps continue down the road towards Smolensk, with Reserve cavalry cutting cross-country towards same.  Finally, the VIII corps arrives at, and moves along, road leading through Stabna.  This means that all Russian units are now in play.&lt;br&gt;&lt;br&gt;II cavalry counter-charges (and commits reserves against for -1 French morale) 1 militia, forcing them to withdraw into Prudicheo.  Reserve cavalry counter-charges IV corps, but both sides remain engaged.&lt;br&gt;&lt;br&gt;1 militia then attacks II cavalry corps, forcing them to withdraw.  They then decide to stand fast rather than take ground.  IV corps, Barclay’s cavalry corps and Bagration’s cavalry corps all combine to attack the French Reserve cavalry, who commit their reserves (-1 French morale) but are never-the-less forced to rout 2 hexes.  The first of these is a ‘hazardous retreat’ (cross bridge) and the Reserve cavalry breaks (-1 French morale, +1 Russian).  Barclay’s cavalry corps captures the redoubt hex they broke in, and the IV corps retakes the Russian objective hex.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 7&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508664"><img src="http://images.boardgamegeek.com/images/pic508664_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 8: August 17, Afternoon (French morale 5, Russian morale 4)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Vive l’Empereur!”  Rally roll = Reserve cavalry eliminated for good)&lt;br&gt;Imperial Guard re-crosses the pontoon Bridge, bringing them to a position to attack the 1 militia (-1 French morale for Guard committal) as the I, II and III cavalry corps all close in on the same unit.  Reserve Artillery moves north-east (able to do so as EZOC do not extend between adjacent town hexes), allowing the V corps to enter their newly-vacant hex.  Neither the I nor III corps move, and the IV cavalry corps arrives (early) and moves into the woods to the west of Prudicheo.&lt;br&gt;&lt;br&gt;Barclay’s cavalry counter-charges the Reserve Artillery, but are routed 1 hex north-east.  Reserve Artillery captures the redoubt hex they vacate.&lt;br&gt;&lt;br&gt;Imperial Guard, I, II and II cavalry corps all combine to attack 1 militia in Prudicheo, and force them to withdraw south-east.  This is a hazardous retreat, and they break (+1 French morale, -1 Russian morale) in doing so! II and III cavalry corps both advance: the III corps to the hex they broke in and the II corps into Prudicheo.&lt;br&gt;&lt;br&gt;In Smolensk itself, Reserve Artillery and I corps both combine to attack (cross-river) the Russian IV corps.  This results in an exchange (+1 French morale, -1 Russian morale then -1 French morale, +1 Russian) of the Reserve Artillery with the IV corps, and I corps (re)captures the Russian objective hex.&lt;br&gt;&lt;br&gt;(random event = “Cossack Screen”.  No effect as not using Fog of War)&lt;br&gt;III corps moves east towards Lubino, as does II corps and Cossack cavalry.  Reserve Artillery moves down to north of Smolensk, with the V corps just behind them.  Reserve cavalry moves south cross-country to the road leading to west of Smolensk.  Finally, VIII corps moves south towards Stabna.&lt;br&gt;&lt;br&gt;Reserve Artillery and Bagration’s cavalry corps both combine to attack the French I corps in the Russian objective hex, with that corps deciding to commit their reserves (-1 French morale).  All sides remain engaged. &lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 8&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508666"><img src="http://images.boardgamegeek.com/images/pic508666_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 9: August 17, Evening (French morale 4, Russian morale 3)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Napoleon’s Marshals”.  May spend 1 morale point without paying cost)&lt;br&gt;French units swarm across the Dnieper River at the Pontoon bridge, as the III and V corps both move into the two fortified hexes south of that river in Smolensk.&lt;br&gt;&lt;br&gt;Barclay’s cavalry counter-charges the V corps, but remain engaged.  North of the river, Bagration’s cavalry corps withdraw from the I corps, north.&lt;br&gt;&lt;br&gt;V corps attacks Barclay’s cavalry corps, but still remain engaged.  Finally, the I corps attacks the Reserve Artillery and force them to withdraw north-west.  They then opt to stand fast rather than take ground.&lt;br&gt;&lt;br&gt;(random event = “Campaign exhaustion”.  French lose a morale point)&lt;br&gt;Reserve cavalry, Reserve Artillery and Bagration’s cavalry corps all close in on the beleaguered I corps as the III corps occupies Lubino.  Cossack cavalry moves into the woods to the north-west of that town as II corps also moves towards the same town.  Finally, VIII corps moves through Stabna to the east of Smolensk, and V corps remains in place north of the city.&lt;br&gt;&lt;br&gt;Barclay’s cavalry corps attacks the V corps but are forced to withdraw north-east.  V corps decides to remain in place.  Reserve cavalry, Reserve Artillery and Bagration’s cavalry corps all combine to attack French I corps, who commit their reserves (-1 French morale).  All sides remain engaged.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 9&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508668"><img src="http://images.boardgamegeek.com/images/pic508668_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 10: August 17, Night (French morale 2, Russian morale 3)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “According to plan”.  Reshuffle cards)&lt;br&gt;During the night of the 17th, French forces continue to cross the pontoon bridge on the Dnieper river, with the I, II and III cavalry corps all heading north.  The Imperial Guard also heads north, and the IV cavalry corps crosses the bridge.  In Smolensk itself, no French units move.&lt;br&gt;&lt;br&gt;Bagration’s cavalry corps withdraws (north) from the I corps.&lt;br&gt;&lt;br&gt;During the night operations phase, Reserve Artillery remains broken before the Russians lose a morale point (-1 Russian morale) due to captured terrain and the French gain 1 from rest (+1 French morale)&lt;br&gt;&lt;br&gt;(random event = “Cossack Screen”.  No effect as not using Fog of War)&lt;br&gt;Only two Russian units move during that night: the VIII corps south-west into Smolensk, and Barclay’s cavalry south.&lt;br&gt;&lt;br&gt;During the Russian’s night operations phase, IV corps remains broken but VI corps is eliminated for good.  Russians then regain a singe morale point (+1 Russian morale) from rest.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 10&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508670"><img src="http://images.boardgamegeek.com/images/pic508670_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Advance to day 3: to follow
</description>
<link>http://www.boardgamegeek.com/thread/420487</link>
<guid>http://www.boardgamegeek.com/thread/420487</guid>
<pubDate>Thu, 02 Jul 2009 17:56:21 +0000</pubDate>
<dc:creator>dmcke013</dc:creator>
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		<title>Session: The Scepter of Zavandor:: The Scepter of Zavandor (Coolstuff Games 07/02/09)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/doubtofbuddha&#039;&gt;doubtofbuddha&lt;/a&gt;&lt;/p&gt;
	Last night Mike D, Mike R, Will, and I played our first game of &quot;The Scepter of Zavandor&quot; an economic snowball game where players seek to be able to build an energy producing engine that is sufficient to buy valuable late game victory point items called sentinels. Other artifacts and gemstones that are acquired along the way also serve to provide a point boost, but a large portion of an individual’s points will come from these sentinels.&lt;br&gt;&lt;br&gt;In first character deal Mike D got the Fairy, Mike R the Elf, Will the Druid, and I the Mage.  We all spent the early rounds acquiring gems and moving up our initial tracks, with my focus being on getting my third opal and then my second sapphire. Mike D and Mike R focused mostly on getting sapphires, while Will joined me in acquiring a third opal and a second sapphire.  I also went a little bit artifact-crazy, using the power of my Knowledge of Artifacts to acquire a Spellbook, Runestone, AND Crystal Ball. This did allow me to reach level 4 in my knowledge quickly, though this ended up being both a blessing and curse due to the fact that it put me in first place in victory points. I ended up sitting there for most of the rest of the game, effectively negating my artifact bonuses. At the time, I thought, considering how cheap the artifacts were at this point in time, that they were points well spent. Now I am no longer so sure. &lt;br&gt;&lt;br&gt;The other original artifacts were split among the other players. Mike R got the second Crystal Ball and Spellbook, while Will got a Runestone. Mike D was avoiding the artifacts at this point, spending most of his cash on advancing along his knowledge track and buying bigger and better gems.  When the B artifacts hit this changed as Mike was able to acquire a Magic Belt and, after a hotly contested auction with me, an Elixir. After this he went almost entirely into Diamonds, only keeping a couple of extra sapphires around for protection against items that cause gemstones to explode. &lt;br&gt;&lt;br&gt;Will realized that he would need a discount to be able to efficiently move up to Rubies so he jumped over to the Gem Knowledge track so he could get them at a discounted rate.  Mike R stayed diversified. He bought some emeralds, got an elixir and acquired a diamond, and ended up with a generally diverse set of different gemstones. Both of us bought Crystals of Protection. &lt;br&gt;&lt;br&gt;At this point, my emerald engine was already getting a bit of steam, so I won a Magic Belt to avoid having to go down the Knowledge of Accumulation track. I had also used the bonus from a Magic Mirror to get into Knowledge of Gems track in order to get a decent discount on my gem buying. Unfortunately, Mike D was able to generate diamonds as fast as I was generating emeralds, and was able to surpass me in income. I was staying ahead of him in victory points (mostly), but I knew that would mean little in face of end-game victory points. &lt;br&gt;&lt;br&gt;Everyone ended up working on multiple Knowledge tracks. I started on Knowledge of Artifacts (as noted above), got up to level 3 in Knowledge of Gems fairly quickly, and eventually moved down Knowledge of Accumulation when I started to reach my slot limits. I delayed going into level of Accumulation until I actually needed the extra slot, however. Mike R moved from his Knowledge of Energy Accumulation into Knowledge of Artifacts and, after maxing it out, moved into Accumulation. He ended up getting more use out of Knowledge of Artifacts than I. As he was a bit farther down in the victory point track, he was able to get the full discount. Mike D moved from Knowledge of the Nine Sages to Knowledge of Accumulation. After that he moved down Knowledge of Artifacts, in order to get some of the discounts for late-game artifacts and sentinels that the track provided. Will ended up going down the most tracks, moving onto the Knowledge of the Nine Sages and Knowledge of Accumulation after he maxed out the Knowledge of Gems and the Knowledge of Fire. &lt;br&gt;&lt;br&gt;Entering into the late game, we had a diverse set of economic engines. Will had finally gotten 5 rubies (with a few opals on the side) on-line, even after undergoing an unfortunate setback involving a Magic Mirror earlier on, and was bringing in quite a bit of cash. Mike D was working his diamonds, and was steadily increasing his quantities every round to the point where he had nine or ten.  He also had a Chalice of Fire.  I was going straight emeralds and had eleven of the suckers on top of my Crystal of Protection. Mike R had the most diverse engine, combining Knowledge of Energy Accumulation 4 with a mixture of all different gemstones except for rubies, a Crystal of Protection and a Chalice of Fire. So we all had a decent income, though it appeared that Mike D and Will had definite income leads. Will and I had acquired the Masks of Charisma, one of which had seen the most intense bidding in the game, before I got it for 70. &lt;br&gt;&lt;br&gt;So since I was in first I auctioned up the first Sentinel and was able to get the Scarab for list price. No one else bought sentinels this turn, but people started saving money. The following turn I put the Toad up for auction (I had three Toad artifacts and three Raven), but let Mike R get it after he bit it up. I then put up the Raven up for auction and got it for list price. At this point Mike D got his Unicorn and Mike R has to pass. Will also did some other things, but kept his amount of money high. During the last round of Sentinel auctioning I passed, because I lacked money, but did pay the points to finally top out on the Knowledge of Gems so that I could get the 2 points offered. &lt;br&gt;At this point, Mike D was 6 points and we were both mostly concerned with each other as far as competition went. Mike D was second and auctioned off both the Talismans (winning one, while Mike R got the other), before auctioning off the Salamander, hoping that Will would end the game. He took the bait and bought it (for obvious reasons.)   Mike R spent some of his remaining money to buy a few gems to maximize his score and then Will, who was in last), auctioned off the Owl, winning it because none of us had the money to compete. He used his remaining money to buy a few cheap Opals. &lt;br&gt;&lt;br&gt;Going into the final scoring, I thought it would be a tie between me and Mike D with everyone else having a lower score. I was wrong on multiple counts. Will ended up winning it with 62. I was in a close second with 61. Mike R and Mike D tied with 58. The gambit Mike D made in trying to end the game before I bought another Sentinel did not work out quite like he wanted it to do, and he ended up tying for last.&lt;br&gt;We still all though it was a great game and felt that the 3 and a half hours we spent playing it flew by. We will likely take even less time playing it the second time, and are all looking forward to trying it again (maybe next week.) I suspect it might even make it into my Top 20, though I am not sure if it is quite Top 10 material. &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420486</link>
<guid>http://www.boardgamegeek.com/thread/420486</guid>
<pubDate>Thu, 02 Jul 2009 17:55:59 +0000</pubDate>
<dc:creator>doubtofbuddha</dc:creator>
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		<title>Session: West Riding:: West Riding Session</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BugLaden&#039;&gt;BugLaden&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508558"><img src="http://images.boardgamegeek.com/images/pic508558_md.jpg" border=0></a></div>]]>&lt;br&gt;The players:&lt;br&gt;&lt;br&gt;Shelby, age 11&lt;br&gt;Sophia, age 10&lt;br&gt;Daddy, no comment&lt;br&gt;&lt;br&gt;Length: 4 hours&lt;br&gt;&lt;br&gt;I worried about the girls handling such a heavy game, but we just came off a session of Wabash Cannonball two days ago and  figured they could handle it.  After a brief explanation of the rules, and a couple of revisits to the fine points about city scoring we were off.&lt;br&gt;&lt;br&gt;West Riding is termed the simplest of the Riding series.  It is a crayon rail game about bidding for shares, and creating track to link cities.&lt;br&gt;&lt;br&gt;There are shares for six basic companies and two Grouping companies.  The Grouping companies are container companies that own three basic companies each.  At the beginning of the game, all basic companies are randomly assigned to one of the two grouping companies.&lt;br&gt;&lt;br&gt;On a player's turn she chooses an available share of one of the six rail companies and auctions it off.  The winner must use the money bid to build track on the  board to connect two cities.  &lt;br&gt;&lt;br&gt;Once two cities from the same Grouping company connect to a city, then that city is colored in with the color of the Grouping company.&lt;br&gt;&lt;br&gt;Once all cities on the board are either owned by a Grouping company or can't possibly be labeled as such, the game is over.&lt;br&gt;&lt;br&gt;Dividends are paid each turn based on shares in play.  A calculation is performed each turn to see the value of each city based on how many connections are in that city.  As more connections are made to a city, the value of the city decreases.&lt;br&gt;&lt;br&gt;The logistics of the math required each turn was mitigated by an excellent suggestion from clearclaw; simply update in real time the value of each company as connections are made by writing in wet-marker above the stacks of shares for each company.  This makes the distribution phase much quicker.  Thanks clearclaw!&lt;br&gt;&lt;br&gt;We played for two hours last evening, then called it quits, resuming again and finishing in the morning for a total play time of just under 4 hours.&lt;br&gt;&lt;br&gt;The girls did an outstanding job playing such a difficult game.  They knew the end game conditions and grasped the concept of what shares to purchase, and when, and even started getting dirty with the auction, intentionally bidding up a share that someone else wanted!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508561"><img src="http://images.boardgamegeek.com/images/pic508561_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;I ended up placing Xs on cities that we deemed available for grouping, as evidenced by the photo.  I haven't reviewed the photo yet - perhaps I missed a few...&lt;br&gt;&lt;br&gt;Some mistakes we made during the game due to being the first time played:&lt;br&gt;&lt;br&gt;1. We didn't give the remainder of the distributions to the railroad treasury until half-way through the game.&lt;br&gt;&lt;br&gt;2. The first few tracks laid were created with the intent of blocking and violated the rule of &quot;cheapest track&quot; as is evident in the photo with blue from Thorne to Wetherby.  We quickly corrected this.&lt;br&gt;&lt;br&gt;3. We did not complete the last turn once all cities were groups, instead going into the final payout as soon as the last city was grouped.  We most likely missed out on some vital cash.&lt;br&gt;&lt;br&gt;There were some occasions during the Acquisition Phase where we all had very little capital left.  We figured none of use could use the funds to build required track, so called the end of the phase there instead of going through 3 more auctions where we would have to hide the bid underneath the turn card.  Does anyone disagree with that shortcut?&lt;br&gt;&lt;br&gt;This game is long and brain melty with all the math, but I couldn't stop thinking about it afterwards - despite the headache.&lt;br&gt;&lt;br&gt;Final Score:&lt;br&gt;Daddy: 137&lt;br&gt;Shelby: 97&lt;br&gt;Sophia: 101&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420471</link>
<guid>http://www.boardgamegeek.com/thread/420471</guid>
<pubDate>Thu, 02 Jul 2009 17:29:08 +0000</pubDate>
<dc:creator>BugLaden</dc:creator>
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		<item>
		<title>Session: Battlestations:: Our Second Session</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mjtuell&#039;&gt;mjtuell&lt;/a&gt;&lt;/p&gt;
	I ran my second session of BS last night. It was just me and one of the (five) players from my first session. As expected, things went a lot more smoothly this time and, in contrast to last time, we actually finished the mission in just under 5 hours. That's still on the long side, but it didn't really feel like a long time and I expect things to go even faster in the future.&lt;br&gt;&lt;br&gt;I chose to run &quot;Assault Outpost&quot; because of its similarity to the last mission we tried (&quot;Assault Lab&quot;). I think this was a good call for my second time out, but I will definitely be ready for a different kind of scenario next time. I allowed my player (who happens to be my brother) to create three more characters and run a full crew without bots. &lt;br&gt;&lt;br&gt;Some observations. ..&lt;br&gt;&lt;br&gt;This time around, my brother kept his ship moving at a very high speed for most of the time and the defensive advantage of doing so finally dawned on us. We had been so preoccupied with tracking how ships move on the hex map that it took us a while to recognize the benefit of moving at a high speed even when you are not &quot;moving&quot; (specifically, that you are harder to hit). We also discovered a liability of maintaining such high speed when he just barely made a turn at the last minute to avoid running into a planet. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Because of the mission specifics and the fact that my brother chose a Xeloxian ship, there were no missiles to deal with! This made the game feel very different and probably easier as well.&lt;br&gt;&lt;br&gt;We had a lot of fun getting to know the Teleporter module and multi-barrel mode Cannon fire, the latter of which we were all rather skeptical the first time out. Between Teleporter bombs and rapid fire cannon hits (he even made his marine a multi-barrel expert), we were surprised how effectively you could whittle down an enemy ship -- death by thousand pin pricks, as it were.&lt;br&gt;&lt;br&gt;I had the SixtySix pull away and try to program the Hyperdrive for an escape after the outpost went down. This made for a tight, fun ending as my brother's crew tried to chase it down for the overwhelming success. It came down to the wire, because the SixtySix had a good head start -- well out of normal cannon range -- and was running at a slightly faster speed when the chase commenced. It was also pumping shields on the way out, improving its defense against those pesky teleport bombs. It was looking like my brother probably had one more decent shot with a teleport bomb before the SixtySix could put itself out of reach, but he managed to connect and force a fatal hull check!&lt;br&gt;&lt;br&gt;We had a lot of fun and more and more things were starting to click for us as we went along. We still haven't touched on personal combat in actual play, but sticking with ship-to-ship combat has probably helped keep things manageable for us while we are still learning.&lt;br&gt;&lt;br&gt;In conclusion, I feel that I will be fine with the rules eventually, but I feel so insecure about my skills at a tactician that I worry about providing my players with a good challenge on an ongoing basis. It's not so bad when I'm only playing against one player, but when I have to match wits with a table of four or five players again? I don't know... &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420449</link>
<guid>http://www.boardgamegeek.com/thread/420449</guid>
<pubDate>Thu, 02 Jul 2009 16:14:31 +0000</pubDate>
<dc:creator>mjtuell</dc:creator>
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		<title>Session: Mr. Jack:: My mom is trickier than I gave her credit for</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kendahlj&#039;&gt;kendahlj&lt;/a&gt;&lt;/p&gt;
	I introduced my mom to Mr Jack and she loved it.  Actually, it was first time playing for both of us and we both loved it.  I plan on doing a review just as soon as I introduce it to my wife, my 8-yr-old daughter and my gaming buddy for some additional perspective.  &lt;br&gt;&lt;br&gt;After a few practice games to get the hang of it, we set off to play &quot;for real.&quot; I was the detective.  I was able to eliminate three players the first round but just one more player the second round.  My mom was working really hard to keep two players hidden and she was trying really hard to get one of them to the exit.  Every move she made seemed to be with that solitary goal in mind.  &lt;br&gt;&lt;br&gt;So I pretty much was convinced of the four remaining, it had to be one of those two.  Round three I was able to eliminate one of those two, leaving three players with no alibi.  I was absolutely certain it was Watson, who she had been moving to stay hidden and moving towards exits the entire first three rounds.  Round four, Sherlock Holmes revealed to me one of the other two characters was innocent.  Of the last two, John Smith had been virtually ignored by my mother, so I decided to ignore him also and end the game then and there with a Watson accusation.  &lt;br&gt;&lt;br&gt;No one was close enough to accuse Watson, but I still had Goodley and he was only six spaces away.  So I blew the whistle, moved Watson three spaces closer to Goodley and moved Goodley on Watson and accused him.  I was pretty smug in my victory, until my mom revealed her alibi card.  John Smith? John Smith?!  How could it be?  Wow, you are pretty tricky mom...what else do I not know about you?&lt;br&gt;&lt;br&gt;To be fair, I certainly didn't give my mom enough credit.  We played Agricola the night before and I had explained wooden huts and upgrades and renovations to her at least six times.  That game just never clicked with her.  Maybe she was snowballing me...  &lt;br&gt;&lt;br&gt;Mr Jack is an extremely fun deduction game where the deducing is only half the battle.  I rate it a solid 8 but I think it might go up because I want to play this again and will suggest it any time we have 20 minutes and need a quick gaming fix.  I hope my wife and daughter can pick up the subtleties and strategies...  I also hope they are as tricky as my mom. 
</description>
<link>http://www.boardgamegeek.com/thread/420411</link>
<guid>http://www.boardgamegeek.com/thread/420411</guid>
<pubDate>Thu, 02 Jul 2009 14:32:15 +0000</pubDate>
<dc:creator>kendahlj</dc:creator>
	</item>
		<item>
		<title>Session: Dungeonquest:: The Player with the Most Toys at the End of the Game Wins</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/raolsson&#039;&gt;raolsson&lt;/a&gt;&lt;/p&gt;
	In my first round of Dungeonquest, I learned the valuable lesson of always attacking the monsters you encounter.  In our second game, G Fetz joined our merry band at Bobby Tweaks' Mittwoch Spiele game night.  Moz retained the fighter, I retained the barbarian, Wargaming Jason retained the ranger, leaving G Fetz with the adventurer.  In the first game, KingPut had won with the adventurer, so the new player was starting off in a good spot.&lt;br&gt;&lt;br&gt;Moz started us off by virtue of an excellent roll and started working his way to the dragon's lair.  I had about three portcullises very early on in my journey, which did not bode well for an escape the way I came in.  I had seen in the previous game we played how the turns could get away from you, much as I had learned to develop the random method of battle to try to overcome my own lack of skill in anticipating the attacks of my co-players.  &lt;br&gt;&lt;br&gt;Jason used his ranger to great effect, taking out one Death Warrior with an arrow and significantly taking the life out of another.  A collapsed ceiling took him out in the end as the combined damage from fighting and the three points from the ceiling was just too much.&lt;br&gt;&lt;br&gt;G Fetz met a similar end at the hands of an orc where, after too many encounters, the cards refused to go his way.&lt;br&gt;&lt;br&gt;Moz had a great run into the center of the dungeon, grabbing some treasure on the way and taking two counters from the dragon before high-tailing it out the way he came.  He had a rotating chamber cut off his escape, so he bravely forged a new path out.  His last tile required an agility roll to escape.  He spent a few turns trying to escape, but in the end was successful.&lt;br&gt;&lt;br&gt;I too made it to the dragon's chamber, and survived my encounter with the sleeping beast for two tokens.  The total was about 500 gold pieces in worth, and with a 90 gp ring and 30 gps from a looted body, I felt pretty confident I had what I needed to win.  I followed Moz's path out and rolled the agility test on my first try, narrowly escaping the collapsing dungeon.  Victory was assured!&lt;br&gt;&lt;br&gt;But as you might expect, it wasn't to be.  Moz had 1,400 gps in one item alone from his visit to the dragon.  The other was far more valuable, and that was before he went to look at the loot he had picked up from various encounters on his journey.  Had this been Warhammer, I could have attacked and might have been able to win, but in Dungeonquest you simply can't take out your opponents in this manner.&lt;br&gt;&lt;br&gt;My mind turned to Fearsome Floors on this play.  I think it is the coffin shaped cards and the dungeon layout.  Moz said he would be back next week, so I am looking forward to future chances to get through Dungeonquest. 
</description>
<link>http://www.boardgamegeek.com/thread/420390</link>
<guid>http://www.boardgamegeek.com/thread/420390</guid>
<pubDate>Thu, 02 Jul 2009 12:56:39 +0000</pubDate>
<dc:creator>raolsson</dc:creator>
	</item>
		<item>
		<title>Session: Dungeonquest:: In the End there Can Be Only One</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/raolsson&#039;&gt;raolsson&lt;/a&gt;&lt;/p&gt;
	This Wednesday night at Bobby Tweaks' Mittwoch Spiele, Moz had pulled out a Games Workshop classic.  Twenty two years after it was published, I got to play my first game of Dungeonquest.&lt;br&gt;&lt;br&gt;KingPut, Wargaming Jason, Moz, and myself decided that since this was the first game for some, we would not play with expansions but go right into the basic game.  Moz took the fighter, I took the barbarian, Jason took the ranger, and KingPut played the adventurer.  With that, we began drawing tiles to work our way to the center of the board.&lt;br&gt;&lt;br&gt;After a few portculis tiles, I began to see a pattern in my trip to the dragon's lair: it would be direct.  While Jason's tiles turned back on themselves and Kingput had a spinning chamber that would cut off his retreat by the way he came in, Moz and I were heading in the right direction.  Well, I was until I encountered a sneak attack by a Death Warrior.&lt;br&gt;&lt;br&gt;Moz was kind enough to roll a 12 for maximum damage, taking seven points off of my unlucky barbarian.  In the ensuing battle, more pain was brought to bear.  I have issues with rock-paper-scissors, even when it is the basis for a fighting system.  For some reason, I think initially that outplaying the opponent is going to be the way to get through these contests, but it rarely works that way for me.  In two more blocks, I encountered a Chaos Champion.  I tried to escape (note to new players: just attack.  Best case scenario your opponent flees.  Worst case, you at least seem to be fighting opponents that have fewer life points than you would have if you fled).  I was able to take out the Chaos Champion, but in a Wrath of Khan moment, he struck out with his last breath and took me out as well.&lt;br&gt;&lt;br&gt;Moz continued his march to the dragon's lair, got two treasures, and was taken out by monsters as he tried to escape through my path to the middle.&lt;br&gt;&lt;br&gt;Jason turned around looking for secret doors because of bad luck in drawing his tiles, only to get caught in the dungeon collapse after the last move on the turn chart. &lt;br&gt;&lt;br&gt;And KingPut?  Well, he picked up a ring off of a dead body on his way in, and when he saw how the monsters were treating the other players, made the wise (if somewhat inglorious) decision to retreat the way he came in.  He won as the sole survivor with some loot to show for his efforts.&lt;br&gt;&lt;br&gt;The entire time we were playing Dungeonquest I was thinking of how it resembled WizWar, not so much from any game play, but the blocks of the dungeon and the art.  I enjoyed the game very much, which is why we quickly set up to play another.  :-)
</description>
<link>http://www.boardgamegeek.com/thread/420386</link>
<guid>http://www.boardgamegeek.com/thread/420386</guid>
<pubDate>Thu, 02 Jul 2009 12:45:01 +0000</pubDate>
<dc:creator>raolsson</dc:creator>
	</item>
		<item>
		<title>Session: Thud:: Two new players discover the rulebook wasn't lying.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	E &amp; B, being both big Pratchett fans decided to sit down and try the Thud game. I'd seen it had received mixed reviews on the 'Geek, but it was cheap secondhand, and looked cool!&lt;br&gt;&lt;br&gt;The rulebook, while written in a typically whimsical style notes that at the start of the game, and for novice players, the slow lumbering trolls will seem completely overpowered. This can only be countered by the Dwarves being willing to sacrifice a few Dwarves into the path of oncoming trolls in order to keep their group alive long enough for it to become powerful. These helpful words took a little long to sink in. Four half-games, in fact.&lt;br&gt;&lt;br&gt;In the first game, we gleefully ignored the wise advice of the rulebook. B took Dwarves first and started to move them quickly about the board, trying to form individual lines of 3 Dwarves to set up a fling! Meanwhile E was able to shove a move trolls about, cutting down swathes of Dwarves.&lt;br&gt;&lt;br&gt;Just as the rulebook mentioned, a single line of 3 Dwarves is both vulnerable to troll attack and very inflexible in its own attack. The trolls can simply step to one side and be safe. Late in the Dwarf turn, B remembered that a pair of Dwarves was a pefectly good last-ditch line and managed to collect 4 of E's trolls, mostly by good luck before giving up with 2 Dwarves left running.&lt;br&gt;&lt;br&gt;On the second turn, B tried to emulate the troll line-forming strategies E had formed to stop any small clumps of Dwarves forming. This game was also pretty patchy, lots of movement and running, no real groups or lines forming. One note was that once a Troll was shoved into a corner to capture Dwarves, it was far too slow to bring it back into play to deal with any new threats.&lt;br&gt;&lt;br&gt;By missed opportunities and now the troll player was more canny about avoiding Dwarf reprisals for capture, the second half was declared without loss to the trolls First game: E 16T/3 B:2/32T &lt;br&gt;&lt;br&gt;In the second pair of games, we started to realise how important dwarf groups mentioned in the rulebook actually were. E took the Dwarves first and started rushing them about to form groups. While we had the group of dwarves starting up, though, they were still vulnerable to Troll shoves.  E made several missteps in the order of forming groups that led to situations like this&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508361"><img src="http://images.boardgamegeek.com/images/pic508361_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Finally B's Trolls managed to demolish every one of E's Dwarves for a perfect 32-0 finish.&lt;br&gt;&lt;br&gt;On B's dwarf turn the game slowed down a bit as he tried to avoid the vulnerabile situations early Dwarf groups can find themselves in. In particular, the rules mention useful Dwarf sacrifices and he started to make much more use of these in his game. Also, luring a troll away to capture a group of dwarves in a corner can leave you free to create a useful group.&lt;br&gt;&lt;br&gt;This was a typical Dwarf sacrifice (although, in this case he's completely protected by the group behind him, or at least his sacrifice will not go unrevenged. Either way, this stops the Troll taking 3 Dwarves and reducing the group.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508386"><img src="http://images.boardgamegeek.com/images/pic508386_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;This is the start of a group of Dwarves. If the troll player isn't immediately ready to deal with this, possibly by sacrificing a troll or two things can get nasty.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508362"><img src="http://images.boardgamegeek.com/images/pic508362_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Once the dwarf group reaches this sort of size, things are all over for the Trolls. There's almost no way to usefully attack it and the Dwarves will slowly move up to and then around the central rock leaving the Trolls nowhere to hide.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/508376"><img src="http://images.boardgamegeek.com/images/pic508376_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Once B figured out how to get around the rock safely, and took one of the two remaining Trolls, E conceded with 1 Troll left. Second game: B: 32T/21 E:0/4T&lt;br&gt;&lt;br&gt;In conclusion, Thud is a much more fun game that it might seem on the first play. I'm going to try writing a mini strategy article/review about it using these images so people can get an idea of how to form up their Dwarves. Once you have a grasp of how to do that, it becomes a matter of timing. Can the Trolls move fast enough? Of course, the rulebook &lt;i&gt;does&lt;/i&gt; mention all this, but who reads them?
</description>
<link>http://www.boardgamegeek.com/thread/420385</link>
<guid>http://www.boardgamegeek.com/thread/420385</guid>
<pubDate>Thu, 02 Jul 2009 12:38:54 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
	</item>
		<item>
		<title>Session: Battlestar Galactica:: 5 cylons vs the human</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rlai&#039;&gt;rlai&lt;/a&gt;&lt;/p&gt;
	Regular 6 player game&lt;br&gt;&lt;br&gt;Starbuck (newbie)&lt;br&gt;Boomer (most experienced)&lt;br&gt;Roslin (me) (cylon in sleeper phase)&lt;br&gt;Baltar&lt;br&gt;Galen&lt;br&gt;Adama&lt;br&gt;&lt;br&gt;The sleeper phase went very well for the humans. 1st jump occurred with no decrease in any dials and food at +1. Then the Cylon fleet got lost and it was quiet for Galactica. &lt;br&gt;&lt;br&gt;Starbuck, Baltar, Galen and Adama congregated in the research lab to draw cards. Roslin draws a card and plays it to 'alleviate the boredom'. The skill check fails and all the research lab groupies are put into sick bay with the added bonus of no one is allowed to check loyalty cards for the rest of the game. &lt;br&gt;&lt;br&gt;Boomer plays 'the adviser' and makes sure everyone is making 'optimal' moves. Other players are pretty quiet and pretty much following Boomer 'advice'. Roslin plays as suboptimally as possible, ditching XOs and high value cards, drawing but not playing Quorum cards but to no avail. &lt;br&gt;&lt;br&gt;Roslin even receives a red card by mistake when she was allotted skill cards and uses it to cast aspersions on the pilots. &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Galactica jumps and is greeted by Heavy Assault and '33'. Action stations! Boomer hits the FTL at -3 and rolls a '1' to her great dismay. Still, the sleeper phase is over with all dials comfortably still in the blue. &lt;br&gt;&lt;br&gt;At this stage, loyalty cards are given out and Boomer draws 2. The other players are also getting a little sick of being ordered about. Starbuck becomes the revealed cylon sympathiser. Boomer tells everyone that Baltar is a cylon and demands players brig him. The skill check fails strangely enough...&lt;br&gt;&lt;br&gt;Boomer then demands Roslin to brig Baltar. Roslin plays assign arbritrator on Baltar. Baltar reveals and wants to keep the assign arbritator card in play. Thus ensues a heated rules dispute between Boomer, Roslin and Baltar which doesn't endear Boomer. As background, Boomer can get very excited with gaming and REALLY hates to lose. &lt;br&gt;&lt;br&gt;Anyway, play passes on to the Admiral Adama who then reveals as a cylon! WTF? 4 cylons in play?? &lt;img src=&quot;http://files.boardgamegeek.com/images/wow.gif&quot; alt=&quot;:wow:&quot; border=&quot;0&quot;&gt; Then Galen says WTF? and also reveals as a cylon! &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;br&gt;Leaving Captain Boomer as the only human on board Galactica...&lt;br&gt;&lt;br&gt;It seems I mixed the sympathiser card into the wrong pile of remaining loyalty cards. &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;At this stage, a visibly frustrated Boomer curses, hops into a Raptor and leaves for a more balanced game...&lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420375</link>
<guid>http://www.boardgamegeek.com/thread/420375</guid>
<pubDate>Thu, 02 Jul 2009 11:41:15 +0000</pubDate>
<dc:creator>rlai</dc:creator>
	</item>
		<item>
		<title>Session: Through the Ages: A Story of Civilization:: Napoleon dies one turn too soon...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Choubi&#039;&gt;Choubi&lt;/a&gt;&lt;/p&gt;
	I've introduced my friend Bassem to this game directly with the full game.&lt;br&gt;&lt;br&gt;So let's see, it's not an easy jump but it definitely is manageable. However, Rules explanation took 1 hour with us being very concentrated and all. Be a little less concentrated and I expect this will just do no good.&lt;br&gt;&lt;br&gt;The game itself took 4 hours... But hey, at least we have a new player!&lt;br&gt;So, how did the game go?&lt;br&gt;&lt;br&gt;Bassem starts pretty hard and concentrates on production, taking both phase I upgrades for farms and mines. I take Aristotle and grab every piece of technology I can get my hands on (I'll have all blue technologies from age I !!)&lt;br&gt;Building the Pyramids very fast and teching justice system allows me to gain a good advantage on civil actions (despite Bassem's Hammurabi (? + 1 civil, -1 military)) but at the cost of my production which will be low for quite long.&lt;br&gt;&lt;br&gt;Bassem discovers he has big problems getting rid of his food as he produces too much very early (almost 4 per turn before he even started paying consumption!). This will hinder him significantly for a while.&lt;br&gt;&lt;br&gt;Militarywise, nothing quite extraordinary is happening except I plan on going heavy military with a good tactics card (+4 for 3 cavalry), a cavalry in hand and tons of science to spend. Moreover, I keep getting military-favoured event cards that I play almost every turn. Moreover, Bassem having just 1 military action, he was quite in a rough spot.&lt;br&gt;&lt;br&gt;I'll manage to get in 2 aggressions, destroying his level 1 lab and then making him lose resources.&lt;br&gt;&lt;br&gt;Bassem will let too many occasions of building wonders while I continue with  trying to get many science with Universitas Carolinas and libraries. I also build arenas for happiness. I'm kind of mass teching in this early game while Bassem is mostly mass-producing but without seeming to do much with his resources.&lt;br&gt;&lt;br&gt;He'll finally managed to get a good wonder with China wall. However afraid of the military boost Bassem would have, I decide to take action and manage to destroy his wonder just before he finishes it. Right now, I'm in the drover's seat military wise. And I'm also gaining ground each turn on culture, almost on a par with him despite his +6 culture and +5 culture played early.&lt;br&gt;&lt;br&gt;I have put ALL events as of now in the future events and they all favour military where I have a +10 advantage on Bassem and getting better with Napoleon and a better army on the way. I have tons of bonuses with my special technologies. 7 civil actions and 5 military ones (still with my despotism government!) vs 7 and 2 for Bassem. I produce as much food as Bassem, have upgraded a better mine, though I still don't produce as much as Bassem (10 to 5 for the moment but I have 2 mines waiting to be upgraded). I win more points and more science each turn...&lt;br&gt;&lt;br&gt;I have basically won this game...&lt;br&gt;&lt;br&gt;Except... &lt;br&gt;&lt;br&gt;Age 3 starts.&lt;br&gt;With Napoleon in play I have a HUGE advance on Bassm and I declare a war on population. Bassem will manage to upgrade pretty fast with Churchill but will still be left behind 18 points! After small sacrifices, Bassem loses 6 pop from his reserves while I win that much. Unfortunately, Bassem didn't really care and it was already a little bit too late for him to be hindered as he already had tons of guys standing around. He might have gotten problems with happiness but just one temple built and problem solved. At that point he builds Fast Food Chains and wins tons of points and get another big boost.&lt;br&gt;&lt;br&gt;And this is where I'll make my biggest mistake, right after having declared my previous war, I was supposed to attack right away and build a airplane. &lt;br&gt;Producing 7 per turn, I didn't really pay attention to what I spent the turn before... Except that I had to pay corruption for 1 and the turn after that, I just had 6 resources with 7 needed. I couldn't build my airforce now. I couldn't launch my attack therefore as Bassem with vastly superior units and big advantages in resource production (and military costs thanks to Churchill) could get ahead. Next turn, I wanted to declare the war over culture I wanted, this time being able to build my airforce (which brought me: 5 + 9 for my army + 9 because the bonus is doubled by Napoleon... giving me, as Bassem had caught up with me a 23 strength advantage, with Bassem unable to build more (no man left for him))... Well no... Because before the war is resolved, age 3 would have ended, I would have lost Napoleon (ie: 36 in strength!) which would have left me WAAYY behind.&lt;br&gt;&lt;br&gt;So no war, no points... Well I build a spaceship for 23 points and finish 1 point behind Bassem with a sucker production and without even being able to really make my military pay off...&lt;br&gt;Except he got good age 3 events cards and he will win tons of points there too.&lt;br&gt;&lt;br&gt;Final score:&lt;br&gt;&lt;br&gt;Bassem: 153&lt;br&gt;Choubi: 137
</description>
<link>http://www.boardgamegeek.com/thread/420364</link>
<guid>http://www.boardgamegeek.com/thread/420364</guid>
<pubDate>Thu, 02 Jul 2009 10:22:32 +0000</pubDate>
<dc:creator>Choubi</dc:creator>
	</item>
		<item>
		<title>Session: Galaxy's Edge:: Another session</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Howitzer_120mm&#039;&gt;Howitzer_120mm&lt;/a&gt;&lt;/p&gt;
	Galaxy's Edge Session&lt;br&gt;&lt;br&gt;I played another game of this lately. &lt;br&gt;One one side, there were multiple planets that were lower in value, including lots of &quot;1s&quot;.  I decided to try for that side, going for loyalty of the Cystaloids. &lt;br&gt;On the other side lots of high valued planets were sitting. The other 3 players sat over there. As the game unfolded, there were a surprising number of bases on the high valued side, while on my side, there were mostly colonies.&lt;br&gt;&lt;br&gt;For the first half of the game I got no event cards. This really sucked for me. I was taking lots of sectors. As you can only take 1 planet a turn, it doesn't let one player &quot;run away&quot; with the win. But bases can take planets as well, and as soon as one person started getting them, the rest had to follow to protect their own investments.&lt;br&gt;J's ship got teleported to the other end of the galaxy and he couldn't build any bases for a few turns. The end of the game closed in fast, with Z building lots of bases and the other 2 scrambling for more colonies. &lt;br&gt;&lt;br&gt;We counted up scores at the end:&lt;br&gt;A: 77 (33 bonus, 44 colonies)&lt;br&gt;J: 35 (35 colonies)&lt;br&gt;Z: 101 (25 bonus, 76 colonies)&lt;br&gt;R: 54 (8 bonus, 46 colonies)&lt;br&gt;&lt;br&gt;I had colonies worth less points, (lots of 1s) but I got the Cystaloids bonus. &lt;br&gt;J was squashed a bit, and didn't do so well. He lost a number of colonies to Z. Z built lots of bases and was able to take over lots of colonies not rightfully his. R did okay, but was trapped at the end, and it took a few rounds for her space ship to get to some empty systems. All in all, it was a fun game.
</description>
<link>http://www.boardgamegeek.com/thread/420348</link>
<guid>http://www.boardgamegeek.com/thread/420348</guid>
<pubDate>Thu, 02 Jul 2009 09:22:02 +0000</pubDate>
<dc:creator>Howitzer_120mm</dc:creator>
	</item>
		<item>
		<title>Session: Monsterpocalypse:: Rogzor tries to teach Zor-Maxim a lesson and ....</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Xanthos&#039;&gt;Xanthos&lt;/a&gt;&lt;/p&gt;
	Rogzor tries to teach Zor-Maxim a lesson and .... fails!&lt;br&gt;&lt;br&gt;&lt;b&gt;Background&lt;/b&gt;&lt;br&gt;&lt;br&gt;Today I taught one of the teens from church how to play Monsterpocalypse.  There were three playing Small World.  One was convinced this was an easy game given how another teen had taught him.  I said,  &quot;Then you didn't really play Monpoc.&quot;  I had enough to set up two 2-vs-2 games but it probably worked out best for me to focus on the rules as it was my first real game and first time to teach.&lt;br&gt;&lt;br&gt;&lt;b&gt;&quot;And in this corner...!&quot;&lt;/b&gt;&lt;br&gt;&lt;br&gt;My opponent chose the Shadowsun Syndicate.  I'm glad I had just enough that he could make a few choices over what units to bring.  I showed him just enough and taught him the rules for what he was allowed to bring.  I think he had to ask me at least three times which of his units were long and short range and which symbol it was.  I might helped to use one of the printed out cards and point to the symbols there as the monster isn't blocking my ability to highlight by pointing.  My only monster was Zor-Maxim.  I decided to bring Rogzor for his bonuses to blast attacks.  I thought it might be an interesting match up since I would want to keep my distance and he would want more of a face to face confrontation.&lt;br&gt;&lt;br&gt;I decided to place my Oil Refinery and Radar Array on my left side where I could hopefully secure both with a minimum amount of units.  He placed his monster on this side and I responded in kind by placing on that side.  That was a mistake.  I should have delayed our monsters &quot;meeting&quot; so that I could get more units on the board and take advantage of high impact.&lt;br&gt;&lt;br&gt;&lt;b&gt;Solo brawling here we come!&lt;/b&gt;&lt;br&gt;&lt;br&gt;My Explodohawk was able to move in and successfully solo his monster for one damage.  Sure, I wasn't able to bring as many units on the board but I figured I might be able to tempt him into taking out the Explodohawk with his monster.  He didn't take the bait.&lt;br&gt;&lt;br&gt;&lt;b&gt;Unit screening for the win and forgetting for the loss&lt;/b&gt;&lt;br&gt;&lt;br&gt;I wisely tried to used the buildings to keep me away from his monster while I also moved into my blast range.  Unfortunately, I hadn't set up my units to screen for me and thus I was vulnerable.&lt;br&gt;&lt;br&gt;&lt;b&gt;Question&lt;/b&gt;: Does Zor-Maxim's jump abilitiy let him jump over buildings?&lt;br&gt;&lt;br&gt;We ruled that he was able to as we considered the building a figure.  I don't know if that is correct or not.  This was definitely a learning game.  I decided that only 3 of the buildings would use their abilities for this game since there were so many things to learn.  Radar Array, Oil Refinery, and Sky Scrapper used their abilities but the others were targets for body slams and brawl attacks only.&lt;br&gt;&lt;br&gt;&lt;b&gt;Ouch! That hurt!&lt;/b&gt;&lt;br&gt;&lt;br&gt;By failing to screen my monster I certainly paid the price.  The unit that could have screened for me was crushed as Zorog was slammed into that unit as well as a building which burst into flames.  It certainly was a game changing mistake.  I answered in kind but did less damage and didn't crush any of his units.&lt;br&gt;&lt;br&gt;&lt;b&gt;When can we play again?&lt;/b&gt;&lt;br&gt;&lt;br&gt;By this time the Small World game had finished and I was teaching the other three teens as we finished our last game for the evening.  My opponent was asking the right kind of questions and I would teach the related rules as we went.&lt;br&gt;&lt;br&gt;I ended up loaning all that we were using so that he can play the game with his Dad.  Additionally, I told him to figure out all of the rules that I either got wrong or didn't teach him yet for the sake of simplicity.&lt;br&gt;&lt;br&gt;&lt;b&gt;&quot;I wanna play!  I wanna play!&quot;&lt;/b&gt;&lt;br&gt;&lt;br&gt;What about the teen that thought Monpoc was overly simple and uninteresting?  Well he made his wishes known that he wanted to play as well.  It was time to go so I'll have to teach others at another time.&lt;br&gt;&lt;br&gt;I'm now more driven to make sure I know the rules correctly.  I think I will stick with those two factions for now since there is so much to learn as it is.  I'm also looking forward learning the monsters, units, and building abilities.
</description>
<link>http://www.boardgamegeek.com/thread/420313</link>
<guid>http://www.boardgamegeek.com/thread/420313</guid>
<pubDate>Thu, 02 Jul 2009 03:57:18 +0000</pubDate>
<dc:creator>Xanthos</dc:creator>
	</item>
		<item>
		<title>Session: Race for the Galaxy: Rebel vs Imperium:: Session report</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Robo+Fish&#039;&gt;Robo Fish&lt;/a&gt;&lt;/p&gt;
	I have been following this Expansion for sometime, and was thrilled when a friend bought in the US for me last week. I went along to my London gaming club, and it looked like he wouldn't come. After a while however, he showed with the game, and after a few hands of Dominion Intrigue, we finally got a chance to play. To begin with we got the cards ready and it looked like a four player game, but as we finished sleeving the cards Anthony, a friend of mine and my Nemesis at Race showed up, and asked if it could be five. We said yes.&lt;br&gt;We were playing with both expansion sets. &lt;br&gt;We decided to try some of the new goals by putting one of the new 5 costs goals in and drawing the other randomly, but we ended up hitting both of the (most explores and most rebel worlds) as well as 3 aliens, first to a 6 cost development, 8 cards and 4 goods.&lt;br&gt;I look at my opening hand and see Earth lost colony(ELC), Separatist colony (as you now get a choice of starting worlds) as well as 2 new cards: Interstellar prospectors and Smuggling world. I also have Research labs, Lost species arc world, Free trade association and consumer markets. A strong blue strategy suggested it's self to me.&lt;br&gt;Home worlds are reveled. I am playing ELC, the player to my right has Damaged alien factory(DAF), Richard, to my left has Old earth, John has Doomed world and Anthony takes Rebel Cantina.&lt;br&gt;I settle and DAF produces first round everyone else explores. I get my smuggling world down. The look and discard from hand is sometimes useful through the game. I build up my hand, while Anthony settles the convict rebel miners. After trading my blue good in the second round, I go for explore +5. I hit a colony ship with a develop and settle on the table. Down comes the arc world. I am producing, next, but Anthony has played rebel pact, Uplift code (for the 3 point goal) and clandestine uplift labs. He is now drawing 4 cards on the produce. the DAF is starting to go Imperium. Richard is stalling, and John is using contact specialist to bring in various things.&lt;br&gt;I  Increase to 4 goods with prosperous world preceded by replicate robots (comes down for free!) and I get the 4 goods bonus. Instead of producing, i want to make sure i have sell points, so I develop consumer markets. someone one else develops, but the extra -1 means i can hold on to both gem world and Free trade association. However no one produces.&lt;br&gt;Next round both Richard and i do so. I am up to 7 cards drawn  during produce, Anthony is at 5 cards drawn and no goods. I then sell for 10 vps. Everything is looking great, until Anthony puts improved logistics down. At this point he has committed to the rebels, and the DAF has funded a nice imperial strategy. The rest of us are staying out of it. I am really enjoying as it feels like a galaxy on the edge of war.&lt;br&gt;Richard is going nowhere, and i can't work out what john is doing, but he has the most explores (5 vps).&lt;br&gt;I produce then get Free trade association down. Anthony plays New Galactic order, with the drop ships he has, allows him to play both hidden fortress and rebel outpost in a turn.&lt;br&gt;Anthony must play 14 to finish, but DAF has 11 cards.&lt;br&gt;I trade for 12 in the last turn, and Anthony plays Galactic exchange and Alien uplift centre. I also play SETI, so we both pick up 20 points. I count, and get to 62. Anthony counts and gets to 48 (13 military!). He then notices the 11 points of goals - he has 59. We decide it was close and had it been closer, the cards I got off Free trade association would have done it (4 v 2). We pack up, and look through the cards. Then Anthony notices Alien uplift centre is an Uplift card. 3 more point from Uplift code! I win on the tie break at 62 points each&lt;br&gt;Final score&lt;br&gt;Me 62/4&lt;br&gt;Anthony 62/2&lt;br&gt;John 42&lt;br&gt;DAF 35&lt;br&gt;Richard 22&lt;br&gt;&lt;br&gt;I note that with the exception of smugglers world all of my cards are from the base game, where as all of the other players have heaps of new cards. I really enjoyed it- was well worth the wait.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420310</link>
<guid>http://www.boardgamegeek.com/thread/420310</guid>
<pubDate>Thu, 02 Jul 2009 03:42:09 +0000</pubDate>
<dc:creator>Robo Fish</dc:creator>
	</item>
		<item>
		<title>Session: Agricola:: Few occupations and improvements but balanced farm triumphs</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kiboko+Hippo&#039;&gt;Kiboko Hippo&lt;/a&gt;&lt;/p&gt;
	This was a four-player game with the “E” deck. I was the starting player and my fellow farmers will go by the pseudonyms Blue, Green and Purple – in seating order. I opened the game with an occupation – the Dancer – allowing me to receive at least 4 Food whenever I took the Traveling Players action. In the next two rounds, the other players put down their first occupations. Blue started with the Land Agent picking up a Vegetable early in the game. Green started out with the Basketmaker (converts 1 Reed to 3 Food at the Harvest), a sign of the reed-hoarding strategy that was to come. Purple had the Master Forester. This added an additional “2 Wood” action card to the game, and if any other player took the wood, they would have to pay Purple two food. Purple used this strategy throughout the game – allowing 6-8 wood to accumulate before taking the pile.&lt;br&gt;&lt;br&gt;In the third round, I played the Reeve occupation, giving me 4 wood, and setting me on a strategy to play the most occupations. I quickly followed that up with the Sack Cart minor improvement which added grain to rounds 5, 8, 11 and 14. Several rounds later I followed up with the Field Warden (allowing me to plow fields or take vegetables even if another player occupies those actions) and the Fruit Tree (adding food for rounds 8-14). I had also added another room to my wood hut and was getting ready for family growth. Blue meanwhile had played the occupation Clay Mixer and was starting to hoard clay. A Clay Oven followed up quickly and Blue was able to bake bread right away. Green had added the Raft minor improvement (gain reed or extra food when fishing) and the Basketmaker’s Workshop, thus solidifying his reed acquiring strategy. The Hedge Keeper occupation came shortly after but he hadn’t really put it to good use. Purple, on the other hand played the Turner (converts wood to food). Coupled with the Master Forester, Purple had a solid food supply. Purple also played the Clay Roof minor improvement (allows substituting clay for reed when building/renovating) since Green was hoarding reed. Before the second harvest, I had been the starting player for about half the rounds, but Green would take over and hold that position for the most part in the second half of the game.&lt;br&gt;&lt;br&gt;Green was the first to family growth, followed by myself and Purple. Blue (who was going fourth when Green was the starting player) was instead the first to renovate to a clay house. Blue also acquired Pottery and then played the Pastor therefore acquiring a bunch of resources as the last player to only have two rooms. Green soon upgraded to a clay hut too. I was concentrating on plowing fields and sowing grain and vegetables. The Potato Dibber allowed me to multiply my vegetables at the same rate as my grain, and I acquired the Cook and therefore needed less food to feed my family at harvest. It was Purple (who was hoarding wood) who monopolized the livestock, building pastures and acquiring sheep and wild boar before anyone else. Green acquired the next batch of sheep and played the Spindle minor improvement adding 2 food at harvest. I was a late arrival to the sheep but managed to build four small pastures and an unfenced stable before game’s end. Blue played the Riding Plow and plowed three fields immediately, and was planting and harvesting at a greater rate than me. Purple had not neglected planting and sowing either, unlike Green who had one plowed field but no grain or vegetables.&lt;br&gt;&lt;br&gt;Towards the later part of the game (Round 10 or 11), I played the Maid occupation adding more food, and built a Fireplace (to cook the excess vegetables for food) and the Millstone (which I didn’t use because I ended up not having to bake bread). Blue had built a Cooking Hearth and was now converting vegetables to food at harvest. Green had built the Chief and was obviously going for a Stone house. Green and I both grabbed most of the stone resource. Purple seemed content with a clay house and further expanded it. Purple had also played the minor improvements Feed Pellets (which was not used) and Clogs. Green built a large pasture and acquired cattle and Blue got a few wild boar to place in two tiny pastures. I was able to upgrade to a stone house after Green, Purple and I, by the last two rounds, had a fourth family member. Blue was shut out. Green had one last trick – the Academic, thus equaling my number of occupations played and shared in the Reeve bonus.&lt;br&gt;&lt;br&gt;The final tally (with pictures, sorry for my inexperience here):&lt;br&gt;&lt;br&gt;I had 6 fields, 8 grain, 4 vegetables; 4 pastures and 6 sheep; a 3-room stone house and 4 family members; 1 unused space; 2 points from my improvements; and 3 bonus points from Reeve. My total: 39 points.&lt;br&gt;&lt;br&gt;<![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/508189"><img src="http://images.boardgamegeek.com/images/pic508189_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Blue had 6 fields, 5 grain, 5 vegetables; 2 pastures, 3 wild boar and 1 fenced stable; a 3-room clay house and 2 family members; 4 unused spaces; 5 points from improvements and 3 bonus points from Pottery. Blue’s total: 26 points.&lt;br&gt;&lt;br&gt;<![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/508181"><img src="http://images.boardgamegeek.com/images/pic508181.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Green had 2 fields; 2 pastures, 8 sheep, 5 cattle and one fenced stable; a 3-room stone house and 4 family members; 3 unused spaces; 5 points from improvements and a whopping 9 bonus points from the Basketmaker’s Workshop, the Chief, and Reeve. Green’s total: 36 points.&lt;br&gt;&lt;br&gt;<![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/508183"><img src="http://images.boardgamegeek.com/images/pic508183.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Purple had 5 fields, 7 grain and 3 vegetables; 4 pastures, 8 sheep, 6 wild boar, 4 cattle and 2 fenced stables; a 4-room clay house with 4 family members; no unused spaces; 1 point from improvements and 1 bonus point from Clogs. Purple’s total: 44 points.&lt;br&gt;&lt;br&gt;<![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/508184"><img src="http://images.boardgamegeek.com/images/pic508184.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Purple had the most balanced farm overall and interestingly, had the fewest occupations and minor improvements played. The two occupations (Master Forester and Turner) were used very effectively for food and animal husbandry. Blue and I had both concentrated on growing crops. Blue, however, was slow to extend his home (but benefited from the Pastor) and was not able to do family growth. Although Green had no crops, the bonus points from his cards were sufficient for him to come close to my score. Also noteworthy was that Blue used a clay-hoarding strategy, Green used a reed-hoarding strategy, and Purple used a wood-hoarding strategy, while I concentrated on crops. At the end, Purple’s superior wood resources and livestock won the day, coupled with a balanced farm with reasonable numbers of crops. There wasn’t need for additional cards. The Clay Roof, Master Forester and Turner were sufficient. (The Clogs only added 1 point at the end.) I came in a respectable second place with the most improvements and occupations played.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420307</link>
<guid>http://www.boardgamegeek.com/thread/420307</guid>
<pubDate>Thu, 02 Jul 2009 03:26:11 +0000</pubDate>
<dc:creator>Kiboko Hippo</dc:creator>
	</item>
		<item>
		<title>Session: Chicago Express:: Pettiness and bickering will get you no where.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/milank&#039;&gt;milank&lt;/a&gt;&lt;/p&gt;
	Chicago Express&lt;br&gt;&lt;br&gt;Two co-workers and I have been playing games regularly over the past month or so in hopes to really nail a game down (or that's my intent, anyway). We've been going back and forth between Dominion and Chicago Express (although Dominion's short play has definitely eclipsed CE's longer set up and play time). Here's the session report for our second game of Chicago Express. &lt;br&gt;&lt;br&gt;Opening Stocks: &lt;br&gt;&lt;br&gt;Jonas: PRR $18, NYC $20&lt;br&gt;Justin: CO $18&lt;br&gt;Erich: B&amp;O $19&lt;br&gt;&lt;br&gt;From the initial stock auctioning it appeared Jonas got the upper hand. All three being newbies, I think we undervalued the stock. &lt;br&gt;&lt;br&gt;Round 1 highlights: Jonas expands NYC and Justin Expands CO. I capitalize for NYC and win it for $18. Justin capitalizes for B&amp;O and wins it for $16. I do expand B&amp;O out to the first city and then develop to make sure I'm not last in the 2nd round. At this point, Jonas, with shares in NYC and PRR pulls in the most. &lt;br&gt;&lt;br&gt;Round 2 highlights: Jonas and I expand NYC while Justin happily expands CO. It seems to be working well but both Jonas and I get worried about Justin's sole ownership in CO and it is doing well. I put one share up for auction and Justin wins it. Jonas puts up a share of B&amp;O up for auction and I take that. This was the beginning of our degrading partnership. With B&amp;O significantly dilluted and funds short from overpaying, The NYC honeymoon was about over. It's about to get nastier. &lt;br&gt;&lt;br&gt;Round 3 highlights: NYC is amazingly near Cleveland after a route through Pittsburgh. I put another CO up for auction in hopes of something ... anything ... but Justin buys that one as well. He now has three shares in the company and picks up a fourth when Jonas puts it up. At the time I was thinking that his lack of a partner would be the end of him but never underestimate the power of my pettiness. While Jonas and I had expanded NYC sufficiently, he takes time to use his action to expand PRR ... much to my dismay ... and I follow suit by expanding my B&amp;O into Altoona, thus making PRR pretty useless after that (NYC went straight West from New York and PRR would have to go farther North through the forests and loose out on a lot of income). &lt;br&gt;&lt;br&gt;At this point CO is in Indianapolis. I push B&amp;O out through the plains from Youngstown. B&amp;O is the first railroad to Chicago and Jonas wins the Wabash share for around $15 (Fort Wayne had been developed). CO makes it in next followed by NYC in the 5th round (Jonas and I finally made amends to make it work). &lt;br&gt;&lt;br&gt;In a desperation move in round 5, I put the fifth CO up for auction and Jonas drives the price up to $21, which Justin bites (sucker! I thought). The next player is Jonas and he puts the final CO up and drives the price up to $18 ... but he gets stuck with it. Justin sees the end and auctions the other Wabash share. &lt;br&gt;&lt;br&gt;The final score 113 Justin ... 89 Erich ... 47 Jonas. &lt;br&gt;&lt;br&gt;I wish I could remember more particular parts of this session, but the most interesting part was how the bickering between Jonas and me pretty much set up Justin for the win. To Justin's credit, he did end up with two shares of B&amp;O and helped it get to Chicago, so basically I couldn't surpass him if I wanted to. CO toward the end was paying dividends of $30+ to him alone. &lt;br&gt;&lt;br&gt;This is a fun game. I think I prefer four player to three player because the alliances seem a little more fair when you can shift to 2 v 2. I've also noticed that the game can be decided early ... usually by round two with craftily created alliances and the manipulation of turn order. &lt;br&gt;&lt;br&gt;Writer's Note: I'm pretty sure I got most of the facts down correctly. Next time I'll take notes.
</description>
<link>http://www.boardgamegeek.com/thread/420303</link>
<guid>http://www.boardgamegeek.com/thread/420303</guid>
<pubDate>Thu, 02 Jul 2009 02:49:25 +0000</pubDate>
<dc:creator>milank</dc:creator>
	</item>
		<item>
		<title>Session: Conflict of Heroes: Awakening the Bear! - Russia 1941-1942:: FF 1, 2 &amp; 3</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pdegeest&#039;&gt;pdegeest&lt;/a&gt;&lt;/p&gt;
	Hey all.  Just started playing CoH and it seems like a great game!  I've played the first 3 firefights with my buddy Jake.  Here's how things played out and what I've learned:&lt;br&gt;&lt;br&gt;&lt;b&gt;FF1-  Germany: 8   Russia: 3&lt;/b&gt;&lt;br&gt;&lt;br&gt;I took the Russians, my friend Jake was the Germans.  Being CoH rookies, we pretty much just took cover and shot at each other across the control marker.  We traded blows pretty evenly for the first 2 turns but good rolling and efficient German firepower turned the tide.  By turn 3, the Germans had killed 3 Russian units and taken the control marker while only losing 1 unit.  On turn 4, I was forced to try to re-take the crossroads but was easily outflanked and destroyed by superior forces (both in numbers and firing efficiency).&lt;br&gt;&lt;br&gt;&lt;b&gt;LESSONS LEARNED&lt;/b&gt;-  &lt;b&gt;1)&lt;/b&gt; Always save some CAPs!  There's nothing worse than watching your opponent walk up and CC your units while you're powerless to do anything about it.  &lt;b&gt;2)&lt;/b&gt;  Use the pass/turn system to your advantage.  Once my oppenent took the crossroads, he basically sat and forced me to act or let him gain VPs each turn.  I attacked and was destroyed.  Being whooped is the best way to learn IMO.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;FF2-  Germany: 11   Russia: 6&lt;/b&gt;&lt;br&gt;&lt;br&gt;We switched rolls for FF2 and I took the Germans.  It didn't take long for the Germans to group-fire the Russian MMG to death.  The rest of the Russians didn't last much longer and I quickly achieved LOS on hex A.  Like many people have posted, this one seemed to drastically favor the Germans.  Even when the hidden Russians would get a shot on the flank of an unsuspecting German unit, the Russian's firing cost was so high that other nearby Germans would quickly counter-attack and kill them.  The Russians actually hit quite a few German units but it was always easier for me to rally than for the Russians to finish the kill.  &lt;u&gt;Intersting note&lt;/u&gt;:  Thanks to some bad rolling, the stone building was contested during turns 3 &amp; 4.  Both units in the building were killed on turn 5 but I didn't have the resources to move another unit in so Russia kept it for VP purposes.&lt;br&gt;&lt;br&gt;&lt;b&gt;LESSONS LEARNED&lt;/b&gt;-  Group fire isn't as pointless as I originally thought.  When reading the rules, it initially seemed like a major waste of resources, but it comes in very handy in certain situations.  Three chances to roll an 8 is much better than ten chances to roll an 11 or 12.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;FF3-  Germans: 2  Russia: 13&lt;/b&gt;&lt;br&gt;&lt;br&gt;We switched sides again so I was back in command of the Russian forces.  As the score suggests, this was a complete rout.  Thanks to positioning and luck, a Russian MMG and Rifle squad managed to killed 7 German units and force a surrender.  I say luck because approximately 75% off my attack rolls were successful and, when my rifle unit finally did get hit, I drew the Berserk token while in short range of 2 German units.By turn 4, the Germans had 2 units and no chance of reaching Petrov so they surrendered.&lt;br&gt;&lt;br&gt;&lt;b&gt;LESSONS LEARNED-&lt;/b&gt;  &lt;b&gt;1)&lt;/b&gt;  Hidden units are great!  They caused the Germans to drastically slow their advance and also created some great ambush situations.  &lt;b&gt;2)&lt;/b&gt;  Smoking my be good for your health!  The Germans chose to attack with their mortars instead of laying smoke.  In hindsight, it was agreed by both of us that creating smoke for cover would probably have been a much better option.  &lt;b&gt;3)&lt;/b&gt;  Once again, &lt;u&gt;use the pass/turn system to your advantage&lt;/u&gt;.  This is the same lesson I learned in FF1 but now I was in the driver's seat.  I passed for most of turns 1&amp;2 while my opponent was forced to move.  That left me with a major AP/CAP advantage at the end of each turn.&lt;br&gt;&lt;br&gt;&lt;b&gt;SUMMARY&lt;/b&gt;:  This is a GREAT game!  After each firefight we would analyze our strategies and hypothesyze other possible strategies.  The replay value seems pretty high thanks to the numerous amount possibilities for each battle (something I was a little concerned about with only 10 firefights).  The rules systen is excellent and allows for a wide variety of action/strategy/maneuvering/etc.  My only concern is that each fight has been utterly dominated by one side but I'm hoping things will balance out as we gain experience.&lt;br&gt;&lt;br&gt;Thanks for anyone who actually finished this lengthy post!  Thanks Ewe for the great game!  I can't wait to get some tanks involved during our next session!
</description>
<link>http://www.boardgamegeek.com/thread/420300</link>
<guid>http://www.boardgamegeek.com/thread/420300</guid>
<pubDate>Thu, 02 Jul 2009 02:31:26 +0000</pubDate>
<dc:creator>pdegeest</dc:creator>
	</item>
		<item>
		<title>Session: Imperial:: Four handed game, using the “Experienced Variant”  and without the Investor Card </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Capn+Hook&#039;&gt;Capn Hook&lt;/a&gt;&lt;/p&gt;
	I should preface this report with the observation that I am personally an intuitive player, not a good mathematician, so I tend to play by instinct – on a bad day, by impulse ! So, I rarely win at Eurogames, but I usually enjoy anything except abstracts. I am also interested in the historical period at which Imperial is set ( the early 20th century) and in general, games that combine political, economic &amp; military factors. &lt;br&gt;&lt;br&gt;This report describes a recent four handed game, using the “Experienced Variant” (EV) and without the Investor Card (IC). We were all experienced players.&lt;br&gt;&lt;br&gt;I was particularly keen to try without the IC as in the several previous games I had played it seemed a peculiarly artificial mechanism , even to the extent of detracting from what is otherwise ( mostly) an ingenious and very interesting game.&lt;br&gt;&lt;br&gt;It is not explained explicitly in the rule book, but it seems to me that both the IC and the “basic” setup ( ie distributing the countries randomly to start ) are intended to produce a very “balanced” game. It’s a characteristic of Eurogames that they seek to be “ inclusive” – even the lowest player is rarely very far behind the highest, so the game remains interesting to all, rather than to just the winners. There are also some further efforts towards “inclusiveness” which have the downside of being somewhat counter-intuitive, and I’ll discuss these at the end of this report. In the real world, I appreciate inclusiveness, and I do so in relation to Eurogames too, so I don’t mean to disparage this aspect entirely. However, when Inclusiveness militates against Intuitiveness, I begin to distress. &lt;br&gt;&lt;br&gt;I have previously posted several observations about this game in the Geek Forums, where the general response from other users is, that I fail to understand the game at all ! While that may be the case, I nevertheless enjoy it each time, and have at least taken the trouble to write this article, so if I appear not to understand the game, well draw your own conclusions. In particular, I have read the posts describing Imperial as much more a “stock market” / corporate management game than a “war game”, and while I see the value of the first observation, I still believe it’s CAN BE an engaging political war game if that is what you are looking for.&lt;br&gt;&lt;br&gt;As to our session : &lt;br&gt;&lt;br&gt;To begin, we each had the standard amount of cash for the EV. I went first, and managed to secure Austria for very little outlay ( 1M from memory). I thought the others were way too cautious, even more so when I managed to pick up Italy immediately for very little was well. I was especially pleased to get adjacent countries and anticipated a strong allied result. Bidding became a little more spirited after that, and Leigh secured GB and Fr, while Paul took Ger and Jamie Rus. Most of us then spent several turns gearing up for any military efforts; I spent on “Factory” for both my Aus &amp; Ital, fattening them nicely ( and apparently oblivious to how attractive I was making them for a take over !)&lt;br&gt;&lt;br&gt;Playing w/o the IC was a first for all of us, but we seemed to get the hang of it quickly. As mentioned in the rule booklet, w/o the IC there are less frequent changes of ownership, yet we managed several dramatic changes in any case : at one early stage, after building Aus to a fat four factories, while gradually increasing my bond holding there as I was shadowed by Jamie building his, I managed to lapse my concentration just long enough to lose control of Aus just when I was on the point of leveraging that great alliance with Italy!&lt;br&gt;&lt;br&gt;We noticed that it became progressively harder to invest, as the face price of available bonds rose, even if one could afford to “upgrade” an existing low level bond ( particularly the I’s and 2’s) because to do so allowed another player to get that same low level bond as a bargain as soon as we returned it to stock! However, this did not detract in any noticeable way from the interest of the game. We did notice that it made everybody especially hungry to get to Investor on the Rondel, so as to be cashed-op should an investment opportunity appear. Nevertheless, we managed to cross-invest in most cases, tho the Winner ( revealed below) seemed a little more specialised.&lt;br&gt;&lt;br&gt;I have to confess that I find it rather difficult to make the calculations necessary to assess the balance of bond holding, as it involves, at the very least, being able to read the opponents’ cards upside down AND then having the mental arithmetic to do the sums. Ideally, I’d like a chart with counters showing the various holdings, but that would involve tracking ( in a four player game) 4 holdings in each of six countries – just about a full time job, and one prone to error too !  &lt;br&gt;&lt;br&gt;Meanwhile a bit of territorial expansion broke out : Leigh’s GB managed to acquire the entire Nordic zone uncontested while Jamie’s Rus followed a southwards route to Turkey and the Balkans, assisted by defacto alliance with Aus. Paul‘s Germany was preoccupied with internal matters, so Fr was largely free in the West and expanded quickly.&lt;br&gt;&lt;br&gt;The see-saw continued for a couple of hours, with several unexpected major twists, some of which I think surprised even the beneficiaries. But just like real life, we had to deal with the situation we found ourselves in, as opposed to some more planned course, and had to “make the most of now”. My Italy continued strong through all this, fat with factories and a good showing on the equipment front and a respectable presence in the W Med, if not with a lot of Power Points! In fact, we all continued fairly strong, there was little penetration of each others’ home countries, and what there was was largely ineffective, as there were few factories on the frontiers. I think Leigh did somewhat better than the average, due to his own sharp insight, but also assisted at least by his unchallenged alliance of GB and Fr, which allowed him to choose “Tax” for GB frequently – toward the end, he was fairly spinning between Investor and Tax, racking up Power Points strongly. In the last few rounds, for reasons I couldn’t follow, Fr collapsed ( from a commanding position , I thought!) or at least Leigh abandoned it, and I bought it ( I thought quite cheaply) to add to my Latin empire. Too late I realised that the end of the Game was almost on us and it was a costly lemon – there would be no Ital-Fr invasion of GB after all !&lt;br&gt;&lt;br&gt;How did we end up ? Well first of the all the time flew by – no-one was interested in the clock, but I think it was several hours minimum of great fun for everyone – a  sign of a good game, I think! We agreed that the turns were much less volatile than in the IC version, yet still interesting enough to keep us engaged all the time. Leigh came in tops with 124 ( due to a massive holding of GB stock), Paul had a solid Germany with about 99, I followed with the Latin empire all dressed up but with nowhere to go at about 94, with Jamie just behind.&lt;br&gt;&lt;br&gt;I noticed, to my surprise, at all the Treasuries ended up quite full of cash, an outcome I was not expecting. We could all have spent a great deal more on Factories or even massive military forces !&lt;br&gt;&lt;br&gt;I am not sure if the others were as enthusiastic about “no IC” as I was (and am still). My experience of this last game however, has confirmed my opinion that the IC is a contrived and artificial “deus ex machina” that requires some suspension of the Intuitive principle: the IC is there to randomise the situation &lt;br&gt;[ unusual in a Eurogame ?]  and you either like that randomness, or you don’t. I don’t because it has no obvious connection to anything in the real world at the epoch of the game, the early 20th century. It’s also counter to the operation of the Rondel, which is [ almost] always fully controlled by the phasing player – the exception being when unable to pay on Investor !&lt;br&gt;&lt;br&gt;I guess you CAN try to control or manipulate the operation of the IC when it’s used, but if so, the calculations necessary to do that are well over my head, if not over those of others likely to comment on this report. As far as I can see, the IC flies around the board like the waiter in a restaurant who seems to ignore you when you really want to order…. then arrives too late with your drink, anyway !&lt;br&gt;&lt;br&gt;There are several other counter-intuitive features that I find less than satisfactory :  the artificial rules that a country’s last factory cannot be occupied….that bonds cannot be SOLD… that players cannot lend money to each other … that Blue Factories can produce only ships… that armies occupying foreign territory can NOT change status from Hostile to Friendly except in a Manoeuvre phase …that allied units cannot use other allied countries’ rail systems, with the owner’s permission …&lt;br&gt;&lt;br&gt;To be fair though, these “artificial” elements DO limit the game in time ( another important feature of the Eurogame ), so the game is probably over before someone gets bored, a good social outcome !&lt;br&gt;&lt;br&gt;In conclusion, the “experienced” game seemed much more like a “real life”  situation than the intricate but somewhat counter-intuitive previous games. It seemed like the difference between hiking and dancing ( which latter I can’t do!). On a walk, you see the sights and are refreshed by a change of scenery : to dance, you do something similar – moving your feet - but only in artificial and to some extent stressful ways …. It may take more skill to dance, but not everyone wants to dance every time they move ! &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420291</link>
<guid>http://www.boardgamegeek.com/thread/420291</guid>
<pubDate>Thu, 02 Jul 2009 01:21:10 +0000</pubDate>
<dc:creator>Capn Hook</dc:creator>
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		<title>Session: La Strada:: The Start Player Wins</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#CC3300'&gt;&lt;b&gt;La Strada&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/326137"><img src="http://images.boardgamegeek.com/images/pic326137_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Designed by Martin Wallace&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Wednesday night is one of our two regular game nights. Wednesday tends to be for ‘heavier’ games.&lt;br&gt;&lt;br&gt;Over the last few weeks we have been playing Age of Steam, Power Grid and Stone Age. This week one of our regulars was unable to attend and we were down to only three players. We started the night with New England – first time for everyone – enjoyed it and played it a second time.&lt;br&gt;&lt;br&gt;After supper we decided to play La Strada because it takes less than 30 minutes to play.&lt;br&gt;&lt;br&gt;It is a tile-laying game where players try to connect their workshop to as many settlements as possible. Big settlements pay off more than small settlements and the few people with a market in a settlement the more money the actual occupants receive.&lt;br&gt;&lt;br&gt;I had played La Strada a couple of times a couple of years ago but Margaret and Rod had never played it before. The rules are simple and were quickly explained – in retrospect I only made one mistake as I forgot that roads must be completed (you can’t have the end of a road dangling in the middle of the countryside).&lt;br&gt;&lt;br&gt;Rod was the start player and placed his workshop in the middle of three cities. Margaret placed fairly close to Rod and I placed my workshop on the wrong side of the board – I knew I had made a mistake as soon as I had placed it.&lt;br&gt;&lt;br&gt;The game has a reputation for giving the start player an advantage – this just means that the other players have to be fairly aggressive in their handling of the start player.&lt;br&gt;&lt;br&gt;Rod won with 33 to my 26 and Margaret’s 23. We hope to play it several times over the next few weeks to see if the start player really is unbeatable.&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420284</link>
<guid>http://www.boardgamegeek.com/thread/420284</guid>
<pubDate>Thu, 02 Jul 2009 01:19:57 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<item>
		<title>Session: Axis &amp; Allies:: Two guys and quick A&amp;A match</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/malstrom&#039;&gt;malstrom&lt;/a&gt;&lt;/p&gt;
	Battle Summary 6/29/09&lt;br&gt;&lt;br&gt;Axis and Allies Milton Bradley 4 hours&lt;br&gt;&lt;br&gt;It was the best of times it was the……Okay so somebody already authored that one!&lt;br&gt;Yet that sums up the swing between both sides in Axis and Allies.  Our battle did comenceth on June 29th at Black Diamond games in concord. Attendees Lawrence and Lu did choose dsides: Lawrence taking the Axis and Lu taking the Allies.&lt;br&gt;&lt;br&gt;The game opened with dice rolls making clear leanings d for the remainder of the game. The Germans with poor r results and Japan that could do no wrong.  Germany succeeded in destroying the British battleship Hood in the Mediterranean and Canadian transport/sub as well as British fleet off England with the transcontinental Luftwaffa. But land battles failed miserably in an attempt to invade Karelia   It was because German troops in Norway forgot to load their guns that Russia resolve to comeback and take Norway was just the opening strokes of a masterful player using Russia to its fullest.    &lt;br&gt;&lt;br&gt;British first round strategy was to with hold all IPS moneys and bank them until next turn which Luis himself questioned the validity in the rules set.   But we played on..   Japan Cleaned up first turn taking China, Soviet Far east , and Hawaii with little losses. In the following turns, Lawrence pursued the retreating West USA Carrier fleet to Panama and did destroy again with great fortune of the dice.  Lawrence made the mistake of thinking he was able to travel through the Panama Canal to attack the growing East USA fleet but soon had to retreat back to a American free pacific to escape the USA.&lt;br&gt;&lt;br&gt;The Americans did have their revenge by Navy and Air units in Hawaii : Japan’s line in the water.  &lt;br&gt;&lt;br&gt;Britain’s successful RAF spitfire force dispatched the German Navy to such disarray that Germany was never able to recover. Germany became land locked failing to take only a few territories in South Africa.   From Irelands’ Rise out of the Atlantic Ocean and the Submergence of the Cliff’s of Dover. Germany was unable to bring to sea a defense of the whopping 58 Ipc instant British Navy so massive that England itself seemed to lean under the weight of all that tonnage.    Britain’s Navy did successfully invade a poorly defended Eastern Europe as a result of Russia and Germanys tit for tat fight over Karelia.  Germanys Luftwaffa drained from heavy battles in the East and Naval fronts show Lawrence’s madness to win at any cost!  &lt;br&gt;&lt;br&gt;Japan’s mighty 40 Ipc income and a Complex in Manchuria.    Well, Tanks did roll thru east Asia like hot lava thru Snow,  taking India, Sinkang, and others right up to Moscow’s backdoor. With the one / two punch from Japan and last gasp Germany  :  Moscow / Russia did fall.   Game ended at this time with much appreciation to Luis for being a great player and for pointing out tips and hints.&lt;br&gt;&lt;br&gt;The dice and judgments by players did make this a yin  / yang game that had British and Japanese Nations proving the strongest competitors.   WE can only hope things will be more bloody at the next event! Until next time war gamers!&lt;br&gt;&lt;br&gt;Stay tuned for perhaps the RARE Axis and Allies 40th Edition Anniversary Game in play next event.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420237</link>
<guid>http://www.boardgamegeek.com/thread/420237</guid>
<pubDate>Wed, 01 Jul 2009 21:30:36 +0000</pubDate>
<dc:creator>malstrom</dc:creator>
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		<title>Session: Fjords:: There's never the exact tile you want</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	We (E &amp; B) pulled out a copy of this to play to fill in some time where no other players were around. After a quick rules explanation (particularly the fiddly two-edges touching placement rules and who farms first) we were off.&lt;br&gt;&lt;br&gt;Fjords is a nifty combination of tile laying and area control that plays so fast, the basic game is actually 3 complete rounds. In the game, players draw hexagonal tiles with combinations of meadows, mountains  and coastline and try to fit them into an existing island/landmass. All pieces must touch on at least two sides and match on all touching sides.&lt;br&gt;&lt;br&gt;Placing tiles doesn't get you any points, but for each tile you lay you have a chance to permanently place one of your four viking-style wooden farm houses on it. These will be the starting points of your farming phase. After all the tiles have been placed, the players take turns placing a field disc on an empty tile with meadow adjacent to any of their houses or existing fields. The final score for each round is how many discs are actually placed.&lt;br&gt;&lt;br&gt;B had played the game several times before and was willing to plonk a farm down almost anywhere it looked like a clear region. In the first game E was far too picky about waiting for the perfect tile that she only got a single farm in play. That round B: 20 fields + spare spots, E 5.&lt;br&gt;&lt;br&gt;In the second round, E got several more farms out and having seen all the tiles was a little better able to judge how difficult particular gaps were to fill. She tried to consolidate her holdings in one third of the board and never took the advantage of a useful tile to paratroop one of her farms into a contested region. Once the fields started going down it was relatively easy for B to cut her off from a large chunk of the island and get 19 fields down to her 12.&lt;br&gt;&lt;br&gt;In the third round E experimented with aggressive adjacent house placements and placing tiles both into her claimed regions as well as trying to avoid opening up opportunities for counter-placements. This round was much tighter and almost every field placement was a struggle of seizing opportunities to block or trying to extend into more vulnerable regions. in short, it was great fun. This round had B at 16 and E at 18 farms.&lt;br&gt;&lt;br&gt;Once people have figured out the game, single field differences can be really and placing an extra farm house, while giving more control oppotunities, also takes away a space that could contain a field later.&lt;br&gt;&lt;br&gt;Final scores, were E 33 and B 55. It's never going to be that far apart again. Fjords is a terrific little game for the space and time it takes and everyone should own a copy!
</description>
<link>http://www.boardgamegeek.com/thread/420221</link>
<guid>http://www.boardgamegeek.com/thread/420221</guid>
<pubDate>Wed, 01 Jul 2009 20:33:50 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
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		<item>
		<title>Session: Stone Age:: Rushin Cavemen</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/maxo-texas&#039;&gt;maxo-texas&lt;/a&gt;&lt;/p&gt;
	I recently got to play this face to face for the first time after a half dozen BSW games.&lt;br&gt;&lt;br&gt;Two of the players were very experienced and another was new to the game.&lt;br&gt;&lt;br&gt;I was 4th player and shut out of all upgrades the first turn.&lt;br&gt;&lt;br&gt;I embarked on a misguided strategy of gather all the wood before checking the rules and noticing that resources were infinite.  However, this did leave me with 10 wood.  &lt;br&gt;&lt;br&gt;Then on the third turn a couple things happened which caused me to gel on a strategy.  A couple of the Santa Clause cards came out and people bought them and the #3 player chose to breed instead of farm so I got a farm on his turn.  Then he rolled two sixes for the Santa Clause card and I managed to pick up a second farm.  On my turn, I picked a third farm.&lt;br&gt;&lt;br&gt;A this point the other tribes are breeding like crazy while I'm stuck with 5 people but I'm rarely having to hunt so my tribe is effectively bigger.  I started buying huts from the first stack and developed a new plan.&lt;br&gt;&lt;br&gt;Part of it was luck-- a santa clause card that gave me a gold-- another which gave me a stone.  Part of it was having huge piles of wood.&lt;br&gt;&lt;br&gt;On my turn I bought the hut VP cards (2x and 1x).  They never came up again that game (ultimately, they were found to all be in the bottom of the deck).&lt;br&gt;&lt;br&gt;The plan-- unnoticed by the rest was simple-- relentlessly buy from the shortest stack without regard to maximizing my VP.&lt;br&gt;&lt;br&gt;It gave the illusion that I was doing well as I ratcheted up to 35, then 54, then 75 points fairly quickly.  But then the big tribe people started coming on line-- but they were competing for resources-- both card sets and meeple multiplier cards.&lt;br&gt;&lt;br&gt;I have the mistaken impression I could only buy 5 huts-- and secretly reread the rules to confirm and found out I could buy more-- but not until I'd pointed out to the new player (who was doing quite well for his first game) that the lead player had just scored at least 16vp that turn and was only going to get more and more points from that point on as he came on line.  As a result- he purchased the 6th hut in the stack.&lt;br&gt;&lt;br&gt;The next turn, I had a possible problem-- I was 4th player.  The first or second player could have easily tossed 1 meeple to buy the hut and then arranged to be without resources.  Fortunately it was a 1-7 (*) hut and also they didn't think of the idea (still not sure if you *must* buy a hut if you put a meeple on it).&lt;br&gt;&lt;br&gt;In the end-- it was a close game and I was shocked that I had won.  The scores were 134 126 123 and 112.&lt;br&gt;&lt;br&gt;---&lt;br&gt;&lt;br&gt;I can now see that two players, working together as &quot;Rushin Cavemen&quot;, could severely crimp players trying the &quot;Big Tribe&quot; strategy by conceivably forcing an end to the game in as few as 7 turns.&lt;br&gt;&lt;br&gt;This strategy severely impacts the &quot;set collecting&quot; strategy and someone impacts the &quot;modifier card&quot; strategy.  If others focused on huts- it just makes it go faster.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420204</link>
<guid>http://www.boardgamegeek.com/thread/420204</guid>
<pubDate>Wed, 01 Jul 2009 19:27:37 +0000</pubDate>
<dc:creator>maxo-texas</dc:creator>
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		<title>Session: Battlemist:: Five Player Battlemist, or, Greg Wins Again</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/robbbbbb&#039;&gt;robbbbbb&lt;/a&gt;&lt;/p&gt;
	Greg, Pete, Marie and Frank showed up at my place last night for a round of Battlemist.  Greg and Pete and I are veteran players; first game for Marie and Frank, so we offered a lot of advice during game play.  Not only is Greg a veteran player, but he's won the last three or four games of Battlemist that we've sat down to play.&lt;br&gt;&lt;br&gt;I've [url=	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/416529&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/416529&lt;/A&gt;]recently noted&lt;/i&gt;&lt;/font&gt;&lt;/div&gt; how much I like this game, even though I'm aware of its flaws.  One thing I failed to mention, but that I enjoy, is that you can knock off a game in about three hours, which we did.&lt;br&gt;&lt;br&gt;We played the following races:&lt;br&gt;Greg: Daqan Knights&lt;br&gt;Marie: The Dark One&lt;br&gt;Pete: The Dunwarr Dwarves&lt;br&gt;Frank: The Loth Khar Barbarians&lt;br&gt;Me: The Lotharia Elves&lt;br&gt;&lt;br&gt;No orcs this time.  Too bad, as I enjoy playing them.&lt;br&gt;&lt;br&gt;Board placement went pretty normally for the first half.  Greg managed to box out a large section of the map uncontested for himself, and I wasn't able to take advantage due to our similar alignments.  I couldn't find a spot on his side of the board that was more than four realms away.  Instead, I waited too long to place my home realm, and ended up behind Pete's back side.  I'd have to go through the Dwarves to get to the rest of the board, and this doomed Pete and I.&lt;br&gt;&lt;br&gt;I did manage to put the Godstone Mountains as the only route into my home realm, and I had a couple of good wood realms behind me.  I was, however, critically short on grain.&lt;br&gt;&lt;br&gt;The game started out as usual, and Pete and I commenced to hammering on each other.  I made judicious use of my starpowers for Song of Fear spells, thus getting good kills on his armies.  However, I didn't risk to take his home realm, which I had an opportunity to do at one point early on.  Had I taken that risk, I might have put myself in a good position.&lt;br&gt;&lt;br&gt;Instead, Pete managed to seize my front door (The Godstone Mountains), and then we commenced a back-and-forth struggle over several turns.  He broke the stalemate and took my home realm, knocking me out.  His victory was short-lived, as Marie conquered him later in the round.&lt;br&gt;&lt;br&gt;No one invested much effort in questing.  Greg managed to find the only star in the game by questing, bringing his total to three.  This game was to be resolved by a clash of arms.&lt;br&gt;&lt;br&gt;Greg took advantage of Frank's passive stance, and conquered his home realm, putting him at four stars.  The Dark One and the Daqan Knights were then poised for a duel to the death.&lt;br&gt;&lt;br&gt;The Knights transitioned to a quick offensive, putting troops right on the Dark One's doorstep.  That managed to buy Greg enough time to generate enough income to buy his fifth and final star.  Once again, Greg beats us at my game.  I shouldn't be surprised, as he's gotten good at it.  A little luck in the questing game, good board placement, and well-time aggression makes him the victor.&lt;br&gt;&lt;br&gt;A couple things to note that I didn't note in my previous review:&lt;br&gt;&lt;br&gt;(1) The maintenance system in this game can put players into a &quot;use it or lose it&quot; attitude with their armies.  This is a good thing, as it promotes conflict.&lt;br&gt;&lt;br&gt;(2) The initiative system is functional, but not exciting.  They tried to fix that in Sails of War, and did okay, but I don't like using Sails of War for other reasons.  (That's a separate post for another day.)  I feel like there's got to be a better way to solve that, especially if they could integrate it with the rest of the game.  &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/12493&quot;   &gt;Twilight Imperium 3rd Edition&lt;/a&gt; did a good job of that with the strategy cards, and I think that a similar mechanic would suit a rewrite of Battlemist well.  Although I think that perhaps a mechanic similar to &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/478&quot;   &gt;Citadels&lt;/a&gt; might work better, with the hidden role selection.&lt;br&gt;&lt;br&gt;(3) Yeah, the board-building can really screw you.  It got me in this game, by not paying attention to aligment restrictions.  That, and I had too many good realms in my hand, which I wanted to place near me.  That started limiting my options late, and put me in a very bad spot.&lt;br&gt;&lt;br&gt;I still have fun every time this one hits the table, and we can play it on a weeknight.  I'm juiced-up for another game, and I'm going to work to get this one on the table again in a short time.
</description>
<link>http://www.boardgamegeek.com/thread/420203</link>
<guid>http://www.boardgamegeek.com/thread/420203</guid>
<pubDate>Wed, 01 Jul 2009 19:24:22 +0000</pubDate>
<dc:creator>robbbbbb</dc:creator>
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		<item>
		<title>Session: Magic: The Gathering CCG:: Shards Block; Kinda Draft</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Teeaniknik&#039;&gt;Teeaniknik&lt;/a&gt;&lt;/p&gt;
	Kinda because this was 2 packs of &lt;i&gt;Alara Reborn&lt;/i&gt; and 1 of &lt;i&gt;Conflux&lt;/i&gt;.  We usually get only about 4 lately at this particular store.  But we had 8 this time which was good and bad.  Good because with 8 you can sanction the event for DCI points and Magic Rewards.  Bad because the store used a &quot;Shill&quot; who sucked all the rares and good cards when he drafted and then dropped before playing a single game.  Even really bad rares that no sane drafter would take were never seen again once passed.&lt;br&gt;&lt;br&gt;Well, I guess you have to take the good with the bad.&lt;br&gt;&lt;br&gt;&lt;b&gt;Pack #1&lt;/b&gt;&lt;br&gt;&lt;br&gt;Terrible rare was not even worth looking at for 1/2 a second.  No kill.  No bomb.  Took the &lt;i&gt;Singe-mind Ogre&lt;/i&gt; and 2 more in this pack.  It's a 3/2 for a red, a black, and 2 colorless mana.  O.K. stats, but when it comes into play you randomly reveal a card from the opponents hand and they take damage equal to its converted mana cost.  When you cast this guy on turn 4 the chances are good they won't have a lot of land in their hand.  And there are a lot of 5 or better cost spells in &lt;i&gt;Alara Reborn&lt;/i&gt;.&lt;br&gt;&lt;br&gt;2nd pick was very nice.  Got passed a &lt;i&gt;Blitz Hellion&lt;/i&gt; so my neighbor must not have been into those colors.  He's a 7/7 trample, haste for a red, a green, and 3 colorless mana that gets shuffled back into your library at end of turn.  He can be a nasty game-ender if your opponent does not know he's in the deck.  The trample is just mean though:  No chump blocking this bad boy.  I decided on Black/Red/Green at this point in the draft.&lt;br&gt;&lt;br&gt;I did not see any &lt;i&gt;Terminate&lt;/i&gt;'s in any of the packs and no one else seemed to grab any either.  Either they were really thin this draft or the &quot;Shill&quot; grabbed a few.  So I had to get some other removal spells or a little &quot;Avoidance&quot; to help out.  My &quot;Avoidance&quot; was &lt;i&gt;Colossal Might&lt;/i&gt;.  For 1 red and 1 green mana a target creature gets +4/+2 and trample until end of turn (got 2 more in Pack #3 for a total of 3).  It helps keep a creature alive and also helps get a little damage through to your opponent.  I like to cast them on &lt;i&gt;Marisi's Twinclaws&lt;/i&gt; (pick #5) which is a 2/4 doublestriker for 1 green, 1 red or white mana, and 2 colorless mana.  I like the look on their faces when I get that combo off.&lt;br&gt;&lt;br&gt;At Pick#6 I grabbed a &lt;i&gt;Gorger Wurm&lt;/i&gt; (one in Pack#3 as well) which is a 5/5 devour1 (each creature sacrificed to it gives +1/+1 tokens equal to its devour #) for 1 red,1 green, and 3 colorless mana.  I hardly ever use the devour ability with this creature because his power and toughness are very well priced for the 5 casting cost.&lt;br&gt;&lt;br&gt;A &lt;i&gt;Grixis Grimblade&lt;/i&gt; was mine at Pick#9 (also in Pack#3, Pick#6).  There are very few 1 and 2 cost creatures in &lt;i&gt;Alara Reborn&lt;/i&gt;, so I will pass up a bigger creature in the Draft so that I can get a few early points of damage in quickly during the matches.  He's a 2/1 for 1 black, and 1 blue or red mana.  If you control another multicolored permanent, then he gets +1/+1 and deathtouch.  There is one of this type of creature for each color set.  One gives flying, another shroud, another first strike.  I got the &lt;i&gt;Jund Hackblade&lt;/i&gt; that gets +1/+1 and haste In Pack#3.&lt;br&gt;&lt;br&gt;I nabbed back-to-back &lt;i&gt;Jund Sojourners&lt;/i&gt; for Picks#11 and #12.  For 1 red. 1 green, and 1 black you get a 3/2.  Sort of a steep price to pay for a simple creature, but I don't draft them for their power.  When they go to the graveyard or you cycle them for 1 red and 2 colorless, you get to do 1 point of damage to a creature or player.  I hardly ever have the right mana to play them on turn 3 so I usually end up cycling them for small creature kill or at end of turn for 1 point to my opponents forehead.&lt;br&gt;&lt;br&gt;&lt;i&gt;Valley Rannet&lt;/i&gt; is a 6/3 for 1 red, 1 green, and 4 colorless mana.  At Pick#8 this is another one of those creatures that I do not get for its size.  You can cycle this guy for 2 colorless mana and get either a forest or a mountain and put it into your hand.  So If I need early mana I'll cycle it, and late game I will play it.  &lt;i&gt;Igneous Pouncer&lt;/i&gt; (Pack#2, Pick#3) is about the same but is a 5/1 haste for 1 red, 1 black, and 4 colorless mana and can cycle for a mountain or swamp.&lt;br&gt;&lt;br&gt;&lt;b&gt;Pack #2&lt;/b&gt;&lt;br&gt;&lt;br&gt;I was seriously needing some kill, and I got very little in Pack #1.  So I had to make it a priority to pass up creatures and take some removal.  Luckily that rare was bunk so I took the kill.  &lt;i&gt;Sangrite Backlash&lt;/i&gt; is an enchantment that gives a creature a +3/-3 for 1 red and 1 green or black.  As long as the creature has a toughness of 3 or less it ends up dead.  It can also make a tough creature easier to kill with a small blocker.  Took one for 1st and 9th pick this pack.&lt;br&gt;&lt;br&gt;Another standard creature for my colors is the &lt;i&gt;Rhox Brute&lt;/i&gt;.  He's a 4/4 for 1 red, 1 green, and 2 colorless.  Like the &lt;i&gt;Gorger Wurm&lt;/i&gt; he has a good power and toughness for the cost.  I took him at Pick#2 this pack and Pick#7 in Pack#3.&lt;br&gt;&lt;br&gt;I am a big fan of getting various types of mana out of my land base, so for Pick#5 I took a &lt;i&gt;Rupture Spire&lt;/i&gt;.  It comes into play tapped and 1 colorless mana has to be paid, but after that initial cost you can tap it for any 1 color of your choice.  This can be very handy when you are playing with 3 or more colors, which most people are with this Block Format.&lt;br&gt;&lt;br&gt;Pick#6 was a &lt;i&gt;Shambling Remains&lt;/i&gt;.  It is a 4/3 for 1 red, 1 black, and 1 colorless mana.  He's a nice turn 3 beatstick that also has the &lt;b&gt;unearth&lt;/b&gt; ability for 1 red and 1 black mana.  That means if he is in my graveyard I can pay 1 red and 1 black to bring him into play with haste.  At end of turn I must remove him from play, but I figure that it was in the graveyard anyway so a temporary attacker can be a nice thing.&lt;br&gt;&lt;br&gt;Another mana fixer is &lt;i&gt;Trace of Abundance&lt;/i&gt;. For 1 green and 1 red or white, you get to enchant a land and when you tap the land you also get 1 mana of the color of your choice.  As with the &lt;i&gt;Rupture Spire&lt;/i&gt;, multiple color mana options can be a game winner.  So the &quot;Trace&quot; is a must have to get the right mana for your variable mana needs.&lt;br&gt;&lt;br&gt;Pack #3 was mostly duplicates or counterdrafts.&lt;br&gt;&lt;br&gt;Those are most of the notable cards and This was my Deck:&lt;br&gt;&lt;br&gt;&lt;u&gt;45 Cards&lt;/u&gt;&lt;br&gt;6 Swamps&lt;br&gt;6 Mountains&lt;br&gt;6 Forests&lt;br&gt;1 Rupture Spire&lt;br&gt;1 Valley Rannet&lt;br&gt;1 Blitz Hellion&lt;br&gt;3 Singe-Mind Qgre&lt;br&gt;1 Igneous Pouncer&lt;br&gt;1 Gorger Wurm&lt;br&gt;1 Marisi's Twinclaws&lt;br&gt;2 Rhox Brute&lt;br&gt;2 Grixis Grimblade&lt;br&gt;1 Shambling Remains&lt;br&gt;1 Jund Hackblade&lt;br&gt;1 Scattershot Archer&lt;br&gt;2 Jund Sojourners&lt;br&gt;2 Sangrite Backlash&lt;br&gt;1 Maniacal Rage&lt;br&gt;1 Trace of Abundance&lt;br&gt;1 Mana Cylix&lt;br&gt;1 Fiery Fall&lt;br&gt;3 Colossal Might&lt;br&gt;&lt;br&gt;&lt;b&gt;Match #1: Tom&lt;/b&gt;&lt;br&gt;&lt;br&gt;Tom's a cool guy who doesn't get to play too often, but he knows how to play well and does not make many costly mistakes.  He played a black/blue/red deck with at least one &lt;i&gt;Mind Funeral&lt;/i&gt; in it.  Both games he got me with that stinking card and I was down to 15 or fewer cards each time.  Luckily my larger creatures were able to dish out the damage in the first game, and the &lt;i&gt;Singe-Mind Ogre&lt;/i&gt;s killed him in game #2.&lt;br&gt;&lt;br&gt;&lt;b&gt;Match #2: Dean&lt;/b&gt;&lt;br&gt;&lt;br&gt;Dean's a mean drafter and can get some serious combos on the board.  In Game #1 I was drawing a lot of land (with 19 in a 45 card deck it happens).  His white/green/red deck got out early and I could not keep up once I hit the land pocket.  In Game#2 I got out a nasty combo.  I threw a &lt;i&gt;Sangrite Backlash&lt;/i&gt; on my &lt;i&gt;Marisi's Twinclaws&lt;/i&gt; making him a 5/1 doublestriker.  When I attacked Dean chump blocked him with a 1 toughness creature.  Before damage was dealt I pumped it with a &lt;i&gt;Colossal Might&lt;/i&gt; making him a 9/3 doublestriking &quot;trampler&quot; so that any damage over creature toughness would be dealt to the opponent.  So I deal both First Strike damage and regular damage -1(blocker) to my opponent for a total of &lt;b&gt;17 Damage&lt;/b&gt; all on turn 5 for the win.  In Game#3 both of our decks stalled and I won the waiting game by getting a good creature before he did.  But overall it was a well-played match.&lt;br&gt;&lt;br&gt;&lt;b&gt;Match #3: Josh&lt;/b&gt;&lt;br&gt;&lt;br&gt;Josh is a newer player and is still lacking in a few deck-building skills.  Like most starting players he can be drawn to a powerful creature when a utility creature might be a better pick.  He did draft a &lt;i&gt;Behemoth Sledge&lt;/i&gt; which gives equipped creature a +2/+2 trample and lifelink.  But both games my creatures came out blazing and both games the &lt;i&gt;Blitz Hellion&lt;/i&gt; made its appearance and shut him down.&lt;br&gt;&lt;br&gt;&lt;br&gt;Hopefully my next Draft report will be when the 2010 core set edition comes out in July.  I will be looking forward to the new cards available in a set that usually only reprints previous cards.
</description>
<link>http://www.boardgamegeek.com/thread/420193</link>
<guid>http://www.boardgamegeek.com/thread/420193</guid>
<pubDate>Wed, 01 Jul 2009 18:50:10 +0000</pubDate>
<dc:creator>Teeaniknik</dc:creator>
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		<title>Session: China:: 5 players struggle in the Middle Kingdom.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	We had a chance to play a 5p game of China on the weekend. It was certainly a better choice of game than the &lt;a href=&quot;http://www.boardgamegeek.com/thread/419933&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;5p On the Underground&lt;/a&gt; that happened later on. This was a game with four players who had played before and a single new player who got a full rules coverage and some of the strategy tips from our two &lt;a href=&quot;http://www.boardgamegeek.com/thread/412048&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;four player games&lt;/a&gt;.&lt;br&gt;&lt;br&gt;After having two games of watching house-only strategies look a bit underpowered and watching the emissary-only rush not quite win, most folks settled down to try to build up a balanced strategy. E here is the new player, Ev has played two games, as have C, B, and M.&lt;br&gt;&lt;br&gt;During the game, M pursued a house + road strategy, coming about mid-field in the scores, E was a little random, mostly going for immediate house/region scoring while Ev, C and B tried to balance houses an emissaries. &lt;br&gt;&lt;br&gt;There was a lot more reluctance to almost fill up a region with one colour since this gave away too many points to the player in second place. We also saw a great number more builds where someone would place a house and then an immediate emissary taking advantage of the newly available emissary slot. There was a lot more deliberation before people took the underpowered single-house build to open new regions. &lt;br&gt;&lt;br&gt;The 5-player game was actually quite fun. There wasn't that much downtime and the game seemed to have an accelerated pace as we burnt through the cards seemingly much faster. There was absolutely no way to plan for available cards more than 1-2 players ahead, though, so lots of people took their first card blind. In general, the game felt really fast and in every turn we were confronted with far too few remaining actions and many great looking choices of actions.&lt;br&gt;&lt;br&gt;In the end of the game Ev came a close second with 44 points to B's 56. B and C managed to take many of the southern regions with dual emissary majorities, and the emissary scoring from multiple adjacent region allowed these large emissary groups to yield lots of points. Ev had to work much harder on her regions to get emissary numbers up working alone and mostly ran out of tokens. M trailed in the 30s because 5 players and the patchiness of regions being battled over for emissary control were really tricky to get long routes with.&lt;br&gt;&lt;br&gt;A highly recommended 5p game.
</description>
<link>http://www.boardgamegeek.com/thread/420188</link>
<guid>http://www.boardgamegeek.com/thread/420188</guid>
<pubDate>Wed, 01 Jul 2009 18:24:14 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
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		<title>Session: Star Wars Miniatures:: Republic vs Separatist Droid Army </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DjaliRioT&#039;&gt;DjaliRioT&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;&lt;u&gt;Our Star Wars game last night: Republic vs Separatist Droid Army &lt;/u&gt;&lt;/b&gt;&lt;br&gt;Djali &amp; RioT played the Republic&lt;br&gt;Toco played the Separatist Droid Army&lt;br&gt;303 points per squad&lt;br&gt;Game: Death match&lt;br&gt;Map: Muunilist&lt;br&gt;&lt;br&gt;Toco had assembled a droid squad led by Count Dooku and General Grievous. He included Wat Tambor, so he could include 20 points for free (Special Ability: Droid Reinforcements) and also because he had a repairing ability for his droids. He also chose Jango Fett (for the high defense, high hit points, double attack). The rest of his squad mainly existed of different kind of battle droids. &lt;br&gt;His squad:&lt;br&gt;Count Dooku of Serenno&lt;br&gt;General Grievous&lt;br&gt;Jango Fett&lt;br&gt;Wat Tambor&lt;br&gt;2 x Destroyer Droid&lt;br&gt;5 x Super Battle Droid&lt;br&gt;8 x Battle Droid&lt;br&gt;3 x Jawa&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507882"><img src="http://images.boardgamegeek.com/images/pic507882_md.jpg" border=0></a></div>]]>&lt;br&gt; &lt;br&gt;We (RioT and Djali) assembled a mixed squad led by Mace Windu and General Obi-Wan Kenobi. We choose Mace Windu for his strength and triple attack and General Obi-Wan Kenobi for his Commander effect (Each follower gets +4 attack and +4 defense as long as it has an ally within 6 squares). This is a real strong benefit! You just need to make sure your men stick together in little groups...&lt;br&gt;We included a Medical Droid for its healing ability. We included R2-D2 Astromech Droid because he can be taxi to one of our Jedi! &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt; (Tow Cable ability) &lt;br&gt;We also included Padme Amidala Senator because she can move before and after attack and has a twin attack. She not too expensive but is ideal to keep around the corner and then move in - shoot twice - move out.&lt;br&gt;Our squad:&lt;br&gt;Mace Windu&lt;br&gt;General Obi-Wan Kenobi&lt;br&gt;R2-D2 Astromech Droid&lt;br&gt;Padmé Amidala Senator&lt;br&gt;Clone Trooper on Speeder&lt;br&gt;ARC Trooper Sniper&lt;br&gt;Republic Commando Fixer&lt;br&gt;2 x Clone Trooper&lt;br&gt;Elite Clone Trooper&lt;br&gt;Elite Clone Trooper Grenadier&lt;br&gt;Heavy Clone Trooper&lt;br&gt;Wookie Scoundrel&lt;br&gt;Wookie Scout&lt;br&gt;Naboo Soldier&lt;br&gt;Medical Droid&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507881"><img src="http://images.boardgamegeek.com/images/pic507881_md.jpg" border=0></a></div>]]>&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The Game&lt;/b&gt;&lt;br&gt;&lt;u&gt;Turn 1:&lt;/u&gt;&lt;br&gt;Everybody moves towards each other...&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507880"><img src="http://images.boardgamegeek.com/images/pic507880_md.jpg" border=0></a></div>]]> &lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 2:&lt;/u&gt;&lt;br&gt;The republic begins and the killing starts...&lt;br&gt;Our Naboo Soldier hits first and kills a Battle Droid. I could go on in detail, but that would be a tiny bit boring, so:&lt;br&gt;3 of our Troopers got killed, a wookie got damaged and R2-D2 got damaged.&lt;br&gt;3 Super Batlle Droids, a Battle Droid, a Jawa got killed.&lt;br&gt;A trooper damages a Destroyer Droid and our Trooper on Speeder kills him.&lt;br&gt;Obi-Wan uses one force to move 4 extra squares and then damages Grievous.&lt;br&gt;At the end of the turn our R2-D2 plays taxi for Mace Windu and Mace finishes Grievous with his triple attack! &lt;br&gt;This made us very confident. Already in the second turn we managed to kill one of the leaders. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507883"><img src="http://images.boardgamegeek.com/images/pic507883_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;Attack on Grievous&lt;/i&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 3:&lt;/u&gt;&lt;br&gt;The Republic begins and we have a similar summary as turn 2 above: Lots of killings on both sides!&lt;br&gt;We start with Padme, moving in, damaging Dooku and moving out. Then we let our Trooper on Speeder take a little &quot;tour&quot;. He has the Strafe Attack ability and can shoot at anyone whose space he enters while flying over them. So we pass and damage Dooku, and pass and kill two Battle Droids. Dooku damages our speeder in his counter attack and a battle droid which we passed by but not flew over also damages our speeder. &lt;br&gt;Jango kills a Heavy Trooper. Medical Droid heals Wookie. The remaining Destoyer Droids killes our Speeder. &lt;br&gt;A Jawa kills our R2-D2 with his Ion Gun and combined fire with two other battle Droids. Damn it, there goes our taxi! &lt;img src=&quot;http://files.boardgamegeek.com/images/mad.gif&quot; alt=&quot;:angry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;Obi-Wan Kenobi, who is placed between two droids, kills them both with his double attack. &lt;br&gt;A trooper kills a Super Battle Droid and another trooper kills a Jawa. Mace Windu kills two more Battle Droids. &lt;br&gt;This turn was a great loss for the Separatist Army. We had high dice rolls each time and the droids continuously did very poorly in their attacks. &lt;br&gt;Many of our troopers and our two wookies were still standing, while the droids were getting outnumbered. &lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 4:&lt;/u&gt;&lt;br&gt;The Republic starts yet again. The list of killings gets smaller.&lt;br&gt;Padme Amidala kills a Battle Droid, but Dooku quickly kills Padmé together with a Trooper (standing adjacent) with his ability Force Lightning. &lt;br&gt;A trooper kills Wat Tambor. Another trooper damages a Destroyer Droid. And yet another trooper kills the last Jawa.&lt;br&gt;Since Grievous and his followers are now completely wiped, our two Jedi’s head for Dooku and Jango on the other side. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507884"><img src="http://images.boardgamegeek.com/images/pic507884_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;The assult on Dooku on Jango Fett&lt;/i&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 5:&lt;/u&gt;&lt;br&gt;The Republic begins AGAIN! Our trooper starts by finishing the last Destoyer Droid.&lt;br&gt;Now everyone starts shooting on the two last survivers.&lt;br&gt;A wookie damages Jango. Our Naboo damages Dooku. Mace Windu damages Jango. Obi-Wan damages Dooku.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 6:&lt;/u&gt;&lt;br&gt;And yet again the Republic may begin...&lt;br&gt;Obi-Wan uses 3 force for his ability Force Push and gives Dooku 30 damage and pushes him 2 squares back. This way, Dooku can not attack Obi-Wan on his turn.&lt;br&gt;Mace Windu damages Jango.&lt;br&gt;Dooku moves back, but to Mace Windu now and damages him.&lt;br&gt;Our Wookie damages jingo and our Grenade Trooper kills him of with a Grenade. He also damages Dooku and Mace Windu standing adjacent. We can take that little hit! &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 7:&lt;/u&gt;&lt;br&gt;The shortest round in history!&lt;br&gt;The Republic (DjaliRioT) wins the initiative roll and Mace Windu finishes Dooku with a triple attack! (All hits - 60 damage)&lt;br&gt;&lt;br&gt;This was a nice thrilling game. Of course the last rounds were less interesting for the losing army, but fun for the ones doing the killing! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;Strange thing though, all initiative rolls were won by Djali &amp; RioT! They really had lucky dice this game! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420161</link>
<guid>http://www.boardgamegeek.com/thread/420161</guid>
<pubDate>Wed, 01 Jul 2009 16:31:34 +0000</pubDate>
<dc:creator>DjaliRioT</dc:creator>
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		<item>
		<title>Session: Ra:: Bow before the Chosen of RA!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/loofish&#039;&gt;loofish&lt;/a&gt;&lt;/p&gt;
	I stand before you, the Most Blessed of Almighty RA, the Chosen, the Most Favored, the Best Looking In An Animal Head Costume.&lt;br&gt;&lt;br&gt;But LO!  What is this?  Two pretenders upon my magnificence dare to show themselves.  Do they not know of my awe-inspiring awesomeness?  They will soon learn and scuttle back to their burrows.&lt;br&gt;&lt;br&gt;How quickly, you ask?  An indication of my connection to deity and royalty comes in the First Epoch, as many Pharoahs flock to my side and I build such a following that my weakling and unpious challengers are left scrabbling for the bottom rung for all three Epochs.  By the end of the Old Kingdom, I had SIX mighty Pharoahs.  Proof indeed that I was the Most Beloved of RA.  In addition, I was showered with wealth and, in my wisdom, bestowed the blessing of Art upon the land.  Thus was I praised in the Old Kingdom.&lt;br&gt;&lt;br&gt;The pretenders each tried to rise themselves up in their own way.  One tried raising many temples and monuments to the glory of the Sun God.  For this he was revered.  &lt;br&gt;&lt;br&gt;The other put her faith in the great river and gathered many bushels of food for her people.  For this she was loved.&lt;br&gt;&lt;br&gt;In the Middle Kingdom, I brought the gift of Agriculture to my people.  The bounty of the Nile was bountiful and such were its bounty that all could gather farms in plenty.  All were loved for their plentiful bounty and bountiful plentiness.&lt;br&gt;&lt;br&gt;Ah, but so favored by Ra himself, that I gathered two more tokens of civilization.  Both were the same which did not raise me in history, but as they were both the Sacred Hibachi of the Sun God, the barbecues and parties along the banks of the Nile were in themselves legendary.&lt;br&gt;&lt;br&gt;And thus did the Epochs turn and the New Kingdom began.&lt;br&gt;&lt;br&gt;I had the overwhelming blessing of the ancient Pharoahs.  I had a bountiful and nourishing river to feed my people.  I had brought civilization to the land. But I still needed a lasting legacy and the tiny palace was not sufficient.  So I took it upon myself to build a mighty and inspiring Fortress, larger than any that had come before.  And my Palace was raised to palatial proportions.  I am swore to keep my faith with the Sun God.&lt;br&gt;&lt;br&gt;My challengers were crawling beneath my feet, humbled and beaten.  Though a prodigious farmer she might be, she was not destined to be a Legend of Egypt.  Though a mighty builder he was, with such variety and skill in his works, those marks upon the land would be remembered for a higher power.  &lt;br&gt;&lt;br&gt;And when it came to remember and reflect upon our legacy, though the builder had done well, the thunder of my devotion to RA was echoed in my reward from the Sun God Himself.
</description>
<link>http://www.boardgamegeek.com/thread/420144</link>
<guid>http://www.boardgamegeek.com/thread/420144</guid>
<pubDate>Wed, 01 Jul 2009 15:11:58 +0000</pubDate>
<dc:creator>loofish</dc:creator>
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		<title>Session: Finca:: Finca for Two - Here We Go 'Round the Mulberry Bush...oh, wait, those are grapes</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/scoutmom&#039;&gt;scoutmom&lt;/a&gt;&lt;/p&gt;
	At Origins this past week, I had the opportunity to observe a four player game of Finca.  Explained quickly by the folks at Rio Grande, it looked interesting and seemed to play quite nicely.  But what about for two?&lt;br&gt;&lt;br&gt;The next day, I got my chance to find out.  S and I were zooming around the Exhibit hall when we spied one of the tables with Finca on it was vacant.  What the heck, let's give it a shot!&lt;br&gt;&lt;br&gt;Since we had both seen the rundown the previous day, and he had jumped online to give the rules a more thorough reading we were ready to go.    The rules for this game are few and easy to understand so with a quick set-up of the board, we were off to the orchard.<![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/468028"><img src="http://images.boardgamegeek.com/images/pic468028_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;You have two choices on each turn.  You can either harvest - fruit, almonds or olives - or you can take your harvest to market.  There are 4 special tiles which allow you &quot;super&quot; actions during the game, or they can be saved for VPs at the end. <![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/488672"><img src="http://images.boardgamegeek.com/images/pic488672_t.jpg" border=0></a></div>]]> &lt;br&gt;&lt;br&gt;Since the rules are discussed thoroughly in other reports, I will simply focus on this game.&lt;br&gt;&lt;br&gt;I decided to start off by going for a couple of the multi-fruit tiles in the market as it seemed to be the way to pick up some higher numbers a bit faster. While S chose to try and go the single fruit route.  <![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/461977"><img src="http://images.boardgamegeek.com/images/pic461977_t.jpg" border=0></a></div>]]><![CDATA[<div style='display:inline;'><a href="http://www.boardgamegeek.com/image/461981"><img src="http://images.boardgamegeek.com/images/pic461981_t.jpg" border=0></a></div>]]> &lt;br&gt;&lt;br&gt;Play progressed quickly and it seemed as if S had the better strategy, being the first to achieve a set of 1-6 and get the seven point bonus.  With only one Finca (building) remaining to be placed, I had to decide whether or not to use my Super Donkey to deliver ten fruits and get three smaller tiles, or simply deliver six this turn and the rest the next to hang onto him for the 2 VPs.  I decided to take my chances and in doing so, realized I had completed my 1-6 run and picked up 6 VPs in addition to the market tiles.  &lt;br&gt;&lt;br&gt;That turned out to be the decisive move in the game, even if I didn't realize it before I made it.  On his next move, S placed the final Finca.  If I hadn't used my Super Donkey, I would have missed out on the 6 VPs for completing my run, and the extra fruit I was able to carry and sell.  When we tallied our points the final score was me &lt;b&gt;63&lt;/b&gt; and S &lt;b&gt;54&lt;/b&gt;.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Final thoughts:&lt;/b&gt; Light, fun and quick.  This is a game that seems to play equally well with two or four players.  There is strategy involved, albeit nothing that should ever result in AP. Do I go for the big sale, or several smaller ones.  Do I use my special action tiles or save those for the VPs? And while hoarding can result in a bit of a screwage factor, I can't see that as a viable strategy - rather just a spur of the moment action when you and another player might be close in heading to market and you need to slow them down for a turn. &lt;br&gt;&lt;br&gt;I loved that set up was very quick.  Nothing worse than a short game that takes longer to set up than to play!  And the rules are simple and straightforward.  No reading is required during gameplay, so it is certainly suitable for just about anyone who can count to six.  &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420141</link>
<guid>http://www.boardgamegeek.com/thread/420141</guid>
<pubDate>Wed, 01 Jul 2009 14:58:02 +0000</pubDate>
<dc:creator>scoutmom</dc:creator>
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		<title>Session: Agricola:: A tale of reunions, smiles, mushrooms and wood...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bmarquette&#039;&gt;bmarquette&lt;/a&gt;&lt;/p&gt;
	Last October, my gaming buddy moved from Cuyahoga Falls, OH to Chambersburg, PA. This move was almost game over for this hobby. However, I stuck it out, found this site, and started playing games with my wife. Ticket to ride never quite replaced the CCG's and miniatures that we used to go crazy over, but tonight we found an unexpected gem to play with our wives.&lt;br&gt;&lt;br&gt;I'll be honest, I had tried to teach my wife Agricola before, but I learned the hard way that some of us are simply destined to learn rules ahead of time and explain them clearly to the rest. That game ended with the wifey deciding that Agricola was &quot;just too much.&quot; However, my buddy learned from my mistakes. He learned the rules and taught his wife in a more efficient manner, and she fell in love with the game. Keep in mind, our wives were best scrap-book buddies before the move.&lt;br&gt;&lt;br&gt;So, last night, our friends returned to Ohio and our home for a fearsome game of 4 man Agricola. My wife was coerced into the game by my buddy's wife, and we did a much better job prepping her with some base knowledge ahead of time. Needless to say, it was a blast.&lt;br&gt;&lt;br&gt;Here was the end result:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507827"><img src="http://images.boardgamegeek.com/images/pic507827_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Pretty awesome game. There is so much happening in a 4 player game, that I found myself having trouble thinking ahead. Every time I thought I had a game plan, someone would steal my vegetable or slap a farmer in the love booth before I could reproduce. So, I found myself improvising quite a bit. &lt;br&gt;&lt;br&gt;However, I pulled of a combo that gave me that cool feeling that I haven't had since I quit playing Magic years ago. It involved these:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507828"><img src="http://images.boardgamegeek.com/images/pic507828_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507829"><img src="http://images.boardgamegeek.com/images/pic507829_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;All of a sudden, I had a way to stockpile wood and collect food without really worrying about grain or vegetables. It was so empowering. I built 14 fences in one turn. I turned around and added two rooms and 3 stables a few turns later. I could learn to love a game that offers combos like this, even if I didn't get them every game.&lt;br&gt;&lt;br&gt;My end result was a victory. My board looked something like this:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507831"><img src="http://images.boardgamegeek.com/images/pic507831_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507832"><img src="http://images.boardgamegeek.com/images/pic507832_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;I believe I scored 40 points. Not too bad for my first real non-solitaire attempt.&lt;br&gt;&lt;br&gt;If I could have done anything differently, I would have picked up the well earlier. Once I learned that wood was my ticket to victory through the mushroom collector, I had no reason not to go for it. Why? The free food that the well offers over the next 5 rounds is no good if you buy it in the last round. I am not complaining about the 4 bonus points, but maybe I could have cracked 40 somehow if I had taken that well way earlier in the game.&lt;br&gt;&lt;br&gt;So how did my &quot;new to gaming&quot; wife do, you ask? Not bad. See for yourself:&lt;br&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507835"><img src="http://images.boardgamegeek.com/images/pic507835_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;No begging cards!! She did all of that with 2 family members the whole time. I think that was all she could handle during her first real game, and I think she handled it quite well. &lt;br&gt;&lt;br&gt;&lt;br&gt;All and all, it was a great evening. BTW, Agricola jumped from a 7 to a 9 in my book tonight.  Good times.&lt;br&gt;&lt;br&gt;Thanks for reading,&lt;br&gt;&lt;br&gt;Ben&lt;br&gt;&lt;br&gt;(Special thanks to all of the users and BGG admins that helped me learn how to do this session report today!!! This site rocks. Woo-hoo!)&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420135</link>
<guid>http://www.boardgamegeek.com/thread/420135</guid>
<pubDate>Wed, 01 Jul 2009 14:40:33 +0000</pubDate>
<dc:creator>bmarquette</dc:creator>
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		<title>Session: Pursuit of Glory :: Of Smyrna and Trabzon: Or, Minus Five Victory Points.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Philip+Thomas&#039;&gt;Philip Thomas&lt;/a&gt;&lt;/p&gt;
	This was an ACTS/Cyberboard game between myself and Kristian Thy (Turbothy) Kristian was playing the Central. This was the 16th full game of Pursuit of Glory campaign scenario that I have finished.  &lt;br&gt;&lt;br&gt;&lt;u&gt; Of Smyrna and Trabzon: or Minus Five Victory Points.&lt;/u&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt; Fall 1914 &lt;/u&gt;&lt;br&gt;&lt;br&gt;I opened with my standard alternative opening, playing Russo-British Assault for Ops, occupying Abadan, Ahwaz and Amara, and attacking with the Russians- Bayazit in this case. I also moved the troops in Tiflis up to the front line. The Turkish Cavalry avoided destruction at Bayazit, but at least the Russians had their first foothold in Turkey. &lt;br&gt;&lt;br&gt;Kristian played German Military Mission for SR, covering Eleskirt and Kut and moving the Camels to Sulemaniye. Russian Reinforcements arrived and Kristian played Liberate Suez for Rps. Kitchener was followed by Jihad, with Marsh Arabs and Bakhtiari appearing. Egyptian coup preceded an attack on Oltu, with IX Corps taking the space. Churchill Prevails destroyed everything up to Gallipoli.  Kristian played Sandstorms and Mosquitoes for Rps, and Sphere of Influence and Goeben were the final cards of the turn. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt; Winter 1915 &lt;/u&gt; &lt;br&gt;&lt;br&gt;MOs were Meso-Persia and TU. TU Max RPs at 23.&lt;br&gt;  &lt;br&gt; The Allies began with Blockade. Kristian played Persian Push, seizing Teheran and Hamadan and Qum, placing the Sinjabi. I played Enver Goes East, forcing Stanke Bey to attack Ardahan and IX Corps to attack Sarikamis. Stanke Bey perished, but IX Corps was saved by Reserves to the Front. Kristian moved some troops around Caucasia and captured Shushter. I moved troops into Neutral Persia. Kristian brought X Corps up to Erzerum and moved XI Corps to Trabzon, we both played for RPs (Project Alexandria, Pan-Turkism), and I brought Anzac Reinforcements to Abadan. Fresh Recruits was followed by Russian attack and capture of Rize and Teheran. I entered Limited War at the end of the turn, but Kristian did not.&lt;br&gt;  &lt;br&gt;&lt;u&gt; Spring 1915 &lt;/u&gt; &lt;br&gt;&lt;br&gt;MOs were RU for the Allies and British Empire and TU for the Turks.&lt;br&gt;&lt;br&gt;I began with Grand Duke to Tiflis, which was followed by Enver to Constantinople. Russian Reinforcements arrived, the Marines going to Odessa. German Military Mission placed Trenches in Kum Kale, Canakkale, Adana and Sivas. Presumably the idea was to defend the Southern  coast of the Gallipoli map, but the Trench in Sivas puzzles me. I formed II Turkistani Corps in Julfa, captured Qum and attacked Oltu, but was defeated. &lt;br&gt;&lt;br&gt;The Turks attacked Amara and were defeated in their turn. I attacked Trabzon and moved II Turkistani Corps to Sehneh. Turkish troops were redeployed to Trabzon and Sulemaniye. I captured Basra and attacked Kermanshah and Trabzon, capturing Kermanshah and cutting off the Turkish forces in Neutral Persia and Arabistan. TU-A VIII Corps formed in Aleppo and the Turks attacked Seneh, doing no damage. We ended the turn with RPs (Armenian Uprising, Liberate Suez). 3 Turkish-Arab divisions were eliminated due to Attrition and Shushter and Hamadan came under general Allied control (Not Russian). Kristian had now reached Limited War. &lt;br&gt;&lt;br&gt;&lt;u&gt; Summer 1915 &lt;/u&gt;&lt;br&gt;&lt;br&gt;MOs were RU for the Allies and British Empire and TU for the Turks. Exactly the same die roll as the previous turn for all 3 dice! TU Max RPs on 21.&lt;br&gt;I began with Lawrence, attacking Trabzon and Isfahan and capturing the latter. German Subs appeared in the Med and the Sinai Railroad on Turn 8, with more Anzacs in Basra. &lt;br&gt;&lt;br&gt;CP RPs (Indian Mutiny) were followed by Asquith/Lloyd George coalition, the cavalry going to Basra. XII Corps organized in Gaza. I attacked Trabzon and Sulemaniye, winning both rolls, but Jafar Pasha turned the Trabzon result into a draw and defected to the Allies. Turkish troops moved towards the sound of the guns. I played Let the French Bleed for Rps. TU-A VIII Corps reached Kirkuk. I attacked Khanikan, allowing Kristian to Surprise me. &lt;br&gt;&lt;br&gt;&lt;u&gt; Fall 1915 &lt;/u&gt; &lt;br&gt;&lt;br&gt;None and RU MOs, TU Max RPs on 16.&lt;br&gt;&lt;br&gt;I began with Russo-British Assault for War Status only, and then Djemal Crushed the Secret Societies, driving the Russians from Sulemaniye in the process. The Arabs revolted but failed to harm the Mecca garrison. Turkish Arab reinforcements entered reduced. The Gallipoli Invasion landed on Lemnos, with the British division deployed to the Reserve. TU-A XIII Corps formed in Baghdad. We both played for Rps (Kitchener’s Invasion, Pan-Turkism). I played Allied Solidarity, taking Salonika. IV Corps organized in Erzincan and III Corps in Damascus. I besieged Medina and attacked Trabzon for a 5th time, and XIII Corps moved to Kut. &lt;br&gt;&lt;br&gt;&lt;u&gt; Winter 1916 &lt;/u&gt;&lt;br&gt;&lt;br&gt;None and TU MOs TU Max Rps on 14.&lt;br&gt; &lt;br&gt;I began with Romania. Turkish Reinforcements appeared with XIV Corps forming in Constantinople. I moved Russian troops up to the front lines. The Turkish forces gathered in defence. I played Russian Winter Offensive (which Djemal had seen the turn before), attacking Trabzon (6th time) Erzerum and Sulemaniye. The results were poor, with Yudenich being cashiered at Erzerum, but the Russians were winning the war of attrition. &lt;br&gt;&lt;br&gt;Meanwhile III Corps moved to Maan. I played Maude for RPs and the Turks entrenched and Kut and surrounded the Arab forces besieging Medina. Indian Reinforcements arrived at Basra and the Turks broke the siege of Medina, permanently eliminating Faisal as he had nowhere to retreat to. The turn ended with the Marines taking Kronstadt and Parvus heading off to Berlin. I was now at Total War, but Kristian needed 4 more War Status points…Blockade continued to bite.&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;u&gt; Spring 1916 &lt;/u&gt; &lt;br&gt;&lt;br&gt;British Empire MO for the Allies and RU MO for the CPs. TU Max RPs on 14.&lt;br&gt;&lt;br&gt;The Salonika Invasion landed at Lemnos. Verdun gained Krisitian a VP and lost me a British infantry division and the Anzac Imperial Camel. We both played for RPs (Push to the Breaking Point, Liberate Suez). Indian Reinforcements arrived, the specials going to Lemnos and the Cavalry to Basra. &lt;br&gt;&lt;br&gt;Kristian played Bull’s Eye Offensive, attacking Seneh. I counter-attacked at Bayburt and Trabzon (7th time).  Kristian redeployed more troops to Trabzon. I established a beach-head in Thermalikos Bay and attacked Trabzon (8th time). Bulgaria entered the war. I failed to entrench at Belgrade and occupied Ercis. The Central Powers attacked at Belgrade and Nis, taking Belgrade. I lost a VP for failed MO.&lt;br&gt;&lt;br&gt;&lt;u&gt; Summer 1916 &lt;/u&gt;&lt;br&gt;&lt;br&gt;RU MOs for both sides. TU Max RPs at 11. &lt;br&gt;&lt;br&gt;I began by marching BR XII Corps into Athens, causing Greece to ally with Kristian but lifting the Subs penalties, and attacking Erzerum, where Ataturk fought the Russians to a draw. The Turks redeployed from Smyrna and  Nasirya to Erzerum while the Bulgarians redeployed to Plevna and Doiran. Seeing Smyrna left empty, I established a beach-head next to it, with an Indian Special, Anzac Corps and BR VIII Corps. Turkish II Corps and Turkish Arab VI Corps rushed to garrison Smyrna, while the Germans attacked Skopje. &lt;br&gt;&lt;br&gt;I attacked Smyrna, Trabzon (9)  and Van, using the Royal Flying Corps against Smyrna, which was defended by the German High Command. All 3 battles were draws, but the Turks withdrew from Van, only to return immediately with a successful counter-attack while the Germans took Skopje and reduced Nis to a single cavalry division. I formed IN 2nd Corps Lemnos and sent more troops to the Smyrna beach-head, which successfully entrenched, as well as attacking Trabzon (10). XV Corps was organized in  Erzerum, allowing X Corps to move to Trabzon.&lt;br&gt;&lt;br&gt; I played Armenian Uprising for RPs a second time and Turkish Reinforcements arrived, infantry divisions in Erzincan and Constantinople and a Cavalry division at the latter. I moved fresh Russian troops up to Rize and attacked at Smyrna with the 2 Corps only. I won the battle but decide not to advance with 1 Corps as I was vulnerable to counter-attack. Kristian reoccupied Smyrna with his last move, and was still short of Total War. However, Serbia collapsed, helping him to some degree. &lt;br&gt;&lt;br&gt;&lt;u&gt; Fall 1916 &lt;/u&gt; &lt;br&gt;&lt;br&gt;British Empire and TU MOs. TU Max RPs at 11.&lt;br&gt;&lt;br&gt;Kitchener’s Invasion landed at Cape Helles. The infantry divisions in Constantinople were moved forward to Seddul Bahr while the cavalry occupied Bulair. Kristian also entrenched at Smyrna and destroyed the Dobrujda Corps at Constanta, though he declined to advance. I moved Romanian troops from Ploesti to Bolgrad and attacked at Seddul Bahr and Trabzon (11), taking Seddul Bahr. Kristian moved troops up to Kum Kale and Krithia, organized V Corps at Maidos and opened the Bulgarian Railroad. &lt;br&gt;&lt;br&gt;I attacked Trabzon (12) and Erzerum, winning at Erzerum and besieging the fort. Kristian organized XVII Corps at Trabzon, moved troops towards the Russian front and moved V Corps to Krithia. I destroyed the fort at Erzerum and attacked Smyrna using Maude to cancel the Trench.&lt;br&gt;&lt;br&gt;Maude won his battle and the Anzac and VIII Corps advanced to besiege Smyrna. Kristian redeployed divisions to Denizli and Manisa. I played D’Esperey for RPs. II Corps moved to Manisa and the Turks attacked Khoy. I attacked Trabzon and Van, finally advancing to besiege Trabzon on the 13th attempt! A Persian Uprising broke out, but I had the VP and Jihad spaces covered, so it appeared in Enzeli. Smyrna and Trabzon both fell in the Siege phase. &lt;br&gt;&lt;br&gt;&lt;u&gt; Winter 1917 &lt;/u&gt; &lt;br&gt;&lt;br&gt;British Empire (for Cps) and RU (for Allies) MOs. TU Max RPs at 11.&lt;br&gt;&lt;br&gt;I began with Lloyd George Takes Command, reinforcing Smyrna.  The CPs moved III Corps to Beersheba and attacked Turtukai. Jafar Pasha led the Romanians across the Danube, leaving the fort to be destroyed. I redeployed troops to Romania and Persia. Kristian played Yildirim Offensive for RPs and I played Allenby. The Greeks made a forlorn attack on Athens. I moved troops from Bolgrad to Kronstadt and vice versa, failing to entrench.  The CPs attacked Bolgrad, drawing.  I entrenched Bolgrad, and the CPs entrenched Constanta while attacking Kronstadt, in vain. I attacked and captured Nasirya, and Kristian played for RPs again (Catastrophic Attack). I lost a VP due to missing my MO. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt; Spring 1917 &lt;/u&gt;&lt;br&gt;&lt;br&gt;Egypt and TU MOs. TU Max RPs at 6.&lt;br&gt;&lt;br&gt;I began by moving troops to Giresun and Gumushane and Siwa Oasis. Kristian pulled back to Amasya and moved more troops into the Romanian front. I took Samsun attacked Erzincan but took heavy losses from Ataturk.  The Turks pulled back to Sivas and sent XV Corps to Karabuk while attacking Kronstadt. The Russians captured several spaces in central Anatolia, including Ankara. The Turks redeployed troops to central Anatolia to meet the threat. I attacked Sivas and Sollum, using Tanks against Sollum. Sollum was captured but I did not have enough units to take Sivas and cover my lines of communication. Kristian attacked Kronstadt and Seddul Bahr, driving the British back to the Beach-head. &lt;br&gt;&lt;br&gt;I organized the Army of the Orient, captured Sivas, and failed to entrench at Cape Helles and Gumushane. The Turks drove the Allies into the sea at Cape Helles, gaining much needed Jihad and Rps. I played for RPs, forgetting that the Jihad increase would allow tribes to be placed. The Laz took Trabzon and the Kurds took Rize, triggering  the Revolution. Things were looking up for the CPs. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt; Summer 1917 &lt;/u&gt;&lt;br&gt;&lt;br&gt;British Empire MO for Allies, RU MO for Turks. TU Max RPs at 6.&lt;br&gt;&lt;br&gt;I began by redeploying troops to Mesopotamia and Lemnos. The Yildirim appeared in Erzincan and Constantinople. I organized XX and XXI Corps on Lemnos, moved a French force to Aydin and attacked Manisa. Kristian moved his troops from the Gallipoli map to Manisa and pulled back from Denizli to Isparta. &lt;br&gt;&lt;br&gt;I moved the French to Denizli, attacked Manisa, and landed 3 British Special Crops at Cape Helles. The CPs pulled back to Bandirma and Afyon while attacking at Gumushane and Kronstadt, taking Kronstadt. British forces rapidly conquered the Gallipoli submap apart from Gallipoli, which they besieged, and Bulair, and the forces from Smyrna advanced to Usak and Balikesir. XVIII Corps was organized in Kayseri as the Turks fell back to defend the approaches to Constantinople. &lt;br&gt;&lt;br&gt;The British destroyed a Turkish division at Eskisehir and occupied Bandirma and Adapazari, which allowed them to meet up with a Russian Cavalry division coming West from Yozgat via Eregli. The French divided, the Corps and a division taking Isparta, and another division marching along the coast to Mersin. The Turks attacked and destroyed a Russian Corps at Giresun, and we both played for RPs (Push to the Breaking Point, Pan-Turkism). The fort at Gallipoli fell in the siege phase. During RPs a small British expeditionary force of 2 infantry divisions and 1 cavalry division landed at Antalya.&lt;br&gt;&lt;br&gt;&lt;u&gt; Fall 1917 &lt;/u&gt; &lt;br&gt;&lt;br&gt;British Empire MO for Turks, none for Allies. TU Max RPs at 3. &lt;br&gt;&lt;br&gt;I began by moving the British force Antalya. The 2 infantry divisions occupied Eregli, cutting of the Turks in Afyon. Meanwhile the Cavalry division marched out to occupy Aleppo. I also moved the French at Isparta to Mersin. From Aleppo the British were now threatening to capture a wide range of territories and put some Turks OOS. Kristian responded by moving III Corps from Beersheba to Beirut, while occupying more Romanian territory and moving troops up to Sebin-Kara Hissar. &lt;br&gt;&lt;br&gt;This allowed a pincer movement by the British Cavalry in Aleppo and the RNAC in Mersa Matruh, conquering Damascus and Jerusalem and cutting the two enemy LCUs in Syria off from their supply lines. I also moved the French up to Eregli and the British in Eregli went to Ras-Ul Ain and Rakka. With Vps at -1, the Turks brought their divisions in the Hejaz North, abandoning Mecca to the Arabs. They also attacked Bolgrad, Amasya and Sivas, taking Bolgrad. I blocked the Turkish divisions from the Hejaz off from the rest of Syria (as they only had a Limited Supply Source they couldn’t attack) and attacked Nigde and Samawa, taking Samawa. &lt;br&gt;&lt;br&gt;The Turks attacked Amasya, destroying the remaining Russians there. Indian Reinforcements landed at Alexandretta. The Turks cut off the Russians at Sivas and the Greeks attacked Athens. Indians and British spread out from the Aleppo area, capturing Mosul, Diyarbarkir and Mardin and, with a little help from the Russians, cutting off a couple of Turkish Divisions. At this point Kristian surrendered, with VPs at -5 and looking likely to go down further before the end of the turn…&lt;br&gt;&lt;br&gt;&lt;u&gt; Overview &lt;/u&gt; &lt;br&gt;&lt;br&gt;An interesting game, leading to the most comprehensive Allied victory I have seen. Kristian’s decision not to play Pan-Turkism turned out to be a major handicap, with Total war for the Cps delayed  until turn 9 (apart from anything else, this seriously restricted the flow of GE RPs to TU RPs). Even the disadvantage of having to garrison Alexandretta would have worked in his favour, as a division at Alexandretta would have rather hampered my final turn. Allied perseverance in attacking Trabzon paid off, and even the capture of a beach-head was not enough to prevent the British descent on Anatolia. I probably could have won the game by taking Constantinople, but it was well defended and the Russians were fading fast so I chose the easier pickings in Syria and beyond. &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420092</link>
<guid>http://www.boardgamegeek.com/thread/420092</guid>
<pubDate>Wed, 01 Jul 2009 10:44:20 +0000</pubDate>
<dc:creator>Philip Thomas</dc:creator>
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		<item>
		<title>Session: System Vector:: A picture-less Game session... -_-</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/FaydeShift&#039;&gt;FaydeShift&lt;/a&gt;&lt;/p&gt;
	It's annoying when I can't find things that I am looking for.. I spent as much time looking for the camera to take photos than it took to play the game, lol. &lt;br&gt;Anyway, I've never actually written a Session report, but here it goes.&lt;br&gt;&lt;br&gt;Game type: Normal&lt;br&gt;Map size: 4 system cards (including home systems)&lt;br&gt;Time taken: Aprox. 45 minutes&lt;br&gt;Amount of turns: About 15. &lt;br&gt;&lt;br&gt;I started by randomly appointing advantages to both sides via die toss. Blue (Team A) got the Fleet advantage, while Red (team B) got the Ore advantage. &lt;br&gt;&lt;br&gt;Both teams started the same, and both discovered fairly similar adjacent systems as far as resource values. However, the system Team A discovered was much more easy to defend imo. &lt;br&gt;&lt;br&gt;About 4 turns in, both teams had command of two systems (including their home systems), and team B had a major starting advantage over team A, as their system gave them more Ore, while having the Ore advantage. Team A also had a system that gave to their advantage of Fleet, but Fleet gives a more long term advantage. Needless to say, Team B had a nice amount of ships in play before team A did.&lt;br&gt;&lt;br&gt;About 6 turns in, Team B was already in bad shape due to a major battle between team A's large number of small cheap ships vs. team B's smaller number of large ships. The dice were in Team A's favor and team B started the short decent in loosing their newly discovered system. &lt;br&gt;&lt;br&gt;8-10 turns in, Team B finally lost the system, and team A by this time was beginning to utilize their advantage by buying Fleet heavy ships coupled with small ships to attack Team B's home system. This lead to small spit fights between the two teams as team B tried to reclaim their old system, which helped keep Team A from snatching it up.&lt;br&gt;&lt;br&gt;A few short turns later, Team B lost any presence in their old second system, while hardly being able to hold up against team A's now relentless attack on their Home System. By then it was very obvious who the victor would be. Team B held on for a turn or two later, but eventually lost their Mobile Command and team A won. &lt;br&gt;&lt;br&gt;Looking back I can see that in a small game like that, you pretty much loose if you loose your second controlled system. I think I made team B become to ambitious over it's early production advantage and spread it's self to quickly. While I was able to counter that move with Team A waiting and saving. &lt;br&gt;In the end though, it was fun. Plain and simple. Next time I WILL find my camera and post images with the report.
</description>
<link>http://www.boardgamegeek.com/thread/420090</link>
<guid>http://www.boardgamegeek.com/thread/420090</guid>
<pubDate>Wed, 01 Jul 2009 10:42:50 +0000</pubDate>
<dc:creator>FaydeShift</dc:creator>
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		<item>
		<title>Session: Agricola:: Agricola with the wife; she tans my hide</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/mdr003&#039;&gt;mdr003&lt;/a&gt;&lt;/p&gt;
	Last night the wife and I played a game of Agricola. We've had the game for nearly a year, and have played probably over 50 games. We hadn't played much in the last couple of months though, due mostly to our daughter becoming mobile, and pressure from school for her (she was in the last semester of her degree).&lt;br&gt;&lt;br&gt;Exams done and the baby asleep, we broke open the game again. We play a card draft (deal 8 to each player, keep two and pass the rest across), and after looking at the initial cards I decide to go for a mansion/improvement strategy.&lt;br&gt;&lt;br&gt;(In my mind there are three broad strategies to use: &lt;br&gt;&lt;br&gt; - Carnivore, where you drive for a hearth/fences/breeding animals early, and make up veges and house building in the late game;&lt;br&gt; - Vegetarian, where you aim for plowed fields, ovens and an abundance of grain&lt;br&gt; - Improvement, where you go mainly for points and a huge house, and pick up food from secondary sources (eg fishing or day labourer).)&lt;br&gt;&lt;br&gt;Out of my initial cards I keep Clay Mixer (+2 clay) and Wood Cutter (+1 wood), and Builder's Trowel (renovate to clay anytime) and Clay Roof (use clay instead of reeds). I figured I'd monopolise the clay spot, renovate to clay immediately and build clay rooms, saving wood for stables and fences. Picking up clay every round I hoped to force the wife to either dump any thoughts of renovating, or have to pick up single clays every turn. Unfortunately it didn't quite work out that way.&lt;br&gt;&lt;br&gt;We trade the remaining cards, and I'm happy to see the Maid and the Chief arrive (+1 food every round with a clay hut, and bonus poiints for stone rooms). A great fit with my strategies... Also turning up were Animal Pen and Dovecote.&lt;br&gt;&lt;br&gt;We start the game, and I get out the Clay Mixer and Maid in the first couple of rounds. Builder's Trowel and renovate gives me a clay hut in round three, and I set out the 11 food I'd be accumulating one per round from now on. I'm feeling pretty good about the way things are going.&lt;br&gt;&lt;br&gt;My wife was busy herself, and after a Stablehand (free stable when fencing) and a Raft (+1 food or reed with fishing), she plays a Mini Pasture (free pasture, with a stable). D'oh. But she passes it over, so it's not so bad. We trade it back and forth a couple of times during the game.&lt;br&gt;&lt;br&gt;She gets hold of two clay in a turn when I had other fish to fry, and picks up the fireplace and a few sheep. I wonder about that... obviously a fireplace is important, but clay (for her) is at a premium. All is revealed next turn when she plays Conservator (renovate direct from wood to stone house). That's a blow... I have a clay monopoly, but when I'm the only one buying it's not so great.&lt;br&gt;&lt;br&gt;We continue on, and I get out Clogs (bonus points for the house) and Chief (ditto). I play Animal Pen (2 food every 2nd round) as soon as I'm able, and with the dovecote (1 food per round starting round 10) food isn't so much a concern.&lt;br&gt;&lt;br&gt;However, the wife gathers stone, builds two wood rooms and renovates. And then out comes Mason (free room for a stone house), upgrade to a hearth, and then the gamebreaker - Vehicular Plow (three fields instead of one, twice).&lt;br&gt;&lt;br&gt;By round 10, both farms are looking OK. I have five people already (by building clay rooms and family growing regularly), and a string of improvements. The wife was a five room stone house and a pretty good food engine (three each of sheep and boars).&lt;br&gt;&lt;br&gt;The last few rounds see us gathering animals and veges and making general improvements. Unfortunately (for me), that trickle of food that was ok with 2 or 3 people, wasn't so great with 5. I'm forced to eat quite a few of the animals I grab, and plowing one field at a time is a pain.&lt;br&gt;&lt;br&gt;Round 14 comes and goes, we feed our families and tally up the score. My farm infrastructure looks great, but is strangely lacking in livestock and plants:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507683"><img src="http://images.boardgamegeek.com/images/pic507683_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;And my wife's farm - similar in look, but bursting with life:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507694"><img src="http://images.boardgamegeek.com/images/pic507694_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Looking at the farms, I knew the wife had me beaten. But I hoped my bonus points (chief, clogs etc) would make it close.&lt;br&gt;&lt;br&gt;Final scoring (wife - me):&lt;br&gt;&lt;br&gt;Fields:      4   3&lt;br&gt;Pastures:  4   4&lt;br&gt;Grain:       2   1&lt;br&gt;Veges:       4   1&lt;br&gt;Sheep:       2  -1&lt;br&gt;Boar:        3  -1&lt;br&gt;Cattle:     3   1&lt;br&gt;Unused:     0  -2&lt;br&gt;Stables:   4   4&lt;br&gt;House:      10  10&lt;br&gt;People:    15  15&lt;br&gt;Bonus:       4  12&lt;br&gt;Total:      55  47  &lt;br&gt;&lt;br&gt;I have to say I was happy with 47. In the past, it would be enough to win 19 times out of 20. Unfortunately my wife played a fantastic game, picking up resources in the right amount and at the right time to win comfortably. As you can see in the images, she had no unused resources at the end while I was left with a few spare (always a sign of inefficiency).&lt;br&gt;&lt;br&gt;After the game, I realised something I should have known long before. Cards that give you a significant advantage are often a double edged sword. The Clay Mixer was a big advantage for me, but if your opponent doesn't require clay it's nullified somewhat. And the Clay Roof meant I never needed reeds (always scarce in a two player game)... but that just meant my wife was able to gather them as needed with no competition.&lt;br&gt;&lt;br&gt;Overall it was a great game. It reminded us how mush we enjoyed it and after a layoff, hopefully we'll get to play more often.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/420064</link>
<guid>http://www.boardgamegeek.com/thread/420064</guid>
<pubDate>Wed, 01 Jul 2009 06:15:43 +0000</pubDate>
<dc:creator>mdr003</dc:creator>
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		<item>
		<title>Session: Steam:: Scotland - How To Play It</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Raiderjakk&#039;&gt;Raiderjakk&lt;/a&gt;&lt;/p&gt;
	Alright, I played 3 games of Scotland tonight.  Printed the game out on letter paper and had an annoying gap in the middle that kept sliding off the board.  My problem and no one elses.  :-)&lt;br&gt;&lt;br&gt;The map played extremely quick (under 30 minutes) and tight.  The games we played with rules generally as above and summarized briefly below (along with some other incidental changes).  The map itself can be found under the file section for &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/36377&quot;   &gt;Age of Steam Expansion - Scotland&lt;/a&gt; in several formats.  If you are in the U.S., you will want the file for A4 sized paper which roughly matches up to our trusty letter sized sheets.&lt;br&gt;&lt;br&gt;&lt;b&gt;Rules:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Note:  Messed up rules are outlined in blue.  I still think the game plays okay the way we did it, but, for the sake of completeness.&lt;br&gt;&lt;/i&gt;&lt;br&gt;- Basic Game rules with no locomotive maintenance or advanced auction.&lt;br&gt;- Remove all purple cubes and town markers.  &lt;br&gt;- Place 2 cubes on each city.&lt;br&gt;- Place 3 cubes on six upgrade hexes.&lt;br&gt;- Simplified Steam terrain costs (River $1, [BGCOLOR=#66FFFF]Mountain $1[/BGCOLOR], River and [BGCOLOR=#66FFFF]Mountain $2[/BGCOLOR]).  [BGCOLOR=#66FFFF]Ferry routes were $4 per hex[/BGCOLOR].  &lt;br&gt;- Played 8 turns (and like others, I can see the case for 7).&lt;br&gt;&lt;br&gt;&lt;b&gt;Blown Rules:&lt;/b&gt;&lt;br&gt;&lt;br&gt;- $2 for mountains.&lt;br&gt;- $6 for ferries with towns built up on both sides.&lt;br&gt;- Scenario calls for putting 6 cubes of each color away.  I didn't do this.&lt;br&gt;&lt;br&gt;The game played &lt;b&gt;very&lt;/b&gt; tightly for two players.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Highlights and Snap Judgments:&lt;/b&gt;&lt;br&gt;&lt;br&gt;- Many turns I had to decide to go first and hope to get Locomotive later.  Town Upgrades and City Upgrades were sought after.  &lt;br&gt;&lt;br&gt;- Although track tiles are numerous, there aren't many places to build and some complex track came out simply to build out to other cities after getting hemmed in.  &lt;br&gt;&lt;br&gt;- My first bankruptcy came off this map with my oldest essentially going bankrupt on Turn 7 of the final game.&lt;br&gt;&lt;br&gt;- Scores were 0-Bankrupt (Turn 4), 13-9 (Turn 8) and 11-Forfeit (Turn 7).&lt;br&gt;&lt;br&gt;- The turn tiles worked very well with this expansion and I didn't feel like I was missing out on anything in terms of tension that comes with an advanced auction.&lt;br&gt;&lt;br&gt;&lt;b&gt;Opinions:&lt;/b&gt;&lt;br&gt;&lt;br&gt;I liked this map.  The kids liked it but thought it was too mean.  The choices were more stark and it is harder to turn a profit on this map than the relatively wide open N.E. USA and Germany maps.  &lt;br&gt;&lt;br&gt;Cube draws can create some dynamic tension and oddities.  For example, one map had no red cubes to start and then a couple whole hexes chock full of red cubes - another game was mostly gray and 1 cube runs.  I was surprised at how it went.  There are some chokepoints that may or not may be exploitable regardless of how the cubes fall, but all in all, this is a well thought out map for the original AoS system that plays to what I see as Steam's strengths (auction tiles and simplified distribution mechanism).  &lt;br&gt;&lt;br&gt;&lt;b&gt;Side Note:&lt;/b&gt;&lt;br&gt;&lt;br&gt;So impressed am I that I am now working on a version of the map to take camping because there is no way I am taking $60 Steam into a tent for five days.  The plan is to make a black and white version of the map and a generic score sheet.  From there, I've got a number of cubes (1 cm) in the right colors and a cloth mouse bag to hold them all.  From there, it's a matter of using different colored crayons or markers to draw the game on the map, maybe even getting some dry-erase markers on transparent sheet protectors for the map.  Since we're leaving tomorrow, I'm working on converting the map now.  We'll see how it goes.&lt;br&gt;&lt;br&gt;&lt;b&gt;Legal Stuff:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Since this Age of Steam expansion was freely available with an unrestricted license, I don't think I'm breaking any laws or betraying any intellectual property by playing it with the Steam rule set.  As a self-proclaimed independent game designer, I take these matters quite seriously and if there are any infractions of any kind, please let me know and I will respond in good faith to remove this article.&lt;br&gt;&lt;br&gt;Thanks and happy gaming!&lt;br&gt;&lt;br&gt;-edit:  Added comments from below on rule screw ups.  So much for being definitive.&lt;br&gt;-edit:  Clarified broken rules and added colons to headings.&lt;br&gt;-edit:  Fixed the ferry.
</description>
<link>http://www.boardgamegeek.com/thread/420057</link>
<guid>http://www.boardgamegeek.com/thread/420057</guid>
<pubDate>Wed, 01 Jul 2009 05:19:00 +0000</pubDate>
<dc:creator>Raiderjakk</dc:creator>
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		<item>
		<title>Session: R-Eco:: My wife dumps like crazy but still kicks my butt!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Kerbster76&#039;&gt;Kerbster76&lt;/a&gt;&lt;/p&gt;
	My wife and I have enjoyed playing quite a few games of R-Eco which I recently got in a trade.  &lt;br&gt;&lt;br&gt;I generally try not to dump where as my wife is not as environmentally minded as me and doesn't mind the odd illegal dump.  &lt;br&gt;&lt;br&gt;In our last game (2-player) she took this to the extreme and dumped a total of 9 cards!  However she'd managed to collect a total of 19 points worth of tokens so ended with a net score of 10.  I (for the first time ever in a 2-player game) managed to get the no dump bonus (4 points in a 2-player game) but only got a measly 3 points of chips including a couple of -2 chips that I was forced to take as part of my no dump strategy.  &lt;br&gt;&lt;br&gt;End result: wife &lt;b&gt;10&lt;/b&gt; (19 - 9 penalty), me &lt;b&gt;7 &lt;/b&gt;(3 + 4 bonus).  &lt;br&gt;&lt;br&gt;She might have won, but after dumping that much waste I don't know how she can live with herself! &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I like to think that I at least got a moral victory!  That's got to count for something?
</description>
<link>http://www.boardgamegeek.com/thread/420041</link>
<guid>http://www.boardgamegeek.com/thread/420041</guid>
<pubDate>Wed, 01 Jul 2009 04:16:49 +0000</pubDate>
<dc:creator>Kerbster76</dc:creator>
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		<item>
		<title>Session: Speed Circuit:: St Pete (Florida) Indy Car PBEM</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Heckmac&#039;&gt;Heckmac&lt;/a&gt;&lt;/p&gt;
	The race started with 6 teams of 2 cars on a beautiful day on Florida's Gulf Coast.&lt;br&gt;&lt;br&gt;We used the Alternate Start Mechanism.  Basically, the 6 primary cars started line abreast on an artificially wide track that narrows down by 2 lanes every 4 spaces you move towards the Start/Finish Line.  The 6 secondary cars started two spaces behind their lead driver.  (Once the last car passes the S/F line, the artificial &quot;inverted pyramid&quot; track section is removed.&lt;br&gt;&lt;br&gt;Jay Lee Hooker, Team Habituation's lead driver was fastest off the start jumping out to a quick lead.  At the other end of the spectrum was Clutch Carbone, Checker-Argent's lead driver who stalled on the grid.  It was a sign of trouble ahead for Checker-Argent!&lt;br&gt;&lt;br&gt;Hooker lead the field down the runway and into the first turn, but an early mistake allowed TBD Racing's Street Martin to sneak ahead as the cars snaked down 1st Street and onto the more technical portion of the course.&lt;br&gt;&lt;br&gt;The field battled along behind Martin until it was time to reengage the drag strip portion of the course on the three wide runway front straight.  One of the Space Available cars slide off the track in the final hairpin triggered a crash between Trinacria's Vanina Ickx and Checker-Argent's Enar Vikingar.  Both cars were totaled and the Pace Car came out for a full course caution.&lt;br&gt;&lt;br&gt;Team Bad Habit was the only team to pit during the Yellow and hit the restart with a fresh set of tires but at the end of the pack.&lt;br&gt;&lt;br&gt;Rita Yuk Racing got the best of the restart with Badcat Stunts and Flash Marker running 1 &amp; 3 bracketing Street Martin.  As the field flowed through Turn 1, disaster struck again for Checker-Argent when lead driver Clutch Carbone crashed wide into the tire wall for an early retirement.&lt;br&gt;&lt;br&gt;This time there was no full course caution and the field raced on.&lt;br&gt;&lt;br&gt;The remaining Trinacria car quietly moved up through the field.  As the racers approached the half way mark, Badcat Stunts was leading with Jacky Ickx on his tail and a 3 second lead on the rest of the drivers.&lt;br&gt;&lt;br&gt;Stunts and Ickx pitted, leaving Street Martin racing Jay Lee Hooker of Team Habituation for the lead.  &lt;br&gt;&lt;br&gt;Hooker really started to push and managed to open a two second lead on Martin going onto the Bayshore backstretch of Lap 3.  Meanwhile, Ickx had turned a very quick Pit Stop into a return to contention.&lt;br&gt;&lt;br&gt;The trio of Hooker, Martin and Ickx were stretching their lead entering the final hairpin of Lap 3 and preparing for the race down the runway.  Trouble for Hooker as he got onto the marbles and crumpled his nose cone on the runway safety wall.  Fortunately, he could still make a dive into the pits to fix the damage.  With Martin also pitting, Ickx was running free in the lead with a decent set of tires.&lt;br&gt;&lt;br&gt;Stunts began to give chase on the runway when sudden smoke revealed engine damage.  With the inability to really push his car on the last lap, Badcat could only hope the competition could not close to steal 2nd place.&lt;br&gt;&lt;br&gt;So, the final lap starts with Ickx running free, Stunts with a small lead on the field and engine damage and Hooker tearing out of the pits on a fresh set of softs and a new nose cone.&lt;br&gt;&lt;br&gt;In a lap of madness, Hooker pushes every corner to the extreme limit, riding his skill and his sticky softs to close on Stunts tail when they make the marina turn.&lt;br&gt;&lt;br&gt;Ickx has the win locked in and a duel for second place ensues.  Hooker patiently waits for the runway strip and uses his healthy Mach power to roar next to Stunts, narrowly clipping him in a photo finish at the line for 2nd place.&lt;br&gt;&lt;br&gt;The podium:&lt;br&gt;&lt;br&gt;1. Jacky Ickx - Trinacria (Chapparal) - Avg Spd: 101.075mph&lt;br&gt;2. JayLee Hooker - Habituation (Mach 3) - Avg Spd: 98.437&lt;br&gt;3. Badcat Stunts - Rita-Yuk Racing (Chapparal 2) - Avg Spd: 98.428&lt;br&gt;&lt;br&gt;A wild race of sudden death for many of the cars involved.  Though Hooker and Stunts untimely issues prevented them from challenging Ickx for the win, the Trinacria lead driver had the healthiest tires and clearly the advantage even before those setbacks to the competition.  It was Ickx's skill, not the dice that put the black and gold car in that position.&lt;br&gt;&lt;br&gt;Hooker's mad lap of shredding tires and rolling dice earned him the 2nd place finish in a blaze of glory!
</description>
<link>http://www.boardgamegeek.com/thread/420031</link>
<guid>http://www.boardgamegeek.com/thread/420031</guid>
<pubDate>Wed, 01 Jul 2009 03:23:08 +0000</pubDate>
<dc:creator>Heckmac</dc:creator>
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		<title>Session: Napoleon at War: Four Battles:: Marengo OR How I Lost My Composure &amp; My Mantle Of Invincibility On The Same Battlefield.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#666633'&gt;&lt;b&gt;Marengo&lt;br&gt;&lt;br&gt;Napoleon In Italy – June 14, 1800&lt;/b&gt;&lt;br&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/56411"><img src="http://images.boardgamegeek.com/images/pic56411_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;&lt;b&gt;Austrians Generalled by Da Pyrate&lt;br&gt;French Marshalled by Heath Avery&lt;br&gt;Played by email – June, 2009&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;In May Heath and I fought out Marengo by email. It was our third encounter and my third victory. I suggested that we should refight it and switch sides – I was confident that I could win as the Austrians and wanted to try out some subtle attacking techniques.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn One&lt;/b&gt;&lt;br&gt;As the Austrians I chose not to attack the French on the first turn. The best I could get would be 2:1 odds and even winning the combat wouldn’t give me as much advantage as I gained by not attacking and moving towards the river at full speed. The French are limited on their first turn and only move at half speed and are not allowed to move next to an Austrian unit.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turns Two to Eight&lt;/b&gt;&lt;br&gt;The Austrians did make it across the river rather easily and pushed in the centre and south. The French made a large push on the northern flank and the Austrians pretty much ignored that threat, falling back and sending a small number of reinforcements while continuing to push in the centre and south. I feel that Heath played extremely well but I felt that the dice were very hard on the Austrians. Often times I needed to attacks, side-by-side, to be successful to gain an advantageous position but could not win the combats that I needed. My advance had been fairly good and my smaller sized units were having trouble catching up with the fighting. This caused me some problems with a couple of exchange results where I lost larger units than the defending French.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turns Nine and Ten&lt;/b&gt;&lt;br&gt;I lost my composure. I felt that I was running out of time and needed to push my luck. I advanced some of my units to positions where I could surround French units to cut off retreats. It turned out that I had three chances to eliminate French units and all three failed. The French units were able attack the exposed Austrian units and eliminated every one they had a chance of eliminating - even though the attacks were all 1:1 (if this sounds like a whinge or a whine that is because that is exactly what it is).&lt;br&gt;&lt;br&gt;At the end of turn 10 there were something like 30 dead French strength points and over 45 dead Austrian strength points. Even though the Austrians held the town of Marengo I conceded defeat and ignominiously left the field of battle.&lt;br&gt;&lt;br&gt;&lt;b&gt;Licking The Wounds&lt;/b&gt;&lt;br&gt;I enjoy playing the same game several times in quick succession as I feel that I learn much about a game that way. Heath prefers to play a game once and then go onto something else.&lt;br&gt;&lt;br&gt;I feel that there is still much to be learnt about the Marengo scenario. How slow can the Austrians advance and still win? I pushed forward too quickly and didn’t have the support of low-factor troops to absorb losses economically. I put several units in exposed situations towards the end of the game as I tried to steal a win – if I had thought about the victory conditions more carefully I could possibly have walked away from the battle with a draw.&lt;br&gt;&lt;br&gt;During the game I felt that the dice were unkind to me – statistics show that I had 48 dice rolls with an average just over 3.6 while Heath had 38 dice rolls with an average of 3.3 so perhaps it is just me whingeing again. It may be the timing of the dice that was cruel.&lt;br&gt;&lt;br&gt;I felt that this was the most interesting and enjoyable of the four games that Heath and I have so far played. I hope we play it again and would welcome another chance with the Austrians. I still feel that the best opening for the Austrians is to not attack on the first turn but to advance towards the stream at full speed – I would appreciate comments from experienced players regarding the Austrian option.&lt;br&gt;&lt;br&gt;Heath is a fine opponent and plays with a good attitude.&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419990</link>
<guid>http://www.boardgamegeek.com/thread/419990</guid>
<pubDate>Tue, 30 Jun 2009 23:56:44 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<title>Session: On the Underground:: A 5p game or why the BGG player number polls are important</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	After the very &lt;a href=&quot;http://www.boardgamegeek.com/thread/419720&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;fun 3p game&lt;/a&gt; a couple of nights before, a couple of us were keen to drag out On the Underground for another play, even though the number of players had increased to 5. Sure, the box says 2-5 but can you really believe it?&lt;br&gt;&lt;br&gt;We set up the board for, handed out the pairs of railroad sticks to each player, in a 5-player game, everyone gets one 20-piece line, and one 15. A quick rules explanation followed (passenger movement is always tricky for people to really grasp until you start moving him) and then a brief outline of some of the successful strategies: centre is important, try to take control of some regionals and so forth.&lt;br&gt;&lt;br&gt;As the game set off, people mostly waded in with a single railway, not setting up the second until the 3rd or fourth turn. We had a quite a few turns where all white destination cards were drawn which made the movement a little less interesting.&lt;br&gt;&lt;br&gt;One thing we noticed was the huge amounts of contention around the centre of the board, there were 5 separate railways all trying to form some part of the central circle loop route and relatively few outlying railways. This competition meant most people spent their time trying to redirect around the constant blocking as the board filled up.&lt;br&gt;&lt;br&gt;There also seemed to be a significant disadvantage for the player in the 5th spot who trailed significantly for most of the game, having missed out on having any track for passenger movement for four whole moves. It should be noted that with very cunning play and a bold diagonal line, she reaped about 20 points in connection and terminus bonuses in her last few turns to come close to the pack.&lt;br&gt;&lt;br&gt;One player was largely left alone to take advantage of the profitable west and north-west regions with a tiny stub railway, unfortunately her circle route was never usefully completed and so few people were forced to use it.&lt;br&gt;&lt;br&gt;About the most important difference was the limit on two points per passenger movement. With only two railways per person there was much less opportunity to cleverly use just your own tracks for movements. As a result of this and the huge amount of duplication between the players, in most movements the active player could freely choose among several different tracks and almost always chose the lowest-scoring player as being safest. &lt;br&gt;&lt;br&gt;Finally the downtime between plays and the near-complete changes of the board between your track lays and passenger movement made planning near-impossible. This removed one of the more pleasant parts of the game. &lt;br&gt;&lt;br&gt;Scores were lowish, 51, 54 54 54 and 56. We were happily free of kingmaking, but after all the time spent on the game (it did run too long) it was disappointing to not see more score distinctions. &lt;br&gt;&lt;br&gt;In conclusion, the large number of 'not recommended' votes here on BGG are absolutely spot on for this game. There are far better games to play with 5 players where people don't get bored or frustrated. The contrast was particularly strong since we had just played a fast-moving fun game of Vegas Showdown almost immediately before. &lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419933</link>
<guid>http://www.boardgamegeek.com/thread/419933</guid>
<pubDate>Tue, 30 Jun 2009 21:34:09 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
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		<title>Session: Waterloo:: Wellington meets his Waterloo</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jrtracy&#039;&gt;jrtracy&lt;/a&gt;&lt;/p&gt;
	Dutch and I got the Wallace Warfrog Waterloo on the table last night, and had a lot of fun with it. Dutch had a few games under his belt already but I'd read the rules and observed a couple games myself. The dice gave me the French and away we went. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://images.boardgamegeek.com/images/pic507519.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;Dutch, the Prince of Orange&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I decided to open things up by stressing the system a bit with an all-out assault on Hougoumont. One of the central mechanics of Wallaceloo is the uncertainty of the length of a player's impulse; the inactive player draws a tile with a value from two to five (evenly distributed) and the active player performs actions until the limit is reached. Assembling a big attack is a gamble because you generally overstack for advantage at the point of attack, and should the impulse end unexpectedly you may find yourself paying a requisite penalty. I threw caution to the wind and assembled a mighty force of eight infantry pieces to crash into the two defenders of the chateau.&lt;br&gt;&lt;br&gt;What did I achieve? Not much. Strongpoint defenders absorb casualties rather than retreat, and if an attacker doesn't clear out the area after two rounds of fighting he is repulsed. As a result, my boys streamed back to their starting areas in disarray. While I just managed to sort out my stacking before my impulse ended, I was in no shape to withstand Dutch's counterattack, which gutted me for heavy losses. Okay, that didn't work out so well, so we hit the reset button. &lt;br&gt;&lt;br&gt;The second time around, I was a little more conventional, bouncing cannonballs off the three Anglo-Allied strongpoints (Hougoumont, La Haye Sainte, and Papellote) before moving forward with my infantry columns. I took the farmhouse but it was soon clear the chateau would not fall. I decided to work around it, sacrificing the integrity of my line (and associated morale benefits) in exchange for a chance to get stuck into the main A-A line. &lt;br&gt;&lt;br&gt;Dutch responded with furious cavalry counterattacks on either side of Hougoumont. My own cav responded in kind and after several actions expended by both sides the French cavalry ruled the western third of the board - six A-A units were dead in exchange for five French units 'tired' (still on-map but with what amounts to a step loss). &lt;br&gt;&lt;br&gt;My cavalry advantage allowed me to set up a series of combined arms attacks on the Allied line - first the cav would hit to force the defenders to form square, then my infantry columns would assault. Infantry in square is very tough against horse, as you'd expect, but shoots poorly and makes a juicy target. I steadily drove the British and German infantry back, killing some and making others retreat with loss. In addition, I killed one of the two A-A leaders (we decided it was the Iron Duke) which really cramped the Allied activity level. Dutch used up the last of his cavalry in another dramatic charge but the dice failed him. I was pushing toward Mont St. Jean, the French objective, and two-thirds of the way toward the A-A casualty cap, when the Prussians showed up. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://images.boardgamegeek.com/images/pic507517.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;Lights out for Big Nose&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;The Prussians are arrayed off-board and enter 1d6 at a time, with a minimum of two. Dutch rolled consecutive fives so I had a real problem on my hands. All my activity to the west came at the expense of dressing the lines on my right flank, so I allowed the Prussians a nice jumping off point in the Bois de Paris. I repulsed an initial Prussian infantry assault but the Prussian cavalry swept through my gun line, wreaking havoc. I was still a ways from hitting my own casualty limit but the pressure was on. &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://images.boardgamegeek.com/images/pic507515.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;i&gt;Marschall Vorwärts emerges from the Bois de Paris&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;I had excellent board position but all my infantry was banged up; the Guard was in position to face the Prussians but with nothing behind them. It was now or never, so once more I gambled on the tile draw. Fortunately, I was able to squeeze out four actions in my next impulse, enough to ride down some Nassau foot just in front of Mount St. Jean. That triggered the A-A casualty cap for a French victory. &lt;br&gt;&lt;br&gt;The local response to this game has been very mixed, from not liking it at all, to liking the system but not the situation, to loving the whole package. I'm toward the latter end of the spectrum. This might look like a Euro but it is definitely a wargame, with a lot of history in the package. Swap the warmeeples for counters and there would be no debate. However, it is easy to see that whenever Wallace was forced to compromise between history and playability, gameplay won out. This is a game first, a history lesson a distant second. &lt;br&gt;&lt;br&gt;I have a couple concerns - casualty rate and game length. Our game ended on turn five due to casualties and I've read of several others ending even earlier. I'm hoping this is a function of (lack of) familiarity with the system. With my own abortive first game as an example, it's easy to leave yourself open to a devastating counterpunch, particularly when hot-headed British cavalry is involved. With experience, I expect the casualty pace to slacken. As for length, this looks like it will settle into the three-plus hour range, even though the presentation and mechanics imply something half that. There is nothing particularly complex, but the assault mechanism is process-heavy and the need to manage unit interactions requires a lot of forethought each impulse. That's not a knock, but despite appearances, this is not a light game. &lt;br&gt;&lt;br&gt;Overall, I'm pleased, and looking forward to another session - this should be good for a few playings. &lt;br&gt;&lt;br&gt;JR
</description>
<link>http://www.boardgamegeek.com/thread/419929</link>
<guid>http://www.boardgamegeek.com/thread/419929</guid>
<pubDate>Tue, 30 Jun 2009 21:29:59 +0000</pubDate>
<dc:creator>jrtracy</dc:creator>
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		<title>Session: Magic: The Gathering CCG:: Jund vs Esper vs Grixis, a 3 player seesaw battle</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jeshko&#039;&gt;Jeshko&lt;/a&gt;&lt;/p&gt;
	After a great game of Agricola, a typical games night was winding down.  Two of the four players headed for the door, as the night was fairly late already for a Monday night.  The remaining player pulled out his magic deck which he'd recently upgraded for more Esper artificat shenanigans and challenged me to a match.  The wife wasn't home yet, so I readily accepted.  One of the other players had just finished tying his shoes, but perked up at the mention of some Magic to be played.  The other had already left, so we would miss out on the possiblity of some 2 Headed Giant, but we decided to play 3 players instead, with the restriction that you could only send your creatures to attack left.&lt;br&gt;&lt;br&gt;The decks that came out were all Shards of Alara block only (as all three of us are new to the game), but bear slightly different pedigrees as to their construction.  First up is Esper, which was the result of Shards/Conflux/Conflux draft plus a bunch of other cards purchased after the fact specifically to flesh out this artifact deck.  Second up was a green/red Jund deck which was built by combining the Jund intro pack from Shards of Alara and the Rumbler intro pack from Alara Reborn.  I opted to play my Grixis deck which was built from Grixis theme deck from Shards of Alara plus cards from the aforementioned draft and another booster or two.  &lt;br&gt;&lt;br&gt;And so we setup around the table, with the turn order being Jund, Esper and then Grixis last.  I look at my opening hand and opt to keep it despite it being 5 land, 1 creature, and one 1 spell as I've got all my colours available and don't want to be mana screwed later.  &lt;br&gt;&lt;br&gt;The first couple turns are relatively uneventful with mostly land being played.  Early on, I'm afraid of Esper as he's going to be attacking me and I don't know what tricks he's got up his sleeve, so I send an early &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174917&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Blightning&lt;/a&gt; his way to try and slow him down.  In retrospect, I should have opted to play my one creature a turn earlier, but hey.  &lt;br&gt;&lt;br&gt;At this point, Jund explodes out with a bunch of creatures and swings in for eight damage.  Esper doesn't have any creatures, and seems to be having mana issues.  He's got a &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175249&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Marble Chalice&lt;/a&gt; to give himself back one life per turn, but a turn later, he's down to two life as Jund smashes in again for eight.  &lt;br&gt;&lt;br&gt;I get out a couple of creatures, but am regretting that early Blightning as Esper is on the verge of being eliminated, and I'm not sure I'm ready to go head to head against Jund.  Jund looks at my creatures as is worried about not having any defense against me, so doesn't attack all out.  Esper &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=177932&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;unsummons&lt;/a&gt; his attacker and survives the turn.  &lt;br&gt;&lt;br&gt;Esper now stabilizes and gets out a couple key creatures, including &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175014&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Windwright Mage&lt;/a&gt;, a 2/2 flyer with lifelink.  I've managed to get in a couple of key hits over the past few turns, and Jund is down to four life, but has managed to get a bunch of key creatures out which are growing bigger and bigger as other creatures go the graveyard.  He is also able to send some damage to players every time that happens and between that, Esper's Windwright Mage, and drawing only land for a bunch of turns, I'm in a world of hurt.  &lt;br&gt;&lt;br&gt;The lifelink on that mage that I can't block has given Esper an abundance of life and he's back up around 20 life.  Things are looking grim as Esper puts a &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174881&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Sharding Sphinx&lt;/a&gt; into play so he'll start making more fliers every time he does damage to me.  Fortunately, I draw a &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175100&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Blood Cultist&lt;/a&gt; and am able to start picking off all the 1/1 fliers.  This has the downside of growing Jund's &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174988&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Rockslide Elemental&lt;/a&gt; to even higher levels of ridiculousness, despite it being unsummoned twice already.  &lt;br&gt;&lt;br&gt;I still don't have a good answer for all the fliers Esper is drawing and creating until I draw &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175004&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Vein Drinker&lt;/a&gt; next turn.  Suddenly I have a very good way of picking them off one by one.  Jund is now in big trouble as he's only got 4 life still, and my Vein Drinker can fly in for the coup de grace at any point.  Luckily for him, his creatures are all that is holding back Esper from charging across my front line, so I have to keep him alive for now.&lt;br&gt;&lt;br&gt;Esper drops a &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175107&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Sphinx Sovereign&lt;/a&gt; to replace his Sharding Sphinx and other lost fliers.  At this point, my Vein Drinker has only grown to a 6/6 and matches the Sovereign.  Esper opts not to attack in with Sphinx, as leaving him untapped will gain Esper three life.  Here, Esper makes a critical mistake, as I am able to grow my Vein Drinker to a 7/7 at the end of his turn, and take out the Sovereign on my turn.&lt;br&gt;&lt;br&gt;Jund crashes into Esper, knowing that Esper will have to block with all his remaining guys just to stay alive and have his &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174873&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Hissing Iguanar&lt;/a&gt; send enough damage my way to kill me, as I've dropped to three life at this stage.  Fortunately, I left my Blood Cultist untapped for just this purpose, and kill the Iguanar before Esper's remaining troops hit the graveyard.  &lt;br&gt;&lt;br&gt;Esper draws a blank, leaving me to send the Vein Drinker over Jund's 10/10 and 15/15 guys and remove him from the game.  Esper has no creatures on the board and doesn't draw anything to stop my guys from crashing in and killing him two turns later.  &lt;br&gt;&lt;br&gt;All in all, a game of crazy ups and downs, with each player being on the verge of being eliminated at some point.  I was a bit sad that I didn't draw my &lt;a href=&quot;http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180267&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Blood Tyrant&lt;/a&gt;, although given my precarious life title towards the end, maybe that was a good thing.
</description>
<link>http://www.boardgamegeek.com/thread/419926</link>
<guid>http://www.boardgamegeek.com/thread/419926</guid>
<pubDate>Tue, 30 Jun 2009 21:28:39 +0000</pubDate>
<dc:creator>Jeshko</dc:creator>
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		<item>
		<title>Session: Le Havre:: Differences between 4p vs 3p</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	I've played a couple of 4p games now, both as a rank newcomer among experienced players and as the rules-explainer to some previous players and one new comer. I'll come right out and say that I think this is a better 3p than 4p game, and go into a few of the differences.&lt;br&gt;&lt;br&gt;One of the chief complaints about Le Havre is the relatively large amount of repetitive fiddly stuff. While the number of actual player actions isn't different between the 3p and 4p, I found that the relatively slow per-person goods offer growth early in the game meant that quite a few early turns really were trivial onesy-twosy pick a couple of resources and repeat in the 4p game. This was a disappointingly slow start. It was relatively rare to see more than 3 reources of even the most common type until about turn 6 or 7.&lt;br&gt;&lt;br&gt;Two players went for grain and cattle early to reap the rewards of the many upcoming harvests. This worked up to a point, but most people struggled to meet food requirements or get ships together to ship anything with and ended up cannibalising their shippable goods.&lt;br&gt;&lt;br&gt;Buildings seemed to start getting built a few turns later in the 4p vs the 3p as well. This was mostly because of the resource starvation. Iron was a lot harder to pick up during the game and most people struggled with ships.&lt;br&gt;&lt;br&gt;It seems  also more important and less easy in a 4-player to concentrate on a single strategy that will net you a nice endgame profit rather than trying to be reactive to different availabilities of resources and buildings simply because the landscape changes too fast.&lt;br&gt;&lt;br&gt;There's also a lot more pressure to be preoccupied about things like food when you may have only a single action per round. Even the reduced food requirements in the 4p game didn't help much, particularly considering that the ran over 20 rounds. The 2/2/3 split in a 3-player game seems to encourage early diversification into interesting non-food avenues which makes the game much more interesting. &lt;br&gt;&lt;br&gt;Despite all the really slow lead-up, the game came to it's usually one-turn-too-few critical end with a couple of players a turn too short to make lots more money sitting at 124 points where the folks whose final shipments came together making 145 and 146 respectively.&lt;br&gt;&lt;br&gt;Again, in conclusion. Le Havre is a really great 3p game, but I'm probably going to try to avoid playing it 4p. It's not horrible, but it's really quite a bit less good. There are other games I'd much rather play with four.
</description>
<link>http://www.boardgamegeek.com/thread/419924</link>
<guid>http://www.boardgamegeek.com/thread/419924</guid>
<pubDate>Tue, 30 Jun 2009 21:15:40 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
	</item>
		<item>
		<title>Session: World in Flames:: Danes in flames 8</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Henninga&#039;&gt;Henninga&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;1942 J/F cont.&lt;br&gt;&lt;br&gt;Axis impuls weather 9&lt;br&gt;With bad weather in the world the Ge and It forces dosent have anything to do. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;Bismarck sails into the bay of Biscay but dosent find the main CW conc line, It sub sail but again dosent find.&lt;br&gt;Ja attacks Batavia (70% chance but fails roll 3) &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Allied impuls weather 9&lt;br&gt;US sails reinforcements to Manila and hunt the Ja conv net but dosent find. &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;CW sails around but dosent dear to sail into Italy coast as the axis navalair present is strong there. &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;&lt;br&gt;USSR is still holding back as massive Ge reinforcements are on the way.&lt;br&gt;&lt;br&gt;Axis impuls &lt;br&gt;Most axis forces are spend, so nothing happen and the axis end the turn.&lt;br&gt;Ja lands in the Philippines at Legaspi&lt;br&gt;&lt;br&gt;1942 M/A  allied init weather 4 &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Allied impuls&lt;br&gt;With the blessing of storm on the east front the USSR moves into position and await the Ge attacks.&lt;br&gt;US and CW sails around the world and bring reinforcements closer to the fronts.&lt;br&gt;A CW corps is landed in Italy to reinforce the tropps.&lt;br&gt;&lt;br&gt;Axis impuls&lt;br&gt;Ja reinforce the landing in the philippines and attacks Manila failing to take it (had 50 %) &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;Ge moves reinforcement to the fronts but no attacks, an 9 arm is moving to Italy, the rest of the Ge forces is send to USSR (2 para, HQ-A and 1 arm). It HQ-A is railed from France to USSR and a It HQ-I is railed from Italy to France.&lt;br&gt;Massive axis navalair is send into the Italy coast and West med. but no one finds. &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Allied impuls weather 6&lt;br&gt;With clear weather in the med.CW and US begins there most daring operation to date &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt; . Genoa has been left with no units and now a CW invasion fleet sails into west med. hoping to avoid the axis airunits.&lt;br&gt;The fleet is no found &lt;img src=&quot;http://files.boardgamegeek.com/images/whistle.gif&quot; alt=&quot;:whistle:&quot; border=&quot;0&quot;&gt; and then a US mot with a CW mar div and a US para lands in Genoa  in a 2-1 +2  giving 80 % of getting ashore and they make it &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; (1 dam, the CW mar div) but flips. &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;This attack no only makes the Italy operation a LOT more safe but it also cut the southern It factorys from the res. they get from Ge.&lt;br&gt;US subs find a Ja trs with a para corps but only mannage to dammage it.&lt;br&gt;USSR awaits the Ge attacks &lt;br&gt;&lt;br&gt;Axis impuls&lt;br&gt;Panic starts to show in the axis camp &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt; and the Ge and It forces can just make a 1-1 +2 giving them a 30% of throwing  the US forces in Genoa back into the sea &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; . The attack fails &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; giving the axis a corps dam and flips the front. &lt;img src=&quot;http://files.boardgamegeek.com/images/whistle.gif&quot; alt=&quot;:whistle:&quot; border=&quot;0&quot;&gt;&lt;br&gt;It subs find the US reinforcements on trs in the east coast but a lucky dammage roll saves the trs. &lt;img src=&quot;http://files.boardgamegeek.com/images/whistle.gif&quot; alt=&quot;:whistle:&quot; border=&quot;0&quot;&gt; 1 It sub is send to the buttom of the sea. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;In the rest of the world the Axis move into position.&lt;br&gt;&lt;br&gt;Allied impuls weather 4&lt;br&gt;US reinforce Manila and the CW US navals reorganise. CW dosent sail into the med.fearing the Axis airunits. &lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;&lt;br&gt;US subs finds the Ja conv line, sinking 4 conv.&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;USSR awaits the Ge attacks.&lt;br&gt;&lt;br&gt;Axis impuls&lt;br&gt;Ja attacks Batavia but again fails to take it.&lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;Ge and It moves forces to Italy and in west med. axis airforces find and dammage an amph &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt; . The best CW ftr in med. is shoot down in the aircombat. &lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;1942 M/J axis init weather 7&lt;br&gt;Axis impuls&lt;br&gt;With great weather the Ge takes a combined super land/air flying 11 airunits &lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt; into Italy coast and west med. and bombing with 5 bombers in USSR, even the CW units in Italy is bombed.&lt;br&gt;The axis find in Italy coast and sinks the BB &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt; putting the landing in Italy OOS &lt;img src=&quot;http://files.boardgamegeek.com/images/surprise_animated.gif&quot; alt=&quot;:surprise:&quot; border=&quot;0&quot;&gt; and later bombing flips 1 corps. &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;In USSR most axis bombings is aborted by massive USSR ftr cover. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; 1 rum bomber is shoot down.&lt;br&gt;It BB sails into the Italy coast to make a rare present. &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;Ja sails around the world.&lt;br&gt;Ge makes 3 attacks, 2 in USSR and 1 against the OOS CW units in Italy.&lt;br&gt;In a copy of last year, the first attack in USSR rolls off with a 2 &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;  stopping the Ge dead cool and even as the other attack is a succes making 1B*, it is the attack in Italy that is the most important. The attack is 3-1 +2 after the Ge has shoot down the CW airsupport &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt; . As planned the Ge roll a 1 &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt; saving the CW landings and making the Italy position very strong. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Do notice that the axis got 2 impulses in a row and still got stopped dead cool. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Allied impuls.&lt;br&gt;US and CW sail around the world but only a CA is sailed into Italy coast (forgot to roll search)&lt;br&gt;General the allied powers are awaiting the axis attacks but the lack of results in USSR and the failed attack in Italy puts the axis in a pretty bad situation.&lt;br&gt;&lt;br&gt;Game will be continued after some 3-4 weeks, happy holyday to all&lt;br&gt;Last some pictures of the situation by M/J 1942&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507434"><img src="http://images.boardgamegeek.com/images/pic507434_t.jpg" border=0></a></div>]]>&lt;br&gt;Pacmap&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507436"><img src="http://images.boardgamegeek.com/images/pic507436_t.jpg" border=0></a></div>]]>&lt;br&gt;The japanese problem&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507431"><img src="http://images.boardgamegeek.com/images/pic507431_t.jpg" border=0></a></div>]]>&lt;br&gt;USSR&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507433"><img src="http://images.boardgamegeek.com/images/pic507433_t.jpg" border=0></a></div>]]>&lt;br&gt;Central USSR&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507432"><img src="http://images.boardgamegeek.com/images/pic507432_t.jpg" border=0></a></div>]]>&lt;br&gt;Southern USSR&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507438"><img src="http://images.boardgamegeek.com/images/pic507438_t.jpg" border=0></a></div>]]>&lt;br&gt;Italy with the CW/US landings
</description>
<link>http://www.boardgamegeek.com/thread/419834</link>
<guid>http://www.boardgamegeek.com/thread/419834</guid>
<pubDate>Tue, 30 Jun 2009 18:42:55 +0000</pubDate>
<dc:creator>Henninga</dc:creator>
	</item>
		<item>
		<title>Session: Smolensk 20:: Smolensk 20 solo replay: Day 1 - who dropped that match?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dmcke013&#039;&gt;dmcke013&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;Introduction&lt;/b&gt;&lt;br&gt;&lt;br&gt;Following my recent disastrous (for the Russians) solo replay of Borodino 20 (here: 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/418779&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/418779&lt;/A&gt;), I thought it might be interesting to see if the same army, under the command of General Barclay de Tolly rather than General Kutuzov, could do any better at Smolensk.  Let’s find out …&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at start of game&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507458"><img src="http://images.boardgamegeek.com/images/pic507458_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 1: August 16, Morning (French morale 8, Russian morale 7)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(no random event)&lt;br&gt;III corps to the southwest of Smolensk advances along road towards it, as Reserve cavalry corps heads north.&lt;br&gt;&lt;br&gt;(random event = “Generals Argue”.  Not likely to have any effect just yet!)&lt;br&gt;Both the 1 militia and VII corps fall back into their redoubt hexes, as the VI corps moves down the road from the north of the map and II corps arrives along same road.  &lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 1&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507459"><img src="http://images.boardgamegeek.com/images/pic507459_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 2: August 16, Mid-day (French morale 8, Russian morale 7)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “March to the Sound of the Guns”.  Imperial Guards arrival advanced by one turn)&lt;br&gt;The French continue to close in on Smolensk, with the III corps and Reserve cavalry moving to the south-west and south of 1 militia, respectively.  Meanwhile, the I corps also arrives in play along the road to the south of Smolensk.&lt;br&gt;&lt;br&gt;Both the Reserve cavalry and III corps then combine to attack the Russian VII corps, who commit their reserves (-1 Russian morale) and force both attackers to withdraw (south-east and south-west, respectively).&lt;br&gt;&lt;br&gt;(random event = “Smolensk Ablaze”)&lt;br&gt;Presumably in a fit of pique, the withdrawing French troops set fire to the city of Smolensk!  Units must stop upon entering, and roads no longer provide a movement benefit.&lt;br&gt;&lt;br&gt;Neither the 1 militia nor VII corps decide to move; VI and II corps continue to move down the road towards Smolensk.  IV corps arrives on same road but, due to march confusion, is unable to move any further. &lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 2&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507461"><img src="http://images.boardgamegeek.com/images/pic507461_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 3: August 16, Afternoon (French morale 8, Russian morale 6)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “According to Plan”.  Reshuffle cards)&lt;br&gt;The French decide to change the angle of their attack.  III corps moves north into the patch of rough ground outside Smolensk, as Reserve cavalry cuts across country to that vacated hex.  I corps also moves (slightly) north-west.  Imperial Guard arrives near (and moves into) the woods to the west of Prudicheo as II cavalry corps arrives along right-most road of their reinforcement location and V corps does the same along the road to the south of Smolensk.&lt;br&gt;&lt;br&gt;(random event = “Rally a Command”.  None to rally, so cards are reshuffled)&lt;br&gt;Again, neither the 1 militia nor VII corps opt to move as VI, II and IV corps all advance along the north road leading to Smolensk.  Barclay’s cavalry corps arrives along the same road, and soon catches up to the IV corps.  Bagration’s cavalry arrives along the road leading through Stabna.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 3&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507462"><img src="http://images.boardgamegeek.com/images/pic507462_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 4: August 16, Evening (French morale 8, Russian morale 6)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Miscommunication”.  All French units have their move allowance reduced by 1)&lt;br&gt;The French finally move in for the kill, with all of the III corps, Reserve cavalry and I corps moving 1 hex north-east, adjacent to the Russian VII corps.  The II cavalry corps moves to the patch of rough ground to the south-east of the city, as the V corps moves into the newly vacated hex (but is unable to move any further due to miscommunication).  Finally, the Imperial Guard moves on to the road to the north-west of Prudicheo (again, unable to move further) and the Reserve Artillery enters play through the French LOC to the south of the city.&lt;br&gt;&lt;br&gt;I corps, II corps and Reserve Cavalry all combine to attack the Russian VII corps, who decline to commit their reserves (no point: going to be overwhelmed anyway!).  Surprisingly, the VII corps only withdraws, which they may ignore as are in a redoubt hex (retreat 1 fewer)!&lt;br&gt;&lt;br&gt;(random event = “Cossack screen”.  No effect as not using Fog of War)&lt;br&gt;Russian forces continue to arrive at the scene of battle, as both the II and VI corps arrive in the north and north-west of Smolensk, respectively (neither able to move any further as Smolensk is on fire).  IV corps continues down road towards the city, shadowed by Barclay’s cavalry corps.  Bagration’s cavalry corps also continues down road through Stabna, and the III corps arrives along same road but is unable to move due to march confusion.  Finally, the Reserve Artillery also arrives along the other road, but also suffers from march confusion.&lt;br&gt;&lt;br&gt;French Reserve cavalry counter-charge the VII corps, who commit their reserves (-1 Russian morale) again but are never-the-less forced to withdraw into the town hex to their south-east.  This is a hazardous retreat, but only in one EZOC as they do not extend between adjacent town hexes: the VII corps breaks anyway (+1 French morale, -1 Russian).  Reserve cavalry captures the redoubt.&lt;br&gt;&lt;br&gt;The VI corps and 1 militia both combine to attack the Reserve cavalry, who commit their reserves (-1 French morale) but are still forced to withdraw, with the VI corps crossing the river into the vacant redoubt.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 4&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507463"><img src="http://images.boardgamegeek.com/images/pic507463_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 5: August 16, Night (French morale 8, Russian morale 4)&lt;/b&gt;&lt;br&gt;&lt;br&gt;(random event = “Les Grognards”.  Die roll = French gain a morale point)&lt;br&gt;The French use the cover of night to redeploy their attack.  Reserve cavalry corps drops back 1 hex, allowing I corps to take their place with the Reserve Artillery taking that of the I corps (south of Smolensk).  V corps also moves north as II cavalry corps follows the road to the north-east of the city, south of the Dnieper.  Finally, the Imperial Guard moves into Prudicheo before the French regain a morale point from rest (French morale +1).&lt;br&gt;&lt;br&gt;(random event = “Campaign exhaustion”.  French immediately lose a morale point)&lt;br&gt;II corps moves into the objective hex north of the Dnieper, as Bagration’s cavalry corps arrives in the north-east of the city.  IV corps, Barclay’s cavalry and Reserve Artillery all continue to advance down the road that leads to the north of the city, as the III corps heads down towards Stabna.  Finally, the V corps arrives along the same road as IV, Barclay and Reserve Artillery but suffers from march confusion  (again!).  Russians then regain a morale point from rest (Russian morale +1), but the VII corps is eliminated for good.&lt;br&gt;&lt;br&gt;&lt;i&gt;Situation at end of turn 5&lt;/i&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507464"><img src="http://images.boardgamegeek.com/images/pic507464_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Advance to day 2: to follow
</description>
<link>http://www.boardgamegeek.com/thread/419837</link>
<guid>http://www.boardgamegeek.com/thread/419837</guid>
<pubDate>Tue, 30 Jun 2009 18:40:10 +0000</pubDate>
<dc:creator>dmcke013</dc:creator>
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		<item>
		<title>Session: Finca:: Finca - get your hands off my figs!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Taxers&#039;&gt;Taxers&lt;/a&gt;&lt;/p&gt;
	Saturday morning at Origins.  Mitch, Bill and Craig had just finished a game of Finca, and I talked them into one more round.  They happily agreed.&lt;br&gt;&lt;br&gt;I got the green men (ended up playing a lot if green on the weekend, which is odd since my daughter always plays green) - and we were off.  Bill explained the rules briefly (I had not played previously), and we started placing our men on the wheel.  By random lot, I was the start player.  I tend to shy away from starting in a game that I know nothing about - but I jumped in and started anyway.&lt;br&gt;&lt;br&gt;On your turn, you can either use one of your three men to go out into the fields and gather fruits, or you can use your fruits to buy tiles.  Tiles either come in a single fruit denomination, two fruits, wild cards asking for 4, 5 or 6 of the same fruit, or the &quot;Dunkin Donuts&quot; tile of all six fruits.  To buy a tile, you need a donkey (which can take only six fruits to the market). No donkey, no tile.&lt;br&gt;&lt;br&gt;You also get four single use chits that give you additional moves:&lt;br&gt;&lt;br&gt;1. One free fruit.  You are at the market - you spy a tile you need - and you require one more fruit to get it. This chit gets you that fruit, and the desired tile.&lt;br&gt;&lt;br&gt;2. Super donkey.  Other donkeys can only take 6 fruits to the market?  There is no need to fear - Super Donkey is here!  He can take 10 fruits to the market, one time per game.&lt;br&gt;&lt;br&gt;3. Gather fruits twice.  Have two options that are equally juicy?  Gather twice lets you take both.&lt;br&gt;&lt;br&gt;4. Fruit nuke.  Fruit nuke allows you to move one man anywhere on the wheel.  If you earn more of a single fruit than what is available in the supply of that fruit, everyone has to turn in all they have of that type of fruit.  You then collect all the fruit you earned.&lt;br&gt;&lt;br&gt;The &quot;fruit nuke&quot; principle works with every aspect of the game.  If you draw the last donkey, the next person that needs a donkey will require everyone to turn theirs in (including the person that needed the donkey).  Fruit nuking is even better - because the person that forces surrender of the oranges is going to get their oranges.  Everyone else just loses their oranges.&lt;br&gt;&lt;br&gt;Just having the fruit nuke chit will keep your opponents from gathering large quantities.  You just need the &lt;i&gt;threat&lt;/i&gt; of fruit nuking.  It's mutual assured destruction.&lt;br&gt;&lt;br&gt;Back to the game.  Being my first play, I played aggressively.  I gathered as many fruits as I could (anything - not looking at what tiles were available) and when I had a match for a 5 or a 6 tile, I took it to market.  I did get burned a few times by a fruit nuke (including one that I unwittingly set up).  However, I was able to collect a bonus for being the first to complete a line of tiles from 1 - 6.&lt;br&gt;&lt;br&gt;In the end, it was a tight game.  The game was decided by the bonus tokens that a player earns when a region is completed.  When a region is completed, the player with the most of a certain fruit on their tiles earns a 5 point bonus.  If there is a tie - no bonus.  As I gathered large amounts of random fruits, I ended up with many mystery tiles, and not many tiles with fruits.  Bill had the most tiles with fruits, and ended up with the most bonus tokens and the victory.&lt;br&gt;&lt;br&gt;As I recall:&lt;br&gt;&lt;br&gt;Bill 47&lt;br&gt;Mitch 41&lt;br&gt;Jay 40&lt;br&gt;Craig 39&lt;br&gt;&lt;br&gt;I believe I will play this again - I ordered it when I got home from Origins!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419820</link>
<guid>http://www.boardgamegeek.com/thread/419820</guid>
<pubDate>Tue, 30 Jun 2009 17:50:54 +0000</pubDate>
<dc:creator>Taxers</dc:creator>
	</item>
		<item>
		<title>Session: Arctic Scavengers:: 3 Tribes go head to head</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/fbi_boy&#039;&gt;fbi_boy&lt;/a&gt;&lt;/p&gt;
	A Day after receiving Arctic Scavengers in the mail, we got it to the table..&lt;br&gt;&lt;br&gt;Early on, David managed to find a couple med kits in the junkyard.  Myself and Joel were constantly digging, but coming up empty.  I managed to find a syringe to at least give me a little bit of meds.  &lt;br&gt;&lt;br&gt;By now it was round 3 and the skirmish would be starting...I had picked up a couple of brawlers, since it would be a while before i could get any thugs, thanks to missing out on a med kit.  Most of the contested resources were won in large battles, where players had saved 6+ power of fighting. &lt;br&gt;&lt;br&gt;In the mid game, each player went a different route. I continued agressively digging for a med kit, with no luck. I hired scouts, and brawlers mainly, for the rest of the game.&lt;br&gt;Joel went pretty heavy on fighting, and managed to grab some thugs. He also could not find a med kit...and hired some saboteurs.&lt;br&gt;David decided to try out the snipers, hiring prolly around 4 of them, thanks to his med kits.  &lt;br&gt;&lt;br&gt;I used the scouts most of the time for their draw 2 giving me the chance to draw some more brawlers for fighting.  This ended up working pretty well. In the end I managed to win 8 of the 14 skirmishes.&lt;br&gt;&lt;br&gt;Final Scores:&lt;br&gt;&lt;br&gt;Matt: 39&lt;br&gt;Joel: 34&lt;br&gt;Dave: 25&lt;br&gt; &lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419807</link>
<guid>http://www.boardgamegeek.com/thread/419807</guid>
<pubDate>Tue, 30 Jun 2009 17:17:33 +0000</pubDate>
<dc:creator>fbi_boy</dc:creator>
	</item>
		<item>
		<title>Session: Neuroshima Hex!:: Outpost, meet Borgo and Hegemony . . . or, why NH doesn't play well with three players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Taxers&#039;&gt;Taxers&lt;/a&gt;&lt;/p&gt;
	It's Friday, it's Origins 2009 - Mitch and Craig and I are looking forward to a three player game of Neuroshima Hex!  A newly mashed copy (components undamaged) had just been delivered to CABS by Zev of ZMAN games, and we are ready to go.&lt;br&gt;&lt;br&gt;Our choices for our murderous ruffian hordes - Moloch (the red team, that has got to be one of the more evil sounding teams around); Borgo (the blue team, which sounds as if they defected from team Moloch because of creative differences); Hegemony (the yellow team, which is like the teen hooligan team - causes trouble, can't really hurt you); and Outpost (the last hope for humanity).  All these wonderful characters gather on a hexagonal field of hexagons for a battle royale.&lt;br&gt;&lt;br&gt;Mitch chose blue, Craig yellow and I chose green.  Moloch, despite being the main force of evil in the game, sat this one out.&lt;br&gt;&lt;br&gt;We positioned our bases, and then positioned our team members before we started to hack it out.  Initially, green looked unstoppable.  Any troops connected to my base could fire double - and I had troops that could fire twice AND fire at different stages.  We couldn't really figure out if this meant they could fire 3, 4 or 6 times - but they laid down a lot of death in the early going.  Blue was fairly accurate but had difficulty keeping men on the board.  Yellow couldn't hit anything but they were not really a target either, so they just expanded like a wave.&lt;br&gt;&lt;br&gt;Because of the abilities of my green army, I was able to jump out to a lead around the midpoint.  This is when the game changed.  Blue and yellow teamed up on me, and in a turn, I had no men defending my base.  For the remainder of the game, I had no ability to place and keep men around my base.  I was a sitting duck.&lt;br&gt;&lt;br&gt;Blue had sustained fewer hits from me, and moved into the lead.  With one turn to go, Craig had the ability to play kingmaker and decide who was going to win.  Really, by that time, the damage to me was done and Mitch was victorious.&lt;br&gt;&lt;br&gt;I didn't know anyting about the game going into it.  It now appears that Neuroshima Hex is NOT a good game for three people.  Play with two or four (in two teams) but not three.  The team with the early lead cannot win a three player game.&lt;br&gt;&lt;br&gt;Overall, predictable but fun (because of who played the game with me).  I would probably try this game again in the four player variety.  Two and three player versions just wouldn't make it.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419792</link>
<guid>http://www.boardgamegeek.com/thread/419792</guid>
<pubDate>Tue, 30 Jun 2009 16:12:33 +0000</pubDate>
<dc:creator>Taxers</dc:creator>
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		<item>
		<title>Session: On the Underground:: 3 new players find out why the Underground looks like that.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	On the Underground had been sitting on my shelf for a while waiting for some opportunity to get some play. Since it was reported at its best as a 3-player we dug it out and started wading through the rules.&lt;br&gt;&lt;br&gt;It's worth noting that the definition of end and branch bear repeating a couple of times and the only way to get passenger movement across is with lot of pointing at the actual board (The white potential end-station markers are a stroke of brilliance here). Fortunately two or three turns in, everyone mostly works it out.&lt;br&gt;&lt;br&gt;In a 3-player game, each player controls 3 railway lines, 2 short and one long. In this game we had B (green, brown, blue), E (grey, black, white) and C(red, pink, orange)&lt;br&gt;&lt;br&gt;At first everyone started out being reactive towards the passenger. For the first few turns we had both orange and white destination stations so the passenger got white a workout. B started centralish blue and green railways and edged a brown railway out. C mostly build up red in the middle loop and E built black out to the west and white again in the central loop. The passenger bounced back and forth quite a lot and generally gave a lot of feedback on whether the early route choices made sense.&lt;br&gt;&lt;br&gt;Because of some blocking, the railways competing for the centre took slightly different routes which gave some interesting optimal routes when considering which routes to connect. E started up a grey railway in the corner which largely failed to go anywhere and continued to extend black to cover the west side. Her central white line, so far was quite useful but failed here simply because it was not her 20-piece colour. C had largely finished the red and pink lines and started a bold dash with orange to take some of the traffic to the northwest. B added regional coverage to the north and northwest with his green and brown lines.&lt;br&gt;&lt;br&gt;One high point was B getting two 3-point passenger movements as a result of wide coverage of the three railway lines that didn't completely overlap anywhere, forcing point-giving changes. A couple of unlucky white-only rounds cost people a few points as well.&lt;br&gt;&lt;br&gt;In the endgame people struggled to pick up the last few passenger movements, complete loops and make sure that all their railways actually connected to point-bearing terminus stations and start a couple of final branches. Branching happened relatively little, probably because so few people were getting free branch tokens by getting to terminus stations early in the game.&lt;br&gt;&lt;br&gt;A couple of things became more clear during the game. Nice railway coverage is generally more important than getting a single point transit early in the game so you can't chase the passenger too closely. It's also &lt;i&gt;critical&lt;/i&gt; to plan out where your longest network is going to be and use your single long line there. Practically everyone was kicking themselves for poor placement choices (especially E whose unused grey line cost her lots of points)&lt;br&gt;&lt;br&gt;The final board layout. Scores B:61 C:54  E:47&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506279"><img src="http://images.boardgamegeek.com/images/pic506279_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Everyone enjoyed the game, even C who was actively napping between turns for a lot of it but who still managed to do pretty well out of simply deciding on a couple of sensible looking routes and spending most of her effort getting those finished rather than reacting to short-term passenger movements.  This was instructive to strategy where getting a central position and ensuring you connect to regional railways and are the sole railway in a destination-rich area are really important.&lt;br&gt;&lt;br&gt;In conclusion, this is  great game which shouldn't have languished on my shelf so long. I should actively try to arrange to have 3 players more often.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419720</link>
<guid>http://www.boardgamegeek.com/thread/419720</guid>
<pubDate>Tue, 30 Jun 2009 10:19:57 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
	</item>
		<item>
		<title>Session: Monopoly:: Yeah. I played it. I'll admit it, and I'd play it again.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Ke7in11&#039;&gt;Ke7in11&lt;/a&gt;&lt;/p&gt;
	     I like Monopoly. It used to be my favorite, until I was exposed to other, better games, but I haven't grown to hate it or anything yet.&lt;br&gt;&lt;br&gt;     Last week, my sister-in-law and her husband came over to visit. After we exhausted our cheese plate, the ladies got up to take a look in the closet at some clothes. My brother-in-law (whom I only recently showed &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/13&quot;   &gt;The Settlers of Catan&lt;/a&gt; and &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/30933&quot;   &gt;Bang! The Bullet!&lt;/a&gt;) asked if I had any 2 player games we might try out. Well, my collection is meager by most standards, but I am quite proud of my purchases. So, I showed him &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/278&quot;   &gt;The Settlers of Catan Card Game&lt;/a&gt;, &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/27708&quot;   &gt;1960: The Making of the President&lt;/a&gt;, and although it's not a 2 player game, I showed him &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/39339&quot;   &gt;Android &lt;/a&gt;, just so he could feel how heavy the box was. &lt;br&gt;&lt;br&gt;     Well, while pulling all the other games out of my storage table, he saw Monopoly. His eyes lit up, and he asked if we could play - noting that he hadn't played since he was little. I tried to talk him out of it and into more Settlers, but he was really dead set on playing. So, I conceded. I mean, I rarely get to play any games, so I'll take what I can get. Also, I'll hide it behind more games, next time.&lt;br&gt;&lt;br&gt;By the time we got the board out, the girls were back in the living room and wanted to play, so we set up a 4 player game.&lt;br&gt;&lt;br&gt;While handing out the beginning stacks of cash, I explained the rules as well as I could remember them - stressing the &quot;No money on Free Parking&quot; and other often broken rules that many people play at home. This intrigued everyone, because everyone had played Monopoly incorrectly. So, I made sure to explain building evenly, no double salary, etc. and we began.&lt;br&gt;&lt;br&gt;I explained that people could buy property right away, and that refusal to buy a property landed upon starts the auction process. I think this changed the game immensely for them. The first properly was landed on by my BIL. It was a light blue, and he decided he didn't want to buy it. I started the auction, and his wife (SIL) won it for about $50 more than the list price. (This was partially my doing, as I immediately bid it up without intending to buy it as part of my own strategy.) We continued and the first go-'round ended with me having an orange and a utility, my wife having the other utility, a red, and a light purple, SIL having two light purples, a light blue, and a railroad, and BIL having a green and a yellow.&lt;br&gt;&lt;br&gt;After a few more rounds, the only properties left were a railroad , New York Avenue, and Boardwalk. Noone had a monopoly yet, but I had acquired 2 light blues, and 2 oranges naturally, and SIL had two light purples, and a light blue. My wife had the last light purple, and BIL was in last place with the least property, and wads of cash. I lucked out, and landed on the last orange, giving me a natural monopoly.&lt;br&gt;&lt;br&gt;While the next few rounds were a blur, because I had the only monopoly, there were some trades that occurred. After a while, others at the table had monopolies, but I had the strongest position (IMO) with the oranges and the light blues. The girls split the RRs, making top rent only $50, there, and I had a house on each orange.&lt;br&gt;&lt;br&gt;BIL had the greens and yellows, but no cash, and when I got up to 3 houses, he ended up mortgaging both colors. Because of my early monopoly and buildings, I had racked up a bit of cash, and was pretty much just trying to bleed the others out of the game. Right about the time I bankrupted my wife, and was going to give the others the option of calling the game, BIL came up with a trade for me. The greens (mortgaged) for $2k. Way too much. While I had the position, (Hotels on light blues and oranges, as well as all the mortgaged properties from my wife) I was about to be short on cash. I talked him down to $1700, and we made the deal. For me, I really wanted to see if he could turn it around and give me a game.&lt;br&gt;&lt;br&gt;The next few turns, while not really notable had me explaining a few things:&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-1.gif&quot; alt='1' border=0&gt; When taking properties out of mortgage, you must pay the principle, plus 10%.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-2.gif&quot; alt='2' border=0&gt; Late in the game, you WANT to stay in jail. If there are no properties to buy, there's no need to travel around the board.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-3.gif&quot; alt='3' border=0&gt; One can make the jump from 3 houses to hotels, PROVIDED there are enough houses in the bank to theoretically make the transition properly.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-4.gif&quot; alt='4' border=0&gt; During the game EVERYONE ends up in jail at some point. That's what makes the oranges and reds so valuable.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-4.gif&quot; alt='4' border=0&gt;b The Go To Jail spot makes the greens and dark blues less valuable, because it takes people to jail before they get to the street.&lt;br&gt;&lt;br&gt;I did miss one thing, which admittedly might have made the game drag out - we were selling buildings back to the bank at 100% instead of 50%. I lost my directions, and the laptop was too far away for me to check the 'geek.&lt;br&gt;&lt;br&gt;Well, the rest of the game was kind of fun, but mostly the only tension came from avoiding the high rent spaces, and making it back around to go, but not losing your salary to income tax, or my properties.&lt;br&gt;&lt;br&gt;Eventually, I won (again, because coming out of jail, it is very hard to avoid the oranges). Admittedly, I might not have enjoyed the game as much if I hadn't won, but mostly because I wouldn't have wanted to wait to be bankrupt. After I won my BIL's properties, I as politely as I could offered my SIL the option to call the game done right there, and she accepted.&lt;br&gt;&lt;br&gt;All in all, it was fun, and I think they'd be more open to trying out a better game next time. I'm just happy he didn't see Life sitting across the room in a different bookshelf. I'm not sure I would've had as much fun.
</description>
<link>http://www.boardgamegeek.com/thread/419696</link>
<guid>http://www.boardgamegeek.com/thread/419696</guid>
<pubDate>Tue, 30 Jun 2009 05:34:02 +0000</pubDate>
<dc:creator>Ke7in11</dc:creator>
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		<item>
		<title>Session: Race for the Galaxy:: Race with a three year old</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Noun+Sequitur&#039;&gt;Noun Sequitur&lt;/a&gt;&lt;/p&gt;
	My wife and I have been playing RftG at every opportunity recently. We both love it. She has the highest score between the two of us, 70. My three year old son is intrigued to put it mildly.  He tries to get his hands on the cards at every opportunity. The Space Marine is his favorite. Every time I get the the game out he starts with &quot;Play daddy's game? Play daddy's game? Play daddy's game? Play daddy's game?&quot; ad infinitum. So I finally broke down and accepted his challenge. I figured I'd just give him some cards and let him draw when he wanted and play cards when he felt like it. Then we'd count up the scores at the end. &lt;br&gt;&lt;br&gt;I chose Epsilon Eridani as my home world, he chose Terraforming Robots as his, and we were off. I was a little surprised when he loudly declared &quot;I choose 'velop!&quot;, and confidently played a 5 cost military world. I silently applauded his strategy of going with 'velopsettle. I chose explore and drew a couple of high value military cards. This fit my strategy quite nicely. I felt that I needed to get as many worlds in play as I could because I would have at most 12 turns. Problem was I needed to get some military strength built up. &lt;br&gt;&lt;br&gt;&quot;I choose 'splore!&quot; he said and thumped down the Drop Ships that I so desperately needed. I drew a fistful of novelty detritus. &lt;br&gt;&lt;br&gt;&quot;I choose 'velop!&quot; and out came New Galactic Order. AARGH! My military strategy wasn't going to work if he had all the military. We did another 'velop and a 'splore and even a &quot;stettle&quot;. I finally got my military foot in the door and started laying down.  He 'splored another 6 cost development and I knew I would never catch up.&lt;br&gt;&lt;br&gt;Suddenly he had 11 cards on the table. This was my last turn. All I could play was Empath World so I went with it. I looked up and... he was producing! He was putting cards face down on every card in his tableau. Now I had time but I had to hurry. I frantically explored, settled, settled, explored, developed, settled - hoping I had time to get my tableau completed before he finished producing. Then he stopped and looked up. &quot;Look Daddy, goots!&quot; My strategy at this point was clear and simple: Whatever happens, DON&quot;T CHOOSE CONSUME! I tried to sneak in Lost Alien Warship...but suddenly everything came to a halt as he drew one more card. He sucked in his breath. He cried excitedly. This card was not destined to become a lowly &quot;goot&quot;. This card deserved a spot front and center. This card would be the crowning jewel of his tableau. He played his twelfth card...the Space Marine.&lt;br&gt;&lt;br&gt;&quot;Over?&quot; He asked. I had a sinking feeling as he gathered up his cards and gave them to me to score....28&lt;br&gt;&lt;br&gt;I finished with 26
</description>
<link>http://www.boardgamegeek.com/thread/419665</link>
<guid>http://www.boardgamegeek.com/thread/419665</guid>
<pubDate>Tue, 30 Jun 2009 03:10:55 +0000</pubDate>
<dc:creator>Noun Sequitur</dc:creator>
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		<item>
		<title>Session: Deluxe SPQR:: 2nd Punic War CG- Tagus River, 220BC</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/medievalbanquet&#039;&gt;medievalbanquet&lt;/a&gt;&lt;/p&gt;
	&lt;u&gt;&lt;b&gt;The 2nd Punic War&lt;br&gt;GBOH/SPQR/War Galley&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Roman- Andy Young&lt;br&gt;Carthaginian- Tom Raymo&lt;br&gt;&lt;br&gt;&lt;br&gt;Tom and I have been interested in GBOH/SPQR for a while.   He joined Scott Kimball and I for a scenario one GBG game day and really liked it.  He’s an ASL player so, perhaps, he took to this tactical game more readily.  I had heard great things about SPQR for years.  With SPQR Deluxe released last year it just seemed that my excuses for not playing this system had run out.  I’m an old ASL player as well but in the last 7 years I’ve branched out into other systems.  SPQR was a hole on my resume for awhile.  But, no more.&lt;br&gt;&lt;br&gt;SPQR has been called the ASL of the Ancient World by some.  I think people say that because A) It’s a tactical game; B) its complex; and C) it’s a system with scenarios/modules, etc.   The similarities end there if they are to be accepted by the reader.  ASL certainly is far more complex with a larger volume of titles/scenarios in its expanse.   But, I mention this stuff because, again, A,B,C may have been what finally drew me into SPQR.   But, because Tom and I aren’t afraid of anything we looked for more of a framework for playing this game.  We looked no further than Frederic Bey’s 2nd Punic War CG (translated by Jim Mehl in C3i21).&lt;br&gt;&lt;br&gt;The CG allows players to essentially recreate the 2nd Punic War in 33 battles using SPQR (29) and War Galley (4).  Read about it in C3i #21 if you are interested in the rules and such.  I won’t outline them until necessary in session reports.  We finished the first battle on Saturday night.  32 more to go….&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Tagus River, 220BC (SPAIN)&lt;/b&gt;&lt;br&gt;&lt;br&gt;The Tagus River is the longest river in Iberia and the site of Hannibal’s first battle in Spain.  Iberia would be an important staging area for Carthage to attack Rome in the coming 2nd Punic War.  Hannibal had besieged and sacked many cities in Spain in 220BC in support of the Iberian conquest.  As he was returning to New Carthago, the Spanish tribes (Carpetani &amp; Vaccaei mostly) decided to rebel against him.  Hannibal feigned a rout South but then doubled back towards the Spanish army just crossing the Tagus River.  SPQR’s version of the battle would seem as if the Spanish caught Hannibal in somewhat of a surprise as the Carthaginians start the engagement in columns.  To the Action!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;8:00am&lt;/u&gt;&lt;br&gt;&lt;br&gt;The opening moves were a bit scripted as Hannibal tried to get his lines into shape from column.  Hanno was immediately ordered to get the Phalanxes faced toward the coming Spanish.  Some cohesion was expected in a turn so fast but was later smoothed out as Hannibal himself addressed the phalanx lines with talk of glory.  The Spanish ordered the Iberian Lancers to the flanks to protect the coming moves of in the center.  Mago, seeing this develop, quickly spurs his troops (trumping the Carpetani King) forward to the river line.  Lines begin to form from the coming clash.&lt;br&gt;&lt;br&gt;The starting posture of the 2 forces:&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/502723"><img src="http://images.boardgamegeek.com/images/pic502723_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;8:20am&lt;/u&gt;&lt;br&gt;&lt;br&gt;Dust and Sound as more general advances are made, some in silence, some in load oaths.  The Spanish forces are excited but can see the more orderly maneuvers of the Africans.  The Carpetani King attempts to create some momentum by addressing the lines of his Carpenti Medium infantry.  However, the approaching Phalanxes and the thunder of African elephants cause some uncertainty.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/502725"><img src="http://images.boardgamegeek.com/images/pic502725_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;9:00am&lt;/u&gt;&lt;br&gt;&lt;br&gt;It is reported that the Lancers on the right flank have been driven back by the Elephants.  The horses in panic and confusion retreat every which way.  At the same time, the Phalanxes clash against the Vaccaei and Carpetani Infantry lines causing general mayhem.  The grinding seems to be going the way of the Phalanxes as Spanish get crushed (35 TQ points lost) underneath.  However, the loss of these men is not in vain as the Phalanxes try to reform correctly after the clash.  Elephants begin to rampage all over the front lines causing confusion and horror.  Most are killed by their riders afraid for their own lives.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/502726"><img src="http://images.boardgamegeek.com/images/pic502726_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;9:20am&lt;/u&gt;&lt;br&gt;&lt;br&gt;Still the middle holds as the phalanxes try to gain the upper hand on the hordes and hordes of Carpetani infantry.   Hannibal, realizing that the middle is in disarray, moves to rally the Phalanx units.  He reaches the area but isn’t as effective as needed.  The Carpentani King, in his 1 moment of glory, out performs the great Barcid general by rallying 2,000 men back to the cause of Spain and freedom.  Soon after the first phalanx is lost; 1500 men surrounded and decimated by the Spanish and their allies.  More phalanxes are in jeopardy as the last of the elephant units fall silent. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;(60 rout points for Rebels, 58 for the Barci&lt;/b&gt;ds)&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;9:40am&lt;/u&gt;&lt;br&gt;&lt;br&gt;Fatigue sets in as the Spanish leaders try to keep their troops semi-orderly in the face of the better led Africans.  The sound of African Heavy Calvary is heard raising fear in the hearts of the already tired mediums.  The middle is a sea of dust and blood.  The rebels have severely injured the Carthaginian army but the fragility of their situation is all too felt amongst the ranks.&lt;br&gt;&lt;br&gt;&lt;u&gt;10:00am&lt;/u&gt; &lt;br&gt;&lt;br&gt;Hannibal, using his wondrous leadership, orders Hasdrubal across the river with his Mediums, sensing the breaking point near for the rebels.  The mediums fail to rise to the call being more cautious then aggressive at a decisive point.  The Olcades Chief mops up on the left flank causing panic in the Carthage Light cavalry remains.  The Carthaginian force is soon to break and retire the field, Hannibal being unwilling to lose any more men to the rebels.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;(122 rout points for Rebels; 116 Rout points for the Carthaginians)&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;10:20am&lt;/u&gt;&lt;br&gt;&lt;br&gt;In the end, however, the better-led Carthiginian forces prevail.  The Numidian Light cavalry on the Spanish right wreak havoc in the light infantry line that had stunted the Carthaginian left side assault for the entire battle.  The line had overlooked the river keeping Carthaginian cavalry and mediums confused in the river.  The Numidians attacked the rear and flanks of the lights, who attempted to spin and meet the horses face to face.  In the end, this caused too much panic and the battle was won in the river bed.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;Rebels- 140 rout points&lt;br&gt;Carthaginians- 164 rout points&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/502728"><img src="http://images.boardgamegeek.com/images/pic502728_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;br&gt;Highlights/Conclusions:&lt;br&gt;&lt;br&gt;I felt that I had the opportunity to win this battle but BLEW it by trying to spin those lights to meet the LCs.  They routed and were cut down by the Numidian cavalary.  A huge lesson learned.&lt;br&gt;&lt;br&gt;The Carthigninans definitely had the upper hand in leadership with Hannibal being on the board.  In addition, it seemed that Tom was the beneficiary of more momentum activations.  The Spanish just seemed to have a harder time spurring on their men (a good historical narrative).  Though, I did get some at key times.  Killing those phalanxes was a priority given the points they offer.  I ended up killing all phalanxes and elephants (of course) with some scattered other troops.  Tom played a great game- we both learned much.  Can’t wait to do the 2nd battle!&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419652</link>
<guid>http://www.boardgamegeek.com/thread/419652</guid>
<pubDate>Tue, 30 Jun 2009 01:59:15 +0000</pubDate>
<dc:creator>medievalbanquet</dc:creator>
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		<title>Session: Commands &amp; Colors: Ancients Expansion Pack #2: Rome and the Barbarians:: Julius Caesar wins the day for the Romans!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GeneSteeler&#039;&gt;GeneSteeler&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;Julius Caesar wins the day for the Romans!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Mike (mdr003) and I had another evening of &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/24089&quot;   &gt;Commands &amp; Colors: Ancients Expansion Pack #2: Rome and the Barbarians&lt;/a&gt; last night.  Unsure how far through the scenario book we’ve gotten, we started at the rear and made our way backwards.  This had us start in Britannia with the Britons trying to repulse the Romans.&lt;br&gt;&lt;br&gt;This scenario was a blast with the Romans pushing hard on their right flank, crossing the river and challenging the ramparts.  We traded formations back and forth, and every time the rampart was lost, the Britons repelled the Romans back.  &lt;br&gt;&lt;br&gt;Crossing the river and the &lt;i&gt;very steep hills&lt;/i&gt; slowed the Romans and were major considerations in this scenario. &lt;br&gt;&lt;br&gt;The Romans began to move their left flank forces into the middle as reserves and the Britons followed suit.  But eventually, the battle on the Roman right flank was tied at 5 formations routed a piece, when the Britons made one last big strike eliminating two more Roman units (one trapped in the river) and the Roman army was routed!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507008"><img src="http://images.boardgamegeek.com/images/pic507008_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The Romans lost two of the next three scenarios and the Barbarians were up 3-1 on the night.&lt;br&gt;&lt;br&gt;Then came the scenario where the Romans were facing a massive line of Barbarian Chariots.  Now, charging chariots into the Roman medium infantry seemed suicidal, so I sent my chariots in to hit the archers in front.  Unable to break either unit, the Roman Medium troops came forward as the archers melted into the background.  &lt;br&gt;&lt;br&gt;I was a bit stuck with how to break through the Roman line, especially with being dealt the best hand ever:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/507013"><img src="http://images.boardgamegeek.com/images/pic507013_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;i&gt;This was actually my opening dealt hand.  I moved my units with a center-2 then picked my cards up again for the picture, as I thought this hand was just too funny&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well, lacking any surprises, the Romans eventually whittled down my chariots and won 6-5.&lt;br&gt;&lt;br&gt;Continuing our trek backwards through time, Julius Caesar himself joined the Roman side.   JC was invincible as my horse and chariots would evade, only to be set on again the following impulse.  I drew JC forward then surrounded him with 4 units.  The first strike whittled him down, but was destroyed by the battle-back.  The next Chariot attack did minor damage but held its ground and allowed the third attack (medium horse) to finish off JC’s troops.  But the wily commander evaded death, and retreated through my damaged chariots back to another unit.  &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;With my left flank mostly depleted, JC continued to chase my horse around and with my only leader dead, led the Romans to a comfortable 6-3 victory.&lt;br&gt;&lt;br&gt;The final battle again saw JC and the 10th legion fighting the Germanic Tribes.  This was fine Roman planning as they out-weighed and began with terrific formation spearheaded by the 10th with JC right behind.  I surged against the 10th and failed to deliver a single hit with my two units, and I was soon behind.   &lt;br&gt;&lt;br&gt;I sent in a few bands to attack JC, at which Mike scoffed “So, you just want to give the battle away”.  Well, the first auxilla delivered a few hits and was repulsed (but not broken) and JC’s infantry were overrun.  A moment of moral victory was found when JC himself died to a German sword as his legion was routed.  But the victory was short lived, as the 10th continued to prove unstoppable.  Twice in the battle they eliminated a full-strength Warrior unit with a single blow (and avoided the battle-back).  &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;  Attacks on the 10th were futile and at the battle’s end the 10th only had received a single casualty after being attacked not less than four times.  &lt;br&gt;&lt;br&gt;A rally saw my right flank retake shape, but the 10th did not care how strong their opponents were, and instantly eliminated any enemy they faced.&lt;br&gt;&lt;br&gt;The battle finally ended at a respectable 7-5.&lt;br&gt;&lt;br&gt;So, Mike “won” the night 4-3 as the Romans.  It was a great evening and I did get to stick his nose in it when I trounced him 6-0 once.  &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419639</link>
<guid>http://www.boardgamegeek.com/thread/419639</guid>
<pubDate>Tue, 30 Jun 2009 01:12:18 +0000</pubDate>
<dc:creator>GeneSteeler</dc:creator>
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		<title>Session: Bunco Party:: Bunco at the Family Reunion</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/bjlillo&#039;&gt;bjlillo&lt;/a&gt;&lt;/p&gt;
	I was tasked with running a gaming night at our family reunion last week. My mother-in-law suggested that we play Bunco to kick off the evening since it was a game that several of the family members have played at previous reunions. Dice games aren't exactly my thing, but I agreed. We had 20 players, so we set up 5 tables with two teams of two people each.Because of a limitation of the resort we were staying in, the tables were of different materials, two wooden top tables, two plastic fold-up tables, and a soft wooden picnic table. The game night, scheduled for 7pm, began promptly at 8pm.&lt;br&gt;&lt;br&gt;The head table, a wooden table, controlled the action for this Bunco party. Once they reached 21, the round was over and players moved based on their success. I started on one of the plastic tables and the roll-fest began. The goal in Bunco for Round 1 is to take your three dice and roll three of a kind or 1's. If you roll even a single 1, you pick up all the dice and roll them again. Everyone at our table (one of the plastic ones) was rolling fairly quickly and not racking up the scores. The round seemed to take a lot longer than I was thinking it would. Both teams at my table were in the 40's by the time the head table reached 21.&lt;br&gt;&lt;br&gt;Round 2 was a similar experience. I changed my initial strategy to now roll as many 2's as I possibly could. Unfortunately, the other team was also implementing this strategy and their execution turned out to be more effective than my team's. Again, everyone at my table was in the 40's by the time the head table reached 21.&lt;br&gt;&lt;br&gt;Round 3 went quickly. My strategy of rolling three of a kind worked out wonderfully as I hit it right away just as the head table hit a natural Bunco, ending the round. I finally got to move up a table.&lt;br&gt;&lt;br&gt;Round 4 was my first round at a wooden table. I immediately noticed why the head table was taking so long. The dice bounced for significantly longer than at the previous table, so I adapted my strategy to not only roll for 4's and 3 of a kind, but also to soften my delivery. It was that moment that I realized why people make dice towers. My new delivery worked wonders and my team moved on to the head table.&lt;br&gt;&lt;br&gt;Round 5 was a tough one. I was at the head table and try as I might, my strategy for rolling only 5's was an abysmal failure. The dice combination of one red/one pink/one white was tough to look at and slowed things down. I couldn't get the dice to work for 8 consecutive turns and my team was quickly dispatched and sent down to the loser table.&lt;br&gt;&lt;br&gt;Round 6 at the loser table was entertaining. I was paired with my grandmother-in-law who was nearly as effective as I had been with her strategy and dice-rolling skills. We were soundly defeated and the game ended.&lt;br&gt;&lt;br&gt;For the next 30 minutes or so, prizes were handed out to the person with the fuzzy die, the highest and second highest scores, the lowest score, and the person with the most Bunco's rolled. I was just good enough not to be the worst and nowhere near any of the other categories. All in all, it was a pretty rough night.&lt;br&gt;&lt;br&gt;As I understand it, Bunco is meant to be a party game where people interact with each other. Unfortunately, rolling and keeping track of the dice took enough of our attention where there was little to no meaningful interaction so it appears to miss the mark as a party game. There is no strategy of any type, no decisions to be made, just roll. If you are ever in charge of a Bunco Party, I have a few recommendations:&lt;br&gt;1) Soft table tops - dice rolling is much faster for the average person.&lt;br&gt;2) Consistently colored dice - eyes have trouble reading dice of three different colors at the same time. Make the dice uniform to ensure speedier play, especially at the head table.&lt;br&gt;3) Pick an actual game.
</description>
<link>http://www.boardgamegeek.com/thread/419638</link>
<guid>http://www.boardgamegeek.com/thread/419638</guid>
<pubDate>Tue, 30 Jun 2009 01:08:20 +0000</pubDate>
<dc:creator>bjlillo</dc:creator>
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		<title>Session: Don:: Don Or Donna?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/da+pyrate&#039;&gt;da pyrate&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#FF3300'&gt;&lt;b&gt;Don&lt;br&gt;&lt;br&gt;A Quick Playing Set Collection Card Game For Six Players.&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/173568"><img src="http://images.boardgamegeek.com/images/pic173568_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;I have a regular group that plays at my house on Monday nights.&lt;br&gt;&lt;br&gt;Last night we started with a game of Strozzi – it was a close game with me and Rod each having 185 points and me winning on a tie-break in Florence.&lt;br&gt;&lt;br&gt;Next we had a game of Pack &amp; Stack and it finished in a draw between me and Vida with 53 points.&lt;br&gt;&lt;br&gt;We stopped for a supper break and decided that we had time for another game. I brought out Don – the first time for all of us.&lt;br&gt;&lt;br&gt;Don is a game that game to my attention due to its designer, Michael Schacht. I have been impressed with Michael Schacht’s designs since playing Hansa and since then have paid special attention when I have seen games with his name on them.&lt;br&gt;&lt;br&gt;Don is a quick and simple bidding game where players try to collect sets of matching real estate in good ole Chicago.&lt;br&gt;&lt;br&gt;Everyone seemed to pick up the rules fairly quickly and only two people made illegal bids – causing them to be fined 1 chip.&lt;br&gt;&lt;br&gt;It was another close finish – Margaret had 13 points to my 12. Rod was third with 9, Miriam fourth with 7 Denise fifth with 6 and Vida last with only 2 points.&lt;br&gt;&lt;br&gt;Everyone seemed quite happy with Don and I expect that we will use it to finish the games night for the next few weeks.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/128987"><img src="http://images.boardgamegeek.com/images/pic128987_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419623</link>
<guid>http://www.boardgamegeek.com/thread/419623</guid>
<pubDate>Tue, 30 Jun 2009 00:12:56 +0000</pubDate>
<dc:creator>da pyrate</dc:creator>
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		<title>Session: Small World:: Two Short and Painful 2-Player Games</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/EricRJ&#039;&gt;EricRJ&lt;/a&gt;&lt;/p&gt;
	This weekend at the local game store, Roger and I tried a game of Small World.  We both had played the game only a few times, but we were very experienced at Vinci.  That didn't matter, however.&lt;br&gt;&lt;br&gt;He started off with the lead race: Merchant Wizards, scoring 7.  I replied choosing the new lead race: Commando Elves.  I wiped him off the board.  With 4 counters on turn 2, he tried to stay alive, and scored a few.  I wiped him off the board again.  He went into decline on turn 3, and I finished expanding.  He was desperately behind on points now, and came in with a new race, Dragon Master Tritons, and attacked again.  Again, it didn't matter.  My undying elves kept whittling him down, and he resigned on turn 6.&lt;br&gt;&lt;br&gt;We tried a second game, and he was again first.  He chose the lead race: Diplomatic Ratmen.  There were no bonus point-giving races available, and I was dead; his 12 tokens expanded fully before I could hem them in, and I resigned on turn 5.&lt;br&gt;&lt;br&gt;One can win or lose a 2-person game on the strength of one's first race choice; if a killer is available, one does not really need to play the game out.  Diplomacy in a 2-player game is devastating.  I don't think I'll play SW 2-player again.
</description>
<link>http://www.boardgamegeek.com/thread/419618</link>
<guid>http://www.boardgamegeek.com/thread/419618</guid>
<pubDate>Tue, 30 Jun 2009 00:09:35 +0000</pubDate>
<dc:creator>EricRJ</dc:creator>
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		<title>Session: No Question Of Surrender:: Origins 2009 Playtest Session</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ashimo&#039;&gt;ashimo&lt;/a&gt;&lt;/p&gt;
	If you had been at the CABS War Room @ Origins 2009 you would have been able to catch a playtest of this latest GTS title.  I took the French while Mike Galandiuk took the Italians in the Introductory Scenario - In this short intro scenario the 132nd regiment of the Ariete Division takes on a regiment of the 13th Demi-Brigade of the French Foreign Legion entrenched @ Bir Hachiem.  The VC require the Italians to have an unsupressed unit within the DBLE setup area by end game.  Mike approached the Fort and was engaged by the DBLE's lone AT gun to little effect.  The Italians then came straight ahead and the AT gun finally supressed one company.  The DBLE then moved its Machine Gun company up to support the AT Gun as the Italians Assaulted on the last activation of the last turn - The assault was inconclusive with the DBLE fighting off the Italian Armor and forcing a Free French Victory.&lt;br&gt;&lt;br&gt;Dick Vohlers then took the Germans with Mike handling the French in Scenario 3 - The Fight for Point 186.  In this scenario several German KG's with Armor Support attempt to take an Observation Point from a regiment of the Free French Mobile Brigade while a regiment of the 13th DBLE stands in reserve.  Dick came straight ahead into the teeth of two French AT Guns ( with Mike dicing him pretty good ) and was unable to reach the OP during this shortened scenario.&lt;br&gt;&lt;br&gt;Everyone had a great time and enjoyed TDC's &quot;Little Brother&quot;&lt;br&gt;&lt;br&gt;NQOS is perfect if you have shied away from TDC because of its size - One Map, low counter density and minimal terrain - What more could you want.&lt;br&gt; 
</description>
<link>http://www.boardgamegeek.com/thread/419616</link>
<guid>http://www.boardgamegeek.com/thread/419616</guid>
<pubDate>Tue, 30 Jun 2009 00:06:03 +0000</pubDate>
<dc:creator>ashimo</dc:creator>
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		<title>Session: Small World:: The power of incentives ( a 4 player game report)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Alexfrog&#039;&gt;Alexfrog&lt;/a&gt;&lt;/p&gt;
	Seth Jaffee (sedjtroll) was visiting the Seattle area from Arizona, and came to our saturday game night.&lt;br&gt;&lt;br&gt;I got a chance to play a 4 player small world with him.  The players were:&lt;br&gt;&lt;br&gt;Seth,&lt;br&gt;Myself,&lt;br&gt;Julie,&lt;br&gt;Jeremy.&lt;br&gt;&lt;br&gt;&lt;br&gt;We started out with Julie taking Commando Amazons (!!), she captured 10 spaces on turn 1 (11, and then had to lose one when picking up 4 amazons), to start out with a great position.&lt;br&gt;&lt;br&gt;Jeremy went second and took Seafaring Halflings, taking 4 spaces which were all immune from conquest.  Seth started out with some Stout Orcs, but didnt decline turn 1.&lt;br&gt;&lt;br&gt;I had several decent options, but the best of them was to pay $2 for Wealthy Trolls.  My goal at the beginning of the game was to get a race that I would want to decline fast, so that I could get two races on the board for extra scoring, and which would provide some other benefit.&lt;br&gt;&lt;br&gt;Wealthy Trolls had two additional benefits:  The +7 points from wealthy is great on a race you want to keep for only on turn (in this case it was basiclaly +5, since I paid two for the trolls), and the troll defensive power remains after decline, which would keep my tokens on the board longer!&lt;br&gt;&lt;br&gt;I took two mountain spaces and two other spaces behind them in one corner of the board, the mountain spaces largely shielding the others from attack.  This meant that after declining, I would have two spaces that would require 5 units to attack, and two behind those that would require 4.  This is a powerful incentive to other players to attack someone else's guys instead, thus allowing me to score well for a long time.&lt;br&gt;&lt;br&gt;&lt;br&gt;Turn 2 Julie declined the amazons, scoring about 8-9 (one or two had been picked off).  Jeremy continued to expand his halflings, and Seth expanded his Orcs again and then used stout to decline.&lt;br&gt;&lt;br&gt;I declined my trolls (to the surprise of the other players, who expected me to use my 6 spare trolls to take a couple places.  However, my goal was to get two races scoring ASAP, not to spread trolls all over such that some would likely be killed. &lt;br&gt;&lt;br&gt;Turn 3 Julie came in with Mounted Giants, another very fast expanding race.  She took a bunch of territory and scored 15, taking a huge early lead.  Her spread out units, plus the number of amazons left on the board, became a target of everybody, and we all picked away at one or two giants or amazons with our expansions.  Jeremy continued to expand the halflings for another turn, taking only one territory.  I felt this was definitely too long to stay with the first race, you really want to get two on the board asap!  Seth came out with some Pillaging Wizards, attacking halflings and amazons to score points and also take magic spaces.&lt;br&gt;&lt;br&gt;I then came out with Fortified Sorcerers!  I paid about $2 again for these, but they seemed much better than my options.  My goal at this point was to take a race with very high longevity, so that I wouldnt have to decline and lose my trolls, which as expected were remaining untouched in the corner of the board, much more expensive to attack than everyone elses guys, and less threatening as I had scored less points initially than others.&lt;br&gt;&lt;br&gt;I brought my sorcerers out through multiple mountain spaces, and was able to convert one halfling, growing them to size 10.  I stuck the fortification in a mountain far from anyone, and put two units on it, such that it would require 6 to attack.  &lt;br&gt;&lt;br&gt;&lt;br&gt;Turn 4 the giants spread some more, becoming very thin.  Jeremy declined the halflings finally, but they were pretty weak already, except for the water spaces they had taken.  Seth continued to take magic spaces (which I was avoiding moving into), and I expanded my sorcerers again, converting one giant to go to 11 units.  I placed a second fort in the mountains and bunched my guys such that it would be expensive to attack me, except for one sorcerer that I left open somewhere where I knew it would be taken.  (I wanted to bunch my 2s together so that Jeremy wouldnt feel like he could come in and attack all my sorcerers. I fianlly socre 10 or more points this round.&lt;br&gt;&lt;br&gt;Turn 5 Julie declined the giants.  She had the most points by far right now but we had weakened her amazons a lot, so her scoring was reasonable again.  Jeremy came in with Alchemist Ratmen (!), and started immediately scoring scary numbers of points.  He killed my one sorcerer.  Fortunatley he had been way behind before.  Seth was really wanting to attack my sorcerers, as he saw the juggernaut they were becoming, but they were difficult to attack profitably, and the ratmen were a threat as well.  So he attacked the rats instead.  &lt;br&gt;&lt;br&gt;The game went on with Julie getting skeletons and growing them into a powerhouse, Jeremy stuck with his ratmen but eventually had too many get killed and scored poorly at the end, and Seth declined his wizards to take Ghouls.&lt;br&gt;&lt;br&gt;On turn 6 I made an important decision and picked up half my sorcerers, and then spread elsewhere, allowing me to convert, and leaving me mostly on mountain spaces, with my forts on mountains, and enough units per space to make them extremely unappealing, instead of being spread very thin.  I scored less points that turn in order to do this, but it left me with great defenses and left everyone else not wanting to pay 6 to attack my forts.  I lost only one Sorcerer when a couple new races came onto the board, leaving me with 10 sorcerers, and I started to score 14+ a turn off a bunch of forts, and my 4 trolls still thriving in the corner of the board.&lt;br&gt;&lt;br&gt;&lt;br&gt;In the end the scores were:&lt;br&gt;Alex 112&lt;br&gt;Julie 99&lt;br&gt;Jeremy 89&lt;br&gt;Seth 87&lt;br&gt;&lt;br&gt;The defensive strategy had pulled ahead!  During the game I lose only 3 units in total, all 4 trolls remained forever, and I only had to use 2 races all game.  &lt;br&gt;&lt;br&gt;The keys were playing very defensive positions, on mountains with defense bonuses, and not spreading my guys thin (picking up guys when spread thinly to redeploy to mountains and attack enemies, and then leaving 2 guys and a fort per space).  &lt;br&gt;&lt;br&gt;Julie did very well with quick spreading races allowing her to score quickly and keep a lot of guys on the board after decline, but since her guys were then more vulnerable, she was attacked more and ended up slightly behind.  &lt;br&gt;&lt;br&gt;&lt;br&gt;The defense strategy can win by giving opponents a strong incentive to attack someone else, weakening opponents and allowing your guys to stay on the board, building up a strong scoring position!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419617</link>
<guid>http://www.boardgamegeek.com/thread/419617</guid>
<pubDate>Tue, 30 Jun 2009 00:00:56 +0000</pubDate>
<dc:creator>Alexfrog</dc:creator>
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		<item>
		<title>Session: Arkham Horror:: Pete and Duke</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ninjadorg&#039;&gt;ninjadorg&lt;/a&gt;&lt;/p&gt;
	We've been absolutely caning Arkham recently (since Innsmouth) and I felt the need to share this little anecdote.&lt;br&gt;So Ashcan Pete was having a terrible time having gone through a gate and having his mind dashed to pieces by a series of unfortunate encounters.  The guy playing Pete was a little new to the game, and since he was down to 1 Sanity we explained how he could discard Duke to restore his Sanity to full.&lt;br&gt;We had the usual back and forth: &quot;So, if I eat my dog my mental health is restored?&quot;&lt;br&gt;&quot;No, no, no, it simply means you realise that 'if you love him, you'll let him go', and letting him go free restores your confidence and willpower.&quot;&lt;br&gt;&quot;So, if I let my dog wander off into the abyss my mental health is restored.&quot;&lt;br&gt;&quot;Well, maybe you let him go back through the gate to Arkham -&quot;&lt;br&gt;&quot;- So wait, if I let my dog wander back through the gate to where a Dark Young, a zombie and a dhole are waiting for him, licking their lips . . .&quot;&lt;br&gt;The upshot was that, after much agonising soul-searching he eventually let Duke go, and let me tell you there were practically tears in his eyes, and we all felt terrible about the heart-break Pete went through over losing his dog, not least of all because he had no other items or spells left, just his 5 little green clues and a couple of stamina points.&lt;br&gt;Eventually Pete returned and closed and sealed the gate to the woods.&lt;br&gt;Now, we play with a stack of bad habits and house/Launius rules, e.g. 1). all the monsters guarding a closed/sealed gate are returned to the cup - an almost essential rule if you play with less than 4 (so bye bye Dark Young, zombie and dhole), 2). you still have encounters at open gates and after closing them, and - crucially – 3). allies discarded tend to go in the same pile as allies removed from the game, &lt;br&gt;So in the turn that Pete came back, he closed the gate, sealed it, drew his encounter, and lo and behold saw a dog running through the woods.  Could it be Duke??  He had no food and just one die to make the check to catch the ally, which to our amazement he succeeded in doing.  Normally this means you get $3 or something piddly, but we all loved the idea of a reunion so much that we dug into the discard pile and retrieved Duke, and the loyal and heroic dog made an epic return to the game.&lt;br&gt;And there was much rejoicing and back-clapping and laughing.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Then three turns later Shub-Niggurath woke up and devoured us all.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Gotta love Arkham Horror.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419560</link>
<guid>http://www.boardgamegeek.com/thread/419560</guid>
<pubDate>Mon, 29 Jun 2009 21:04:42 +0000</pubDate>
<dc:creator>ninjadorg</dc:creator>
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		<title>Session: The Princes of Florence:: Two Princes</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/loofish&#039;&gt;loofish&lt;/a&gt;&lt;/p&gt;
	OK, technically, a prince and a princess.  And Apologies to anyone who got a Spin Doctors song in their head after reading that subject.  It happened to me and I was forced to share.&lt;br&gt;&lt;br&gt;I had not even considered playing Princes with 2 before.  Recently, I introduced Thurn &amp; Taxis to my group and one of them wanted to borrow it.  He then proffered Princes of Florence (which he had brought in case we had 5).  I regarded him with confusion and he told me there was a decent two player variant.  So I gave it a try.&lt;br&gt;&lt;br&gt;Having since looked at the Variants forum here and seen the list of official and unofficial variants for 2 players, I realize I now need to say which variant the box contained.  It is one originally posted on hilinski.net, in which the minimum bids are set for each item in each round (based on a WBC game) and the availability of some resources is restricted.  It has a ghost player, but only as far as meeting a minimum standard to get Best Work and also to give the living players some extra professions to Recruit.  It turns out that the original file is no longer there and so I re-typed it and added it to BGG.  You can find it here: 	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/filepage/44034&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/filepage/44034&lt;/A&gt;&lt;br&gt;&lt;br&gt;So my wife J and I tried it out.  I had played PoF before, several years ago.  J had not played it all.  So something of a refresher was in order and that first game was that.  The main thing I remember about it was I bought lots of jesters and J bought two prestige cards, but I had nothing to do in my last action of the game and J made both Prestige cards to overtake me in the final scoring.&lt;br&gt;&lt;br&gt;Second game, the planning was a bit more thought through, for me at least.  We both had diverse professions, needing a lot of different buildings.  However, it was me that got the early Builders and J fell behind and lost heart a bit.&lt;br&gt;&lt;br&gt;The third game was the best one of the series.  After the previous game, I did not want to butt heads too much with my beloved.  After reviewing my professions, as well as seeing the early moves from the ghost and my opponent, I realized that a no-builder game was quite feasible.  I played to get 2 recruiters and all 3 landscapes.  I got 2 freedoms before they became unavailable and I had all 3 professions in the University.  I played an early work basically for the income, without the required building.  J and the ghost played one each from the Laboratory, so that became my 2nd building.  I picked up 2 or 3 Bonus cards as well as a Jester too.  I think I only made one Best Work, but I definitely had the quantity of work down.  &lt;br&gt;&lt;br&gt;Coming into the late game, J had 3 jesters and 2 builders, a park and a lake.  She got a nice bonus card that played into her collection of medium-sized buildings.  She ended up on 51 points, with no prestige card in hand.&lt;br&gt;&lt;br&gt;I did two works last turn.  One lacked the freedom but was pushed up to the required standards by a bonus card.  So neither was stellar but both combined to give me a good haul in points.  It took me to 49 and a prestige card in hand.  &lt;br&gt;&lt;br&gt;I turned it over.&lt;br&gt;&lt;br&gt;And sighed.&lt;br&gt;&lt;br&gt;See, I had taken that card first turn.  I had hoped to use it as a basis for my game, combined with my other strategies.  But the crop I had in those 5 choices had been tricky.  Most parks, most lakes, most landscapes - all 3 seemed risky early on and even a little wasteful (why buy an extra park when I could buy an extra Recruiter?).  There was one for most buildings - with me planning to build as few as possible.  And then there was fewest empty spaces.&lt;br&gt;&lt;br&gt;J had that one covered by quite a way.&lt;br&gt;&lt;br&gt;So I lost by 2 points.  But it was quite a satisfying loss somehow.&lt;br&gt;&lt;br&gt;And so, yes, we did enjoy the 2 player version.  The auction is rather flat.  The group think (if 2 can make a group) was that if you bid second and raise, then the other player passes, allows you to pay above minimu and then gets something else useful for minimum price.  So the variant set minimums almost defaulted to 'the price you pay for that'.  Though J being unwilling to bid above minimum for builders in the 2nd game ended up hurting her, so there is some point to evaluating what the item is worth to you.&lt;br&gt;&lt;br&gt;Resources are minimally impacted by the changes to the game - you only can get at most 2 extra professions (and you should only ever get 1) and you have to be quite dedicated to get all 3 freedoms.  The buildings are quite freely available - I have not played it enough with more players to know if that is often a source of conflict.  I did read something of the other variants and might suggest adding to this one a rule such that if one player bids on a Landscape, the other may not.  That would add some tension, I am sure.&lt;br&gt;&lt;br&gt;If nothing else, it was an enjoyable hour or so and has re-awoken that feeling I get when playing a game with a lot of planning (and recall from playing PoF before) - how to best fit the actions you want into the matrix of 7 bids and 14 actions, so even if it is not quite as tense as the full game, it does scratch something of that itch at least.  It has also given me a drive to get 5 players together for a full game.  Which can't be bad.
</description>
<link>http://www.boardgamegeek.com/thread/419551</link>
<guid>http://www.boardgamegeek.com/thread/419551</guid>
<pubDate>Mon, 29 Jun 2009 20:47:36 +0000</pubDate>
<dc:creator>loofish</dc:creator>
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		<item>
		<title>Session: &quot;Oh My God! There's An Axe In My Head.&quot; The Game of International Diplomacy :: OMG at Origins 2009 - Brief impressions...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/OneCrazyCanuck&#039;&gt;OneCrazyCanuck&lt;/a&gt;&lt;/p&gt;
	I just returned from Origins 2009 (my first Con ever) and had a blast! It was a little overwhelming seeing all of the games in action (there really are a lot out there) and I'm sure my credit card was wincing every time I walked through the exhibit hall but I've got to say that one of the highlights of the Con for me was playing Axe.&lt;br&gt;&lt;br&gt;Myself and the 4 buddies I was with got to sit down and give this game a spin with Chris walking us through (and playing one of the 6 roles). Chris was the perfect host and made the experience even more delightful with his enthusiastic personality but the game itself is what really caught my eye. For me it captured the perfect blend of gaming elements that make a session so much fun for me! There were many laugh-out-loud moments as players ducked under thrown axes while running for the exit all the while watching other diplomats careers come to an &quot;end&quot;.&lt;br&gt;&lt;br&gt;For us it took about 3 1/2 hours to get through the game and the time flew by. The game concept is unique, the cards well-balanced and the strategy is not always obvious which is great (for me anyhow). &lt;br&gt;&lt;br&gt;The one slight criticism I would mention is that one of my buddies lost his ambassador (your main diplomat) about half-way through the game and it really impeded his ability to do much else for the rest of the game. He ended up finishing in last place (by a wide margin) and I know that he felt left-out and a bit frustrated by the situation. Since there's no way to resurrect your ambassador it did make for a tough finish for him. Perhaps an expansion or a house rule will help with this situation but it might be tough to incorporate without impacting the balance of the game.&lt;br&gt;&lt;br&gt;All in all I definitely want this game in my collection and can't wait for it to arrive! According to Chris it will be at GenCon this August and widely available after that so I'll be checking my local hobby shop around that time.&lt;br&gt;&lt;br&gt;Thanks to Chris for a very fun session!&lt;br&gt;&lt;br&gt;   ...Mark
</description>
<link>http://www.boardgamegeek.com/thread/419523</link>
<guid>http://www.boardgamegeek.com/thread/419523</guid>
<pubDate>Mon, 29 Jun 2009 19:11:54 +0000</pubDate>
<dc:creator>OneCrazyCanuck</dc:creator>
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		<item>
		<title>Session: Dominion:: Our third game with three players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DjaliRioT&#039;&gt;DjaliRioT&lt;/a&gt;&lt;/p&gt;
	Yesterday we played our third game of Dominion and we decided to pick random kingdom cards. This was the set that landed on our table:&lt;br&gt;Adventurer, Chancellor, Bureaucrat, Cellar, Council Room, Feast, Spy, Throne Room, Village and Woodcutter.&lt;br&gt;&lt;br&gt;The three players: RioT - Djali - Tiberius&lt;br&gt;&lt;br&gt;In the first part of the game it seemed that Djali would definitely win. Each turn she had 4 money to buy the Feast (to replace for a Duchy later) or either 5 to buy a Duchy. The pile emptied very quickly, as well as the kingdom cards. But her fortuned turned. She never reached more then 6 or 7 and wasn’t able to buy any Provence. The other two had assembled a better deck in the mean time and had nice opportunities. Especially RioT often had a good hand of cards (once reaching up to 10) and bought several Provences. &lt;br&gt;It seemed that every one of us had lost track of the victory points cards and none of us wanted to end the game. We kept playing, hoping and wishing for those Provences. But then RioT got self-assured when he suddenly had 3 Provence cards in his hand. He ended the game...&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Djali’s deck:&lt;/u&gt;&lt;br&gt;5 x Estate&lt;br&gt;6 x Duchy&lt;br&gt;1 x Provence&lt;br&gt;4 x Village&lt;br&gt;1 x Cellar&lt;br&gt;2 x Spy&lt;br&gt;4 x Woodcutter&lt;br&gt;2 x Throne Room&lt;br&gt;1 x Council Room&lt;br&gt;2 x Bureaucrat&lt;br&gt;1 x Adventurer&lt;br&gt;(played 3 x Feast)&lt;br&gt;&lt;br&gt;&lt;u&gt;RioT’s deck:&lt;/u&gt;&lt;br&gt;9 x Estate&lt;br&gt;2 x Duchy&lt;br&gt;4 x Provence&lt;br&gt;4 x Village&lt;br&gt;4 x Cellar&lt;br&gt;1 x Spy&lt;br&gt;3 x Woodcutter&lt;br&gt;3 x Council Room&lt;br&gt;3 x Bureaucrat&lt;br&gt;2 x Adventurer&lt;br&gt;6 x Chancellor&lt;br&gt;(played 4 x Feast)&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Tiberius’ deck:&lt;/u&gt;&lt;br&gt;7 x Estate&lt;br&gt;4 x Duchy&lt;br&gt;2 x Provence&lt;br&gt;2 x Village&lt;br&gt;3 x Cellar&lt;br&gt;1 x Spy&lt;br&gt;1 x Woodcutter&lt;br&gt;1 x Throne Room&lt;br&gt;1 x Council Room&lt;br&gt;2 x Bureaucrat&lt;br&gt;1 x Adventurer&lt;br&gt;(played 3 x Feast)&lt;br&gt;&lt;br&gt;&lt;br&gt;Score:&lt;br&gt;Djali 29&lt;br&gt;RioT 39&lt;br&gt;Tiberius 31&lt;br&gt;&lt;br&gt;&lt;br&gt;Our third game, and again a nice one. I can see this game being played by us over and over. It’s different every time, and you can play it differently each time as well. &lt;br&gt;&lt;br&gt;We are new to this game, so any tips on valuable combinations of the above setup are welcome...&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419509</link>
<guid>http://www.boardgamegeek.com/thread/419509</guid>
<pubDate>Mon, 29 Jun 2009 18:36:10 +0000</pubDate>
<dc:creator>DjaliRioT</dc:creator>
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		<item>
		<title>Session: Star Wars Miniatures:: Count Dooku vs Yoda</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/DjaliRioT&#039;&gt;DjaliRioT&lt;/a&gt;&lt;/p&gt;
	Last week we played a little one on one. Count Dooku vs Yoda!&lt;br&gt;We recently added these two to our collection and wanted to play test them...&lt;br&gt;Game: Death Match  -  Map: Cell block on Cloud City&lt;br&gt;RioT was Yoda -&gt; from Clone Strike (26/60)&lt;br&gt;Djali was Count Dooku -&gt; from Clone Strike (33/60)&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506760"><img src="http://images.boardgamegeek.com/images/pic506760_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 1&lt;/u&gt;&lt;br&gt;Yoda: Move&lt;br&gt;Dooku: Move + attack (miss)&lt;br&gt;&lt;u&gt;Turn 2&lt;/u&gt;&lt;br&gt;Dooku: Double attack (one hit, one miss). 20 damage to Yoda&lt;br&gt;Yoda: Double attack (two misses) &lt;br&gt;&lt;u&gt;Turn 3&lt;/u&gt;&lt;br&gt;Yoda: Double attack&lt;br&gt;First attack is a critical hit with a dice roll of 20. Dooku uses 1 Force point to safe with Lightsaber Block, but the dice rolled a meagre 1. &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt; 40 damage to Dooku.&lt;br&gt;One extra attack for Yoda due to his Flurry Attack (love the name they gave it) and another 20 is rolled! Another 40 damage to Dooku.&lt;br&gt;So another extra attack for Yoda with his Flurry Attack and this one missed.&lt;br&gt;Then the second attack of his initial double attack was again a hit. 20 damage to Dooku.&lt;br&gt;Dooku took 100 damage in one turn! How the dice can determine a game. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;Because of this, Dooku (Djali in this case) wanted a sure hit, so&lt;br&gt;Dooku: 2 Force points for a Sith Lightning. 30 damage to Yoda&lt;br&gt;&lt;br&gt;After this turn it seemed like the next turn would end it for Dooku. It was 100 damaged for Dooku versus only 50 damage to Yoda. And Yoda’s hit points are 140 to Dooku’s 130.&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 4&lt;/u&gt;&lt;br&gt;Yoda: Double attack (two hits). Dooku uses 1 Force point for Lightsaber block and the first attack is saved. Only 20 damage to Dooku.&lt;br&gt;Dooku: Double attack (one hit, one miss). 20 damage to Yoda.&lt;br&gt;&lt;u&gt;Turn 5&lt;/u&gt;&lt;br&gt;Yoda: Double attack (two misses).  Still 1 force point is used for a re-roll, but still it’s a miss.&lt;br&gt;Dooku: Double attack (one hit and one miss). 20 damage to Yoda.&lt;br&gt;&lt;br&gt;So now it’s 120 damage to Dooku and 90 damage to Yoda. It’s getting closer...&lt;br&gt;&lt;br&gt;&lt;u&gt;Turn 6&lt;/u&gt;&lt;br&gt;Dooku: Double attack (two hits) and 40 damage to Yoda. Which makes a total of 130 damage to Yoda. He’s dying, slowly, painfully...&lt;br&gt;Yoda: Double attack. First attack is a hit, but Dooku uses another Force point for his Lightning Block and saves himself again.&lt;br&gt;Second attack is a miss. And all of a sudden Yoda (RioT) realizes he has another power: Master of the Force, spend force points up to three times. So, a re-roll. Another miss. Another re-roll followed by another miss. And to make it complete, another re-roll missed.&lt;br&gt;&lt;u&gt;Turn 7&lt;/u&gt;&lt;br&gt;Dooku: Double attack, but this was not needed, cause the first one was a hit. 20 damage to Yoda. (And since dinner in the oven was ready, no more re-rolls.)&lt;br&gt;&lt;br&gt;To quote the master himself: &quot;Game Yoda has lost. How embarrassing, how embarrassing...&quot; &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;This was a rather funny game. We had never played one on one before, and since this turned out to be a simple dice rolling game, we’re not likely to do it again soon. Still, very amusing! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419501</link>
<guid>http://www.boardgamegeek.com/thread/419501</guid>
<pubDate>Mon, 29 Jun 2009 18:18:11 +0000</pubDate>
<dc:creator>DjaliRioT</dc:creator>
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		<title>Session: Merlin:: ProCon Review</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/freechinanow&#039;&gt;freechinanow&lt;/a&gt;&lt;/p&gt;
	Hopefully these reviews will offer potential players short and helpful pro/con reviews for those trying to make their mind up about playing or purchasing this game.&lt;br&gt;&lt;br&gt;GAME: MERLIN (1978)&lt;br&gt;PUBLISHER: PARKER BROTHERS&lt;br&gt;&lt;br&gt;PROS &lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;- Funky design.&lt;/b&gt;  If there is one reason to have &lt;i&gt;Merlin&lt;/i&gt; on your gaming shelf, it because it is a perfect example (along with &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/5749&quot;   &gt;Simon&lt;/a&gt;, among others) of a 1970s era electronic game.  It is an oblong, non-ergonomic red shape of plastic, that looks like the offspring of a 20th century carphone.  But of course, that is where &lt;i&gt;Merlin&lt;/i&gt; gets its charm.  With red LED blinking lights, simple beeps and bloops, and a silver keypad, the combination of form and design lets you know that what you're holding onto is a product of gaming history.&lt;br&gt;&lt;br&gt;&lt;b&gt;- Game #3: Echo.&lt;/b&gt; Echo is somewhat like &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/5749&quot;   &gt;Simon&lt;/a&gt;, where you have to repeat back the song that Merlin just played.  Only at its highest difficulty -- nine levels -- is Echo of any challenge to older players.  But it is fun (for its type) and the instruction manual that comes with &lt;i&gt;Merlin&lt;/i&gt; suggests a two-player rule so you can pass the time with somebody else.&lt;br&gt;&lt;br&gt;&lt;b&gt;- Game #6: Mindbender.&lt;/b&gt;  Mindbender shares similarities with &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/2392&quot;   &gt;Mastermind&lt;/a&gt;, in that you must guess the array of numbers that Merlin has thought of.  Like Echo, you can also choose your difficulty setting (i.e., choose between 1 to 9 numbers).  Mindbender provides the most challenge of any of the games offered.  I started with a four-digit number, and didn't record my guesses on paper, for an extra challenge.  &lt;i&gt;Merlin&lt;/i&gt; flashed between 1 and 4 numbers to tell me how many numbers I had right in the wrong order, and kept a solid light to tell me how many I had right in the correct order.  After about 15 or so guesses, I was able to get it.  It was really only this game where I felt the most stimulated.  When I use &lt;i&gt;Merlin&lt;/i&gt; in the future, I see myself going back to this game the most.    &lt;br&gt;&lt;br&gt;&lt;b&gt;- AC adaptor option.&lt;/b&gt;  I have to say, I would have never expected an adaptor port on a game like this.  Perhaps when batteries were pricey, something like an adaptor option for a small electronic game was a benefit.  However, these days batteries are the only way to go.  Plus, I found it impossible to find an adaptor that had a male piece on it that would fit the &lt;i&gt;Merlin&lt;/i&gt; correctly.  You might need one of those universal adaptors if you want to power your &lt;i&gt;Merlin&lt;/i&gt; on house current.&lt;br&gt;&lt;br&gt;CONS &lt;img src=&quot;http://files.boardgamegeek.com/images/star_white.gif&quot; alt=&quot;nostar&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;- Tic-Tac-Toe is useless.&lt;/b&gt; It is clear that &lt;i&gt;Merlin&lt;/i&gt; is no master of the tic-tac-toe.  Playing the centre square first and being cautious about your next moves usually guarantees a win.  A computer with a brain as simple as Merlin's should be able to tie or beat a human every time.  As such, the makers of &lt;i&gt;Merlin&lt;/i&gt; must have programmed it to make mistakes so that a younger player would be able to beat it every now and then.  There's no fun getting beaten at tic-tac-toe by a computer every time!  In fact, there's really no fun playing tic-tac-toe with anybody, anywhere, at anytime...  &lt;br&gt;&lt;br&gt;&lt;b&gt;- Music Machine uninteresting.&lt;/b&gt;  As a musician, I'm always looking for oddities that can make some sort of strange sounds for recording purposes or live shows.  &lt;i&gt;Merlin&lt;/i&gt; seems like the perfect candidate, as it has a &quot;Music Machine&quot; option.  However, the series of beeps &lt;i&gt;Merlin&lt;/i&gt; produces are no more interesting than any dollar store keyboard.  Even musical greeting cards have more versatility than &lt;i&gt;Merlin&lt;/i&gt; when it comes to making music.  I'd skip this option altogether.&lt;br&gt;&lt;br&gt;&lt;b&gt;- Blackjack and Magic Square are so-so.&lt;/b&gt;  The other two games that &lt;i&gt;Merlin&lt;/i&gt; offers are slightly interesting, but hold no challenge for anybody over the age of 8.  I didn't feel particularly accomplished by beating &lt;i&gt;Merlin&lt;/i&gt; at its brand of Blackjack, and while Magic Square holds some interest as a deductive game, it is too simple for any real challenge.  Once again, I would say Mindbender is the better deduction game here.&lt;br&gt;&lt;br&gt;&lt;b&gt;- It takes 6 AA batteries.&lt;/b&gt;  I know there were 9-volt batteries around in 1978.  Why would Parker Brothers decide to go with 6 AA's?  It just seems like a strange choice, and I had a harder time tracking down six fully charged double-A batteries then I would have finding a 9-Volt (that I would usually just remove from my smoke alarm... very safe.)  Plus, I get the impression after a few plays that &lt;i&gt;Merlin&lt;/i&gt; eats up battery juice pretty quickly.  Maybe the AC Adaptor is the way to go...&lt;br&gt;&lt;br&gt;FINAL COMMENT: &lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_yellow.gif&quot; alt=&quot;star&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_white.gif&quot; alt=&quot;nostar&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_white.gif&quot; alt=&quot;nostar&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/star_white.gif&quot; alt=&quot;nostar&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Merlin&lt;/i&gt; is definitely from a different era of gaming.  Along the lines of &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/5749&quot;   &gt;Simon&lt;/a&gt;, &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/13717&quot;   &gt;Comp IV&lt;/a&gt;, and &lt;a href=&quot;http://www.boardgamegeek.com/boardgame/35639&quot;   &gt;Computer Perfection&lt;/a&gt;, it is a completely self-contained game system that offers simple memory and deduction games.  While only two games (in my opinion) have any merit, &lt;i&gt;Merlin&lt;/i&gt; gets extra points for its vintage design and early entry in the electronic gaming scene.  With &lt;i&gt;Merlin&lt;/i&gt; being a free download from the Internet now (&lt;a href=&quot;http://www.softlist.net/program/merlin__99-software.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;	&lt;A target='_blank' href=&quot;http://www.softlist.net/program/merlin__99-software.html&quot; rel=&quot;nofollow&quot;&gt;http://www.softlist.net/program/merlin__99-software.html&lt;/A&gt;&lt;/a&gt;) it makes the classic handheld model a bit redundant.  In some game aisles today, you can find a keychain remake of Merlin hanging about.  Oddly, this means that the modern consumer's love for Merlin is still there (somewhat) and that it may find itself into the stockings of today's children.  For anyone who has a fondness for 1970s-1980s electronic handout games, &lt;i&gt;Merlin&lt;/i&gt; was one of the standards.  For anybody else, it is no more than a curiousity of a bygone era, where electronic gaming was simpler, but stupider too. &lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419490</link>
<guid>http://www.boardgamegeek.com/thread/419490</guid>
<pubDate>Mon, 29 Jun 2009 17:31:42 +0000</pubDate>
<dc:creator>freechinanow</dc:creator>
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		<item>
		<title>Session: Memoir '44 - Tigers in the Snow:: Market Garden</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BadgerWithAGun&#039;&gt;BadgerWithAGun&lt;/a&gt;&lt;/p&gt;
	Just some quick notes on the operation makret garden scenario on this memoir expansion. &lt;br&gt;&lt;br&gt;My friend and I are big fans of Memoir and have spent many a long day going back and forth over scenarios. We spent last Friday playing end to end Market Garden. And I wanted to Jot down some observations. &lt;br&gt;&lt;br&gt;The Tiger seems slightly wasted where it is. and didnt move in any of the four games we played. Really like the idea of the Tiger. Like the tiger destriction rule and feel that it captures the frustration and, to some extent, the helplessness of allied tankn commanders going up against thses formidable foes. &lt;br&gt;&lt;br&gt;In general I like the limitation to tank moves to 2 squares. It is very frustrating but I think it gives the german side time in the Anrhem part of the board and I think that it makes sticking to the roads absolutley vital in getting anywhere which I think is an accurate reflectio of the historical situation. &lt;br&gt;&lt;br&gt;The first play through saw a great deal of time wasted (by myself, I must confess) messing around trying to secure the anrhem and eindhoven city squares. This had the rather predictable effect of wasting men and, more crucially, command cards. In fact I entirely failed to move armour out of the first third of the board which is key to winning this scenario as the allies. Final Score was 13 6 to the Axis. &lt;br&gt;&lt;br&gt;The second scenario was more balanced as we (ie he) had learned from our (ie my) mistakes from the first play through. More armour movement including a blitzkreig type blast of four allied tank units toward the centre third of the board by the second move - to all intents and purposes ignoring the first town entirely - meant that the allies got a far beter foothold in the centre section than they had in the first game. Final Score 13-10 Axis.&lt;br&gt;&lt;br&gt;The third and final play through that evening saw an even better opening move by the allies (or the same move with better dice rolling) which saw the axis all but destroyed in the first part of the board, clearing the way to start moving those tanks. &lt;br&gt;&lt;br&gt;In conlcusion using tanks intelligently as the allies seems to be key. Axis players should try to draw allies to the well defended towns, especially in the middle. &lt;br&gt;&lt;br&gt;Market Garden is a great, well balanced scenario but I am not sure it makes terribly good use of the tiger unit. &lt;br&gt;&lt;br&gt;Badger
</description>
<link>http://www.boardgamegeek.com/thread/419473</link>
<guid>http://www.boardgamegeek.com/thread/419473</guid>
<pubDate>Mon, 29 Jun 2009 16:57:59 +0000</pubDate>
<dc:creator>BadgerWithAGun</dc:creator>
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		<item>
		<title>Session: Inside:: Getting to know the game</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/thepackrat&#039;&gt;thepackrat&lt;/a&gt;&lt;/p&gt;
	Having some time to kill after our 3rd player wandered off, we decided to break out Inside and see how it played. For the very first game we used the instruction-recommended 13/5 split of blocks and started out. In the end, we managed to get through six quick games of this. This is a description of our (B &amp; E) plays.&lt;br&gt;&lt;br&gt;The object of the game is to have the majority of cube faces showing on two of the three sides when the pyramid has been fully built. Players start out with a mix of their own and their opponent's cubes and alternate placing one cube. Each side has 15 faces showing at the end of the game so 8 is the smallest winning number.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/462306"><img src="http://images.boardgamegeek.com/images/pic462306_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;In the first game there was a mad scramble to get as many cubes as possible onto all the faces, a little thought was put into dropping your opponent's cubes into the middle where they would be completely hidden. Play was definitely a little random and B carried it.&lt;br&gt;&lt;br&gt;Before starting the second game we decided to go with a random cube variant. One player was given 18 cubes randomly from the provided bag and then got to choose whether to play light or dark. (Light goes first). Since we played 6 games in quick succession, it felt as though this really helped prevent the game getting stale. &lt;br&gt;&lt;br&gt;In the second game there was a perfect 9/9 split of light and dark cubes. E took light and started out dashing madly for the corners. In this case B was able to drop plenty of the light cubes into the hidden middle section. B managed to mostly sacrifice one side and plan cube placements to preferentially keep E's light cubes on that side. This was a narrow victory for B. At this point, E realised that not checking all the sides while building could lead to unpleasant surprises!&lt;br&gt;&lt;br&gt;Third game was a fight for the corner pieces that yield two visible faces (and are thus more efficient). The pacing and ordering of the game was much slower as each player tried to manouevre the other into giving up an advantage. In this game the split was more standard but B completely lost track of the importance of getting rid of the other player's pieces and in the endgame was forced to place E's pieces exclusively (and consequently lost badly)&lt;br&gt;&lt;br&gt;Fourth game saw more a more cautious rush for the corners as both players spent at least half their time trying to drop cubes into the middle or opponents cubes onto uncontested sides. It became much clearer than winning a side by too much would yield defeat elsewhere, because the cubes can be scarce! E took this one.&lt;br&gt;&lt;br&gt;By the fifth game after the obvious corner and middle placements, strategies were starting to emerge of checking exactly how many faces were already visible on the chosen sides and conserving the scarce blocks to ensure the magic 8th face would appear by the endgame. The single 3-way last cube can be incredibly annoying if you're forced to place a block from your opponent there. B carried this by careful sacrifice having exactly 8 faces on two sides.&lt;br&gt;&lt;br&gt;In the sixth and final game we both started planning placements far further back to force the other player to start placing down a wrong path. This game had lots of twists as we adapted strategies and abandoned sides only to take them up again. B won this one as well, but it was entirely unclear who had the game until the last few blocks.&lt;br&gt;&lt;br&gt;After these games, we set aside Inside, and looked for something else. It was a fun way to spend under and hour with two players. E:2 B:4&lt;br&gt;&lt;br&gt;In conclusion, this is a nifty little wooden abstract. It plays very fast and I'd strongly recommend the random cube split variant where the starting mix of cubes varies each game. This does a great job at stopping exactly replays in subsequent games. If people spent too much time deliberating, it's pretty clear that the game would become tedious, so try to avoid that.
</description>
<link>http://www.boardgamegeek.com/thread/419439</link>
<guid>http://www.boardgamegeek.com/thread/419439</guid>
<pubDate>Mon, 29 Jun 2009 15:29:14 +0000</pubDate>
<dc:creator>thepackrat</dc:creator>
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		<title>Session: GUBS: A Game of Wit and Luck:: Shortest game ever!   &amp;    What a fun game to play!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Hendal&#039;&gt;Hendal&lt;/a&gt;&lt;/p&gt;
	   So everyone I teach this game to at least likes it, and so far most have loved it.  Paul and Ashly are my latest converts to Gubs and they are loving it.  I explained it to them and said a game could last minutes to 20 minutes but it is always a fun ride.   I explained the rules pretty darn well and showed them how the cards worked together and how to play the cards on the other guy and really screw him over and how some cards are 1 of kind, and part of the fun and just learning the cards over the first few games.&lt;br&gt;  Now this is where I think this gets interesting.  Paul wants to read the rules over before we play and constantly rereads the rules while playing and really tries and grasp how it all works and what all his options are while Ashly is the go with the flow and if there is something she doesn´t understand she will ask me how the card works and I give her all her options with it ( good and bad for me ).  Now Paul seems to think I want to win more then I want a good game and all I can guess is that he thinks I would enjoy saying hey I just whooped up on you on a game you have never played, you don´t understand fully and I mislead you about the rules &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;.   What I am saying is when I am teaching a game I really try and tell you the whole game, all your options, and even point out what you could do that would not make sense but it is an option so you fully understand the game.  So when Paul asks me a question I give him a full answer and he is always thinking I am not telling him the whole story and wants to check the rules and ask a few more questions which really just lengthens the game - some times it really is as simple as these are your 2 or 3 choices and only this 1 makes sense.   When I tell him this is your best move he wants to study the board and make sure I am not plotting my win and not pointing out his best move.  The thing that saves us here is Ash will look at him and tell him it really is his best move &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;  So our first game was the fastest game of Gubs I have seen in well over 100 games.  Paul went first and turned over the B &amp; laid down a Gub &amp; protected the Gub he started with and we where off and running.  Ashley then went and got the gargok Plaugue and we all shuffled our hands back into the deck.  I turned up the U and then Paul went and turned over the G for the win.  Maybe not the best example of how the game works.  It sure left Paul all happy.&lt;br&gt;&lt;br&gt;&lt;br&gt;   The Next game was going well and Ashley and I could not keep a Gub to save our lives while Paul was stock piling them up and had 3 gubs and 2 more trapped gubs laid down.  I had been explaining he does not want to do this too early in the game, but he would not listen.  He had a big ol smile from the last win and was just very happy.  Well as gubs will go he lost half his guys then the lost the rest of his guys and by then Ashly had a couple and I had 1 that was sticking around for longer then one round.  Ash got the esteemed elder, but I was glad I had saved the lighting most of the game to take him down.  Ash won this one and Paul ended with nothing after we brutalized his colony of gubs.&lt;br&gt;&lt;br&gt;  The next game was also a blast and in this one Ashley had a frmm lead half way through and and we all had big hands.  The gargox plague hit and Paul and I lost our hands &amp; Ashley got to keep all hers.  A couple of turns later Paul &amp; I still have squat for cards and Ash has a full hand of 8.  Paul picks up Lighting and I explain he can get rid of her her hand if he wanted, he liked that option and then I got to play the esteemed elder knowing the lighting was gone.  This was going well for me, then the game ended before I was ready and I was tied with 1 gub with Ash since I had my 2nd trapped.  I played the flop boat and reshuffled the end card back into the deck and the game lasted longer then I thought but I held on to my lead and won this one out right.&lt;br&gt;&lt;br&gt;  They where both hooked and it was time for the Grudge Match.&lt;br&gt;&lt;br&gt;  The grudge match went smoothly, I got to do one of my favorite tricks and take a few toad riders off his gubs, played couple of mushrooms on his gubs, then played the Omen Beetle to kill those protected gubs.  This is really just a fun game to laugh and make jokes while playing and get all loud and funny and show off, so to that end this game was a big success.  I did end up winning and felt pretty darn good about ending the session being the only person with 2 wins.  &lt;br&gt;&lt;br&gt;  Well, they where having to much fun and wanted another right away, so I of course was up for it and Ashley won this one and we had to call it a session.  So I felt pretty good that Paul with all his rule reading and busting my chops only won one and Ashley with her care free style won 2, it all seemed good.&lt;br&gt;&lt;br&gt; Then this morning I had to offer up a game at 7 AM to start off their day of volunteer work on a fun note.  Well , low and behold our man Paul won it.  He did everything I thought was wrong &amp; didn´t listen at all and had 6 gubs out in front of him with no letter showings,he was soon to lose them all.  I was posed to win at the end, the end card came up to be shuffled back in and Paul stole all my gubs right before the game ended for the win.  Sp with this game there is really no right or wrong way to play as long as your having a lot of fun - so we all won if you ask me.&lt;br&gt;&lt;br&gt; Next time they want to play the BOB variant - I can not wait!
</description>
<link>http://www.boardgamegeek.com/thread/419433</link>
<guid>http://www.boardgamegeek.com/thread/419433</guid>
<pubDate>Mon, 29 Jun 2009 15:15:11 +0000</pubDate>
<dc:creator>Hendal</dc:creator>
	</item>
		<item>
		<title>Session: Agricola:: MisterG vs The Ronbo, or If At First You Don't Succeed...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MisterG&#039;&gt;MisterG&lt;/a&gt;&lt;/p&gt;
	A week or so after our first 2-player contest, Ron and I had the opportunity for a rematch.  Since we’d been less than satisfied with the scoring results of our last game, and blamed it somewhat on a straightforward random deal of Ocks and Minors, we decided to go with the ol’ deal-ten-drop-three routine for both sets of cards.  Regrettably, the cards we ended up with were no great improvement, but at least we had some small say in what we had available.  I went first, thanks to having won the first game…&lt;br&gt;&lt;br&gt;&lt;u&gt;Round One/Sheep&lt;/u&gt;&lt;br&gt;Geoff – Occ/Forester&lt;br&gt;Ron – 3W(3)&lt;br&gt;Geoff – PF&lt;br&gt;Ron – DL(2f)&lt;br&gt;&lt;br&gt;Historically, I’ve always disdained the Forester as an Occupation.  It strikes me as worth little more than a long-term 6Wood, maybe 9Wood, and needs an additional sowing action taken to be worth even that, but having nothing better in my hand, I decide to give it a shot.  Out it comes.  Ron clears the ready wood, I plow, and Ron bolsters his food supply.  Pretty mundane play, all in all, but we’re off and running.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Two/Fences&lt;/u&gt;&lt;br&gt;Geoff – 1R(2)&lt;br&gt;Ron – 3W(3)&lt;br&gt;Geoff – 1G&lt;br&gt;Ron – 1C(2)&lt;br&gt;&lt;br&gt;Mindful of building, I snag the reed, and Ron counters by sweeping up the wood again.  I now make my first error of the game by taking a grain, prepping for a multi-task sowing action, instead of nabbing clay for a fireplace.  As it turns out, I should have taken the clay, which is exactly what Ron does. The sheep look at each other and bleat, “Be afraid.  Be very afraid.”&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Three/MIMI&lt;/u&gt;&lt;br&gt;Geoff – Fish(3f)&lt;br&gt;Ron – MIMI/Fp2&lt;br&gt;Geoff – 3W(3)&lt;br&gt;Ron – Sheep(3)burn3&lt;br&gt;&lt;br&gt;MIMI struts her stuff onstage, and for safety’s sake, I fish.  Ron does the obvious, I take my first ration of wood, and a wary Ron torches the sheep.  I know full well he was worried about me taking them next Round, though it seems readily apparent he could have precluded that by simply taking the button and popping out his Mini Pasture four Rounds earlier than he did, leaving &lt;i&gt;four&lt;/i&gt; sheep at his mercy at the top of Round Four.  However, Ron is at times impetuous, and I’m not about to correct him.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Four/Sow &amp; Bake&lt;/u&gt;&lt;br&gt;Geoff – 3W(3)&lt;br&gt;Ron – 1R(2)&lt;br&gt;Geoff – S&amp;B(1Gf/3Wf)&lt;br&gt;Ron – BR(1)&lt;br&gt;&lt;br&gt;Now the time comes to force an issue or two, so I grab wood to threaten a room build.  Ron sneers and cops more reed.  I decide to ignore the possibility of early Family Growth in order to plant trees and grain, giving Ron the opportunity for first expansion.  So now I’ve got an extra 6Wood coming down the pipeline, but Ron has a temporary jump on increasing his actions.  We both feed with fingers crossed.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Five/Renovation + MIMI&lt;/u&gt;&lt;br&gt;Geoff – 1C(3)&lt;br&gt;Ron – 3W(3)&lt;br&gt;Geoff – Occ/Clay Deliveryman (9C&gt;)&lt;br&gt;Ron – Sheep(2)burn2&lt;br&gt;&lt;br&gt;Happily for me, Family Growth doesn’t show.  Unhappily for me, I’m hit with a vicious case of the stupids.  Instead of expanding my hut, I grab clay for a cookery.  Ron clears the wood again, and my bout of the stupids worsens as I ock a long-term 9Clay.  Ron, secure in a first shot at growth, gobbles up the sheep again.  Certainly if I’d built a room, Ron would have nabbed the button, but that’s no real excuse.  Unfortunately, my affliction is due to intensify. &lt;br&gt;&lt;br&gt;&lt;u&gt;Round Six/Stone&lt;/u&gt;&lt;br&gt;Geoff – Occ(1)/Market Woman&lt;br&gt;Ron – 3W(3)&lt;br&gt;Geoff – Fish(3f)&lt;br&gt;Ron – 1R(2)&lt;br&gt;&lt;br&gt;With the revelation of stone, do I wise up and build a room?  No, I do not, instead playing another Ock, one that I don’t even utilize for another six Rounds, and then only once.  I’m beginning to feel like Forrest Gump.  Ron keeps on hogging wood, and instead of building my own fireplace, I fish.  Stupid is as stupid does, indeed!  Ron swipes the stacked reed again, and I’m starting to feel like I’ve forgotten how to play this game.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Seven/Family Growth + MI&lt;/u&gt;&lt;br&gt;Geoff – 3W(3)&lt;br&gt;Ron – Occ(1)/Merchant&lt;br&gt;Geoff – SP + Copse&lt;br&gt;Ron – FG + Mini Pasture&gt; (Fences(4) –2f) + Boar Breeding&gt; (1b-2f)&lt;br&gt;&lt;br&gt;Do I build now, forcing Ron to take Family Growth with his first dude?  No, no, no! That would be a little too forceful!  I settle for another 3Wood, with vague plans for a double build in mind.  Unpressured, Ron gets out his first Ock, which he uses all of twice.  Why he didn’t build another room is beyond me, given his awesome food surplus.  &lt;i&gt;Now&lt;/i&gt; do I build, knowing full well that I’ve fallen an action behind Ron?  Oh, no, that would be asking &lt;i&gt;far&lt;/i&gt; too much!  Far, far better to waste time getting out a redundant Minor that I never use!  Oh, yeah, &lt;i&gt;that’s&lt;/i&gt; the ticket!  Sheesh!  Ron now lowers the boom, adding a third peep and passing along two Minors that essentially swap his surplus food for a 4Wood, an early boar, and a free fencing action.  It’s a pricey move, but not outside the realm of worthwhile.  Our family’s hunger is sated, though I’m forced to use a grain to feed mine. Now, can I get any stupider?  Oh, yes, I can!    &lt;br&gt;&lt;br&gt;&lt;u&gt;Round Eight/Boar&lt;/u&gt;&lt;br&gt;Geoff – Ren&gt;C + CH4&lt;br&gt;Ron – 1S(3)&lt;br&gt;Geoff – Sheep(3)burn2&lt;br&gt;Ron – 3W(3)&lt;br&gt;Ron – Fences(9)&lt;br&gt;&lt;br&gt;Having ceded Ron the distinct advantage of an extra action per Round, I latch onto the spurious inspiration of renovating to clay so as to secure a hearth.  This plan is not utterly without merit, but pretty close.  I could have as easily taken the stacked reed and then built two rooms, or simply built one room and a few stables, and &lt;i&gt;then&lt;/i&gt; renovated and grabbed the other fireplace.  Purposefully handicapping oneself in Agricola (or, for that matter, in any other game) is &lt;i&gt;not&lt;/i&gt; the way to win.  Ron gathers up the bargain stone, which surprises me; I thought for sure he’d roast the sheep.  I do it instead, pleased to utilize my new hearth.  Ron then appears to catch my disease, deciding to rather impecuniously gather more wood and fence, instead of doing something else like plowing a field and then swiping the button to secure a 6Wood and fence next Round.  Thank goodness for small favors, but I’m still in deep doo-doo regardless.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Nine/Vegetables&lt;/u&gt;&lt;br&gt;Geoff – 1R(3)&lt;br&gt;Ron – Boar(2)&lt;br&gt;Geoff – 1C(4)&lt;br&gt;Ron – Fish(3f)&lt;br&gt;Ron – 3W(3)&lt;br&gt;&lt;br&gt;Desperation now being my middle name, I grab the stacked reed; I need to build a clay room (or preferably two) as soon as possible.  Ron herds the swine, I glom the clay, and once again Ron evinces symptoms of mutual stupids infection by failing to take the button to guarantee himself a 6Wood next Round.  Wow!  Do &lt;i&gt;either&lt;/i&gt; of us remember how to play this game?  This is getting to be just downright embarrassing!  Ron sacrifices a boar (which reincarnates, so not much of a sacrifice) to feed his family, small comfort to me, and we move deeper into the midgame.  &lt;br&gt;&lt;br&gt;&lt;u&gt;Round Ten/Stone&lt;/u&gt;&lt;br&gt;Geoff – Sheep(2)burn2&lt;br&gt;Ron – 1S(2)&lt;br&gt;Geoff – BR(1) + 4s&lt;br&gt;Ron – 3W(3)&lt;br&gt;Ron – SP + Lumber (1S&gt;3W) +Windmill (-1f)&lt;br&gt;&lt;br&gt;Crying over spilt blood is no better than crying over spilt milk, so I fry the woolies.  Ron snags more stone, greedy bugger that he is, and I finally regain &lt;i&gt;some&lt;/i&gt; rationality and crank out a room, along with four stables.  Inexorable Ron hacks away at the forest, takes the button for the first time, swaps off a stone for more wood, and builds the Windmill.  I’m not sure why he doesn’t let the wood accumulate, but that’s his business; I suppose he wants first dibs on the stacked boar next Round.  Given my substandard level of play, he certainly hasn’t needed the button at all. &lt;br&gt;&lt;br&gt;&lt;u&gt;Round Eleven/Cattle&lt;/u&gt;&lt;br&gt;Ron – Boar(2)&lt;br&gt;Geoff – SP + Beehive (4f&gt;)&lt;br&gt;Ron – BR(1) +1s&lt;br&gt;Geoff – FG + Boar Breeding&gt; (1b-1f)&lt;br&gt;Ron – PF&lt;br&gt;&lt;br&gt;Ron hustles the boar home to their ultimate displeasure, and I regain the button to get out the Beehive.  Woo-hoo!  Ron builds another room and a stable, forcing my subsequent Family Growth (as if…!) and miniscule Minor.  Ron closes out the midgame with his first plowed field.  I’m still not sure I’m going to lose, but I’m not feeling very thrilled with the way things have gone.  By hook and by crook, we feed our families and move on to the endgame.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Twelve/Plow &amp; Sow&lt;/u&gt;&lt;br&gt;Geoff – Cattle(2)&lt;br&gt;Ron – 3W(6)&lt;br&gt;Geoff – 1V (+2G)&lt;br&gt;Ron – 1G&lt;br&gt;Geoff – P&amp;S (1Gf +1Vf)&lt;br&gt;Ron – FG + (burn1b) Boar Breeding (1b-1f)&lt;br&gt;&lt;br&gt;I jump the cattle (Sheep? I don’ need no steenkin’ sheep!) for the eventual four points, and Ron compulsively grabs up a 6Wood for which he has almost no use.  Yes, he eventually uses one measly stick to claim the Well, but the wasted wood remains just that: wasted.  Ron simply didn’t want me to have it.  I cash in the Market Woman for a meager spare grain, and Ron grabs one for himself.  I plow and sow for a few points, and Ron closes out the Round hiring on another peep and the perplexing maneuver of frying a boar to pay for a replacement, a net gain of one food!  I can only guess he didn’t have any other Minor to play.&lt;br&gt;&lt;br&gt;&lt;u&gt;Round Thirteen/Family Growth w/o&lt;/u&gt;&lt;br&gt;Geoff – 1S(4)&lt;br&gt;Ron – 1C(4)&lt;br&gt;Geoff – SP + Mini Pasture&gt; (Fences(4)-2f)&lt;br&gt;Ron – 1R(4)&lt;br&gt;Geoff – Ren&gt;S + Clay Oven (5f)&lt;br&gt;Ron – 1V&lt;br&gt;Ron – P&amp;S (1Gf +1Vf)&lt;br&gt;&lt;br&gt;Low on food, I snag the bargain basement stone; Ron does likewise with the clay.  The stupids have yet to release their grip on me, and I fail to swipe the Well from under Ron’s nose, settling instead for denying him the button (big deal!) and getting out a semi-cheap pasture.  It is perhaps the ultimate, crucial error of my game.  Ron may or may not have been able to renovate twice by game’s end, but at what sacrifice elsewhere?  Surely I could have blocked one or more negative cancellations on his part, while my Mini Pasture was still available via MIMI.  Drat this 20-20 hindsight!  No matter; Ron scoops up the teeming reed, and I dutifully renovate to stone so as to A) prevent Ron from getting any closer to doing so, and B) claim the appropriate oven and its baking action.  Ron then picks up veggie seeds and proceeds to plant crops.  Further sacrifices are made and families fed.  &lt;br&gt;&lt;br&gt;&lt;u&gt;Round Fourteen/Renovation + Fences&lt;/u&gt;&lt;br&gt;Geoff – 3W(6)&lt;br&gt;Ron – Sheep(4)&lt;br&gt;Geoff – Fences(11)&lt;br&gt;Ron – Cattle(2)&lt;br&gt;Geoff – FG w/o&lt;br&gt;Ron – Ren&gt;C + Well&lt;br&gt;Ron – P&amp;S (1Vf)&lt;br&gt;&lt;br&gt;All that’s really left for me to do is claim the 6Wood, max out my pastures, and hire on a last dude for points.  Ron rustles up various livestock, renovates, seizes the Well, and takes his final points with Plow &amp; Sow.  It’s all over but the scoring.  Ron’s failure to upgrade his fireplace costs him several points in animals and veggies, but nevertheless his farmyard is looking just a hair better than mine, and the Well has most likely tipped things in his favor.  &lt;br&gt;&lt;br&gt;&lt;u&gt;Final Score (Occupations Played, Minors/Majors Played)(Wood taken/bonus)(Rounds as Starting Player)(Total Primary/Secondary/Tertiary Actions)(Points Per Primary Action)&lt;/u&gt;&lt;br&gt;&lt;br&gt;Ron – 34 (1 Occ, 5/2)(27/4)(1)(37/5/2)(0.919)&lt;br&gt;Geoff – 31(3 Occ, 4/2)(15/10)(13)(31/7/1)(1.000)&lt;br&gt;&lt;br&gt;Despite a superior efficiency score on my part, Ron’s six extra actions prove to be more than enough for him to prevail.  Looking back, it’s clear to me that my lack of aggression in expanding my hut back in Stage Two was my key failure.  My play of the Market Woman was pretty much a fool’s errand; that action could well have been better spent on something else.  I also find it interesting that going first for nearly the entire game meant little; Ron’s action advantage clearly counterbalanced the minor handicap of going second.  Again, I’m struck by the altered dynamics of the 2-player game, and will be looking forward to the tiebreaker, whenever the occasion may arise.  I hope Constant Reader has enjoyed this report, and possibly even learned a thing or two.&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419426</link>
<guid>http://www.boardgamegeek.com/thread/419426</guid>
<pubDate>Mon, 29 Jun 2009 14:51:06 +0000</pubDate>
<dc:creator>MisterG</dc:creator>
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		<title>Session: Temple:: Really trying to like this one!</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Hendal&#039;&gt;Hendal&lt;/a&gt;&lt;/p&gt;
	   Well, here I am back at a game that I think is just OK, but it is a Small Box Game so I wanted to try it again just to be sure.&lt;br&gt;  I taught my friends Paul &amp; Ashly this one and it started out OK.  It took a little bit to get the rules all set.  &lt;br&gt;  1 thing I am always surprised that game companies don´t make there own little reference sheet and add it to a game, a run down of the rules would be nice ( or high light the important stuff ).  Luckily I had already done this with this game and it made it a little easier, but I forgot to add a few of the basic start up rules for the set and we forgot to pick up our 2 extra starting cards, so 5 minutes into the game we started over since we where all on board now and starting with just 2 cards sucks.&lt;br&gt;&lt;br&gt;  I really like a lot of things about this game, but I think there may be as much I don´t like.  I need to ask a few questions on the rules that may speed up the play a little, which is a great thing for this game.&lt;br&gt;&lt;br&gt;  So we where all going around and trying to get offerings going and Ash and I got the whole idea and concept, but Paul was just all over the rules really trying to over think this thing and doing a great job of it.  We did enjoy pointing out to each other when we could screw over the other person with the 3 mask room special ability.  Ash got the first offering of red, I then took blue, then I got red, then Ash took green.  Paul was yet to take anything and Ash and I where both going for the last Mask that needed to be gotten from the other player, I could not get the cards I needed and when I finally did it was 2 late.  Ash stole one of my masks for the win, and the sad part was I had finally gotten the cards I needed and would have won on my next turn.  It was really close between us 2, but Paul was out of it the whole game, he never even got 1 mask.  This game took about 50 minutes I think and it was a bit to long.   &lt;br&gt;  We played a 2nd game even though all thought it was just an OK game, not something we liked, but not something we don´t like. Out thinking was to try it again while we all knew the rules and see if it plays faster once the rules where already known.  I made a comment that it was an OK game but it took to long for what it is.  I see here that the designer says it is a 20 minute game, which would be perfect if you ask me, but our game took over 50 minutes, but we where just learning so I thought maybe the next game would be faster - NOT.  &lt;br&gt;&lt;br&gt;  So we decided to play another and afte 40 minutes I finally got the 2nd offering ( Mask ), but you need 3 to win. we figured 10-30 more minutes at the least, if the others really get tricky I could see this lasting way longer then that, so we called a stip to this one.&lt;br&gt;&lt;br&gt;  We decided to end the 2nd game with just 2 offerings winning it, because we just didn´t feel the need to play this one more, which kinda bums me out.&lt;br&gt;&lt;br&gt;  I almost wonder if just playing to 2 offerings would be the way to go on this one?&lt;br&gt;&lt;br&gt;   Game On´
</description>
<link>http://www.boardgamegeek.com/thread/419376</link>
<guid>http://www.boardgamegeek.com/thread/419376</guid>
<pubDate>Mon, 29 Jun 2009 12:09:59 +0000</pubDate>
<dc:creator>Hendal</dc:creator>
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		<title>Session: Zendo:: The Grail and the rhyming Daughter</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/swedgamer&#039;&gt;swedgamer&lt;/a&gt;&lt;/p&gt;
	I have always been on look-out for Zendo. I have accepted it to be one ogf my Grail-game. A never-rechable trasure. I had tried to make my own copy, bur always failed in terms of quality.&lt;br&gt;&lt;br&gt;But yesterday a stumbled upon a copy of Icetower at a sale and bouught it imideately. In triumph I borought it home and started to teach the Zend-rules to my daughter of 12.&lt;br&gt;&lt;br&gt;During the summers I have always a project called &quot;Dad Johans Summer School&quot;. And this looked an excellent tool to use for my children for logical thinking. Other projects have been fossil-hunting and construct IKEA-furniture from scratch,&lt;br&gt;&lt;br&gt;My daughter looked at the pieces, asked a few questions and noded. Yes she had undestood the game, and we started with some easy Koans.&lt;br&gt;&lt;br&gt;We alterneted in beeing Master/Student. And then suddenly she hit me.&lt;br&gt;She was master and had apperently made an impossible Koan (at least at the moment). I lloked at the Koans and tried to figure out the pattern of the true nature. But nothing seemd to be logical.&lt;br&gt;&lt;br&gt;&quot;Are you sure of this&quot; I asked&lt;br&gt;&quot;Defenitly&quot; she answerd after given the Koans a quick glance.&lt;br&gt;&quot;But I will give you a clue....It's a rhyme&quot; she continued.&lt;br&gt;&lt;br&gt;Again I turned my eyes to the table and again I failed to see the true nature. Humbly I surrended.&lt;br&gt;&lt;br&gt;&quot;First blue, last small&quot; In Swedish this s a rhyme &quot;Först blått, sist smått&quot;. &quot;The first piece you put should be blue an the last one should be a small one.&quot;&lt;br&gt;&lt;br&gt;I tred to explain that the order you put the the pieces on the table didn't matter, but it sounded more like a bad excuse.&lt;br&gt;&lt;br&gt;Nevertheless, both of us had a very good time and both of us enjoyed the game, so Zendo will surely hit the table more times in our summer-school.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419363</link>
<guid>http://www.boardgamegeek.com/thread/419363</guid>
<pubDate>Mon, 29 Jun 2009 10:17:26 +0000</pubDate>
<dc:creator>swedgamer</dc:creator>
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		<item>
		<title>Session: Defiant Russia: Operation Barbarossa, 1941:: Session play on 20 June, 09 (68th anniversary of the Barbarossa Campaign)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Lawrence+Hung&#039;&gt;Lawrence Hung&lt;/a&gt;&lt;/p&gt;
	I want to revisit this game since I played this 3 years ago. In memory of the bravery of the soldiers both sides fought in this war, the play of this game times close to the actual operations of the campaign that began on 22 Jun, 1941!  &lt;br&gt;&lt;br&gt;This June 22 is the 68th anniversary of the start of the war. We used the historical weather and historical setup (found only in the Avalanche Press game page) to replicate what actually the Germans were facing at that time. I found that while the historical light mud and mud weather in turn 4 and 5 slowed the German advance for quite a substantial amount after a while, the clear weather in Novemeber 1941 actually revived the German hope of an onslaught again to Leningrad, Moscow and Bryansk at the same time and the chance of capturing one of them, was not as slight as it might seem. &lt;br&gt;&lt;br&gt;&lt;b&gt;Supply&lt;/b&gt;&lt;br&gt;The supply rules are relatively simple and yet very effective. Supply cannot be traced through enemy ZOC unless you have a friendly unit to negate the ZOC presence. I saw my opponent Lai playing the Soviet, using his numerical superiority to outflank me from the side in the Voronezh - Stalino area, found the way to cut the supply lines to the weakly defended area by the Axis Romanian units. In the end, he even threatened the city of Kiev. &lt;br&gt;&lt;br&gt;&lt;b&gt;Movement&lt;/b&gt;&lt;br&gt;Movement depends very much on the weather. Bascially both sides can move in their regular movement phase, then again on the exploitation phase with reduced movement rate: the German armor units can move 3 movement points while the Soviet armors can only have 2 movement points. Infantry, calvary and shock units can have 1 movement points. 2 combats therefore can be conducted in each phase in a single turn. The German units have to utilize this attempting to have a major breakthrough, while the Soviets combining the strategic rail movement (6 units a turn for the Soviet! Only 3 for the German and was reduced in snow to 2.) There is no railhead counters in the game but you can only rail your units over those already &quot;controlled&quot; by your side, being the last one moving over the rail hexes. Sounds a lot like the old Russian Campaign? You bet.&lt;br&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Combat System is the typical Avalanche Press' &quot;roll-a-6-to-hit&quot; with the number of combat strength representing the no. of dices you are going to roll. Sadly, the game only provides one dice and the rest you have to find somewhere from your local gaming buddies...especially those ASLers who would be so kindly offer the dices generously. I myself don't like this sort of system particularly where you might find a unit almost surrounded by the enemy units inflicted casualties to the attacker without being damaged sometime if your roll is poor! There is no &quot;concentric&quot; attack rule like that of Ty Bomba advocate per se. But then, historical results showed that a besieged unit in a city could always hold out a bit longer than expected, didn't they? This combat system could simulate about that quite nicely. &lt;br&gt;&lt;br&gt;&lt;b&gt;Order of Battle&lt;/b&gt;&lt;br&gt;The game has rather a complete OOB from the previous games I have seen. It didn't forget those tiny CSIR Italians and Azul Spanish Blue Division, apart from the usual suspect like those Romanians, Finnish and Hungarians. They really made up the cannon fodders for the main Axis advance much needed along the way and when defending, holding out the flanks of the main axis of advance. Charismatic leaders like Zhukov, Guderian and Stalin are present and appropriately they played a significant historical role in the campaign. Both Guderian and Zhukov can bring 2 more dices when attacking and 1 more dice when defending. One more dice is added when there are 2 adjacent Soviet attacking units participating with Zhukov's own attack, simulating his superior organization and planning ability in the Soviet Army. Guderian, on the other hand, can only stack with his own panzer armor units all the way. The leaders can get killed if any unit was eliminated when they provided the extra dices by rolling a dice of &quot;1&quot;. Yes, that adds much more color to the game when we saw Zhukov got killed in our game! Comrade Stalin smiled coldly back in Kremlin...he would add 2 dices to the combat and no, I wouldn't retreat, said Stalin. &lt;br&gt;&lt;br&gt;&lt;b&gt;Special Units&lt;/b&gt;&lt;br&gt;Red Navy and paratrooper are also featured in this game. The Baltic and Black Sea Fleet may enter coastal hexes, attack adjacent hex and defend itself. They always only roll a 6 to hit even defending a fortress or in snow turn...they are less prone to the weather effect and city fortress because they are marines! For paratroopers, they can be dropped within 3 hexes radius from a controlled city. In our game, we saw they were dropped into the besieged Lenningrad from Tikhvin...yeah, that little small unknown town within 3 hexes of Lenningrad! Remember to take that city the next time, General!&lt;br&gt;&lt;br&gt;&lt;b&gt;The Rules&lt;/b&gt;&lt;br&gt;There was no major problem with the rules and I do find them easy to read and absorb. Some minor problem like whether hex 4015 is a land for the Finnish to encircle Lennigrad besieging the city. It has a partial land piece but certainly it is not a terrain in &quot;majority&quot; per the rule on terrain. However, it would be odd not to see the Finnish to use that hex because the Fins have four units in the game and stacking limit is 2 per hex. In our game, we have a house rule to let the Finnish unit to use that hex. Secondly, the time to conduct rail movement is not clearly spelled out in the rules apart from &quot;Rail movement is only possible in each player's initial movement phase&quot;. It seems to suggest that it can be done in the first movement phase in a turn any time, not necessarily like that in Russian Campaign where you have to conduct rail movement first before moving the units. We took a relax approach to the game and therefore we allowed the railed units to appear anytime during the movement phase. &lt;br&gt;&lt;br&gt;&lt;b&gt;Comparisons&lt;/b&gt;&lt;br&gt;When comparing the game to the recent S&amp;T entry of Barbarossa: The Russo-German War, 1941-45, this game sees less of a swirling and circling movement possible by the German because of the more rigid ZOC rules and the larger than expected (at least in my view) Pripet Marsh in the center on the way to Smolensk. It bascially divided the German drive into two on the flank and a complete surrounding of the Soviets inside the marshland was unavoidable if they chose to stand inside for the Motherland. My oppponent was always able to use the rail movement to redeploy the Soviet units, replacement and new arriving reinforcement units in two line of defense for preventing the German breakout. I'll attempt later another S&amp;T game Drive on Moscow to see how is that being dealt with. Defiant Russia still successfully told a general story of the war on a grand scale. I like this game and would play this game solo again in future! &lt;br&gt;&lt;br&gt;&lt;b&gt;Playability&lt;/b&gt;&lt;br&gt;Speaking of which, the game is very playable either solo or with a friend in an afternoon allowing 6 hours to complete. The game rightly focuses on the first year of the Barbarossa operation from Jun to Dec 1941 at the right time and unit scale and thus giving you a sense of accomplishment. Game balance is slightly tilted to the Soviets by the victory conditions but it is fine as long as you have win by outperforming what the German troops could do by the same time. &lt;br&gt;&lt;br&gt;&lt;b&gt;Overall&lt;/b&gt;&lt;br&gt;My impression with Avalanche Press after this game in fact was strengthened and I am aroused to open up the games like Gazala 1941 (by a different designer) and They Shall Not Pass (by the same designer William Sariego). The completion of this game really conveys a sense of good time in the summer of June and wondering what's actually had been happening back in that summer of 1941. 
</description>
<link>http://www.boardgamegeek.com/thread/419364</link>
<guid>http://www.boardgamegeek.com/thread/419364</guid>
<pubDate>Mon, 29 Jun 2009 10:09:31 +0000</pubDate>
<dc:creator>Lawrence Hung</dc:creator>
	</item>
		<item>
		<title>Session: Ideology: The War of Ideas:: 3-Player Runaway Leader Session Gets Stomped!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/HauRuck&#039;&gt;HauRuck&lt;/a&gt;&lt;/p&gt;
	&lt;font color='#FF0000'&gt;&lt;b&gt;The Players:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Germany (Facism)&lt;br&gt;Russia (Communism)&lt;br&gt;Iran (Islamic Fundamentalism)&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;The Initial Situation:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Russia has developed as the Runaway Leader landing Eastern Europe and then developing itself for 6 Global Influence where Iran is still at 4 and Germany 3!&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;Early Turns Summary:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;After Russia quickly nabbed Eastern Europe she was able to build up both it and its home region to a development level of 4 each [BGCOLOR=#FFFF00](Russian Total=8).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Germany nabs Canada and is settled in at 6 [BGCOLOR=#FFFF00](German Total=6).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Iran nabs India and Peru [BGCOLOR=#FFFF00](Iranian Total=7).[/BGCOLOR]&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;Middle Turns Summary:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Russia easily takes Central Asia (Like Eastern Europe it is adjacent so region draws are certainly good for Russia). Russia also easily adds Cuba as well [BGCOLOR=#FFFF00](Russian Total=10).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Germany continues to invest to acquire all Level 2 techs and has 3 Tactics.  Canada gets bumped up to 4 eventually [BGCOLOR=#FFFF00](German Total = 8).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Iran also invests in tech and bumps India to 3 [BGCOLOR=#FFFF00](Iranian Total = 8).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Both Germany and Iran declare war on Russia.&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;Second-to-Last Turn Summary:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Russia had two defensive cards but now spends nearly all influence cards to acquire 4 more.  Last two cards played bring Cuba &amp; Central Asia to where they will have 2 each at end of turn [BGCOLOR=#FFFF00](Russian Total=10(12 at turn end)).[/BGCOLOR]&lt;br&gt;&lt;br&gt;Germany &amp; Iran both throw everything at Cuba &amp; Central Asia and despite heavy russian defensive tech are able to successfully wrestle both out of Russian Control.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn End Scoring Summary:&lt;br&gt;     Russia = 8 (Russia-4, Eastern Europe-4)&lt;br&gt;     Germany = 8 (Germany-4, Canada-4)&lt;br&gt;     Iran = 8 (Iran-4,India-3,Peru-1)&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;Last Turn Summary:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Development Phase:&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Russia goes first during the Development Phase and trades up everything for THREE WMD's earning 3 Global Influence for a pending total of 11.  Obviously Russia hopes to nab just about anything for that last point before rounds end.&lt;br&gt;&lt;br&gt;Germany does nothing in the Development Phase.&lt;br&gt;&lt;br&gt;Iran trades out some cards and plops 3 down on Iran, 3 down on India, and 1 down on Peru (Which had 2 additional cards placed in an earlier round).  That increases each one dev level for a pending total of 11).  Iran further trades all 3 of its level 2 techs for a WMD now bringing the pending total to 12!.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Conflict Phase:&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Russia successfully replaces a single Iranian Influence card in Cuba now giving it more influence cards than anyone else.  Since cuba is still worth 2 the Russian Pending Total is now 13!&lt;br&gt;&lt;br&gt;Germany is up next and quickly realizes while it could stop Iran from winning by attacking Peru, that would just allow Russia to win instead.  Germany doesn't have enough resources to stop BOTH from winning.  However, since Germany had originally done most of the heavy lifting of wrestling both Cuba &amp; Central Asia back to independant, a new strategy emerges.  Germany attacks both Cuba &amp; Central Asia and gets a majority of influence cards in both! (2 each for a total of 12!)&lt;br&gt;&lt;br&gt;&lt;b&gt;The Game Thus Ends as Follows:&lt;br&gt;Germany = 12 Global Influence&lt;br&gt;Iran = 12 Global Influence&lt;br&gt;Russia = 11 Global Influence (The so called Runaway Leader comes in last)&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;GERMANY WINS!! &lt;/font&gt;(Tie Breaker of 11 Advancement Points vs. Iran's 2 Advancement Points (Iran having earlier traded 6 points worth of Advancements for the WMD).&lt;br&gt;&lt;br&gt;FACISM Sweeps the Globe!
</description>
<link>http://www.boardgamegeek.com/thread/419345</link>
<guid>http://www.boardgamegeek.com/thread/419345</guid>
<pubDate>Mon, 29 Jun 2009 07:58:32 +0000</pubDate>
<dc:creator>HauRuck</dc:creator>
	</item>
		<item>
		<title>Session: Classic Battletech Starterbook: Sword and Dragon:: Fox's Teeth #8: Gauss Rifles and Ammo Explosions</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MerricB&#039;&gt;MerricB&lt;/a&gt;&lt;/p&gt;
	It's been quite some time since we've had enough of the core BT group together at one of our boardgame days, but we finally had Josh, Rich, Randy and me all in one place - along with Laurie and Ian. So, it was time for the Fox's Teeth to come out of their R&amp;R after their disappointing mission on &lt;a href=&quot;http://www.boardgamegeek.com/thread/404532&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Thestria&lt;/a&gt; and once again engage with the forces of House Kurita.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mission #8: Recon-in-Force&lt;/b&gt;&lt;br&gt;&lt;b&gt;Maps:&lt;/b&gt; Rolling Hills #1, Box Canyon&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506452"><img src="http://images.boardgamegeek.com/images/pic506452_md.jpg" border=0></a></div>]]>&lt;i&gt;Laurie, Ian, Josh and Randy surveying the battlefield and their Mechs&lt;/i&gt;&lt;br&gt;&lt;br&gt;Most of our mechs and pilots were in fine fettle leading up to this mission, giving us our choice of forces to take on this mission. The primary objective was to scan three buildings in the Kuritan territory; the second was to destroy or cripple at least half of the Kuritan force. Success on both would allow us enough time to salvage any destroyed mechs.&lt;br&gt;&lt;br&gt;At present, we have three lances. The Command Lance contained the best mix of forces for this type of mission. The Recon Lance is a little light for the seek-and-destroy objective, and the &quot;Fire&quot; lance - with both an Atlas and a Stalker - is just overkill. Assault mechs are terribly expensive to repair, and we now don't use them unless we think we'll be up against a significant force.&lt;br&gt;&lt;br&gt;So, going into the mission were the members of our Command Lance, all with prototype technology: &lt;br&gt;(j) Black Knight Ian (controlled by Randy)&lt;br&gt;(i) Hatchetman Austin (controlled by Randy)&lt;br&gt;(s) Cataphract George (controlled by Merric)&lt;br&gt;(q) Enforcer Daniel (controlled by Ian, in his first game)&lt;br&gt;&lt;br&gt;I've begun introducing Vehicles into the mix of Opposing Forces now, just to allow everyone to get used to the Vehicle rules and also to add more variety to the missions. This campaign, which started out as a straight &quot;Intro Box Set + Sword &amp; Dragon&quot; game has changed into much more of a &quot;Total Warfare&quot; game. We're basically using a lot of the core rules, along with a few optional rules from Tactical Operations as well!&lt;br&gt;&lt;br&gt;The opposing force was as followed, crewed by P4/G4 pilots:&lt;br&gt;(*) Drillson Heavy Hover Tank (controlled by Josh)&lt;br&gt;(l) VL-2T Vulcan (controlled by Laurie)&lt;br&gt;(h) GRF-1N Griffin (controlled by Laurie)&lt;br&gt;(k) WVR-6R Wolverine (controlled by Josh, then Rich)&lt;br&gt;&lt;br&gt;&lt;b&gt;The Mission&lt;/b&gt;&lt;br&gt;The first turn of the game saw Laurie's Vulcan jumping behind Randy's Black Knight and attempting to shoot it in the back. He missed with everything but his machinegun. Unfortunately, this precipitous movement allowed both Ian and I to move our 'Mechs into position flanking the Vulcan. The Vulcan may have missed, but we didn't. In fact, we hit the Vulcan's machinegun ammo. The resulting explosion was quite pretty, although I don't think Laurie was impressed.&lt;br&gt;&lt;br&gt;Josh maneuvered his Drillson Heavy Hover Tank into a position where it could attack my Cataphract, and managed to hit with 6 Long Range Missiles, causing some minor paint scratches. Meanwhile, the Kuritan Griffin was missing our commander's Black Knight with its Particle Cannon and Long Range missiles; unfortunately for it, our commander was a better shot, hitting with a PPC and a Large Laser. Not enough damage to really worry the Griffin... yet!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506453"><img src="http://images.boardgamegeek.com/images/pic506453_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The second round saw more maneuvering. Josh's hover tank was having problems with the trees (hover vehicles can't move through them), and so only the Griffin and Wolverine were really posing a threat this turn. Laurie was jumping the Griffin around which meant that his pilot was so ill he couldn't lock on with anything! The Wolverine, meanwhile, found itself under attack from three of our mechs: the Enforcer, Hatchetman and Cataphract. It dealt some minor damage to the Hatchetman, but it took a lot more damage in return.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506463"><img src="http://images.boardgamegeek.com/images/pic506463_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The tank finally came into play again, launching salvos of missiles and lasers at Ian's Enforcer. Cover and concealment were working in Ian's favour and the tank dealt very little damage. Unfortunately to it, our three mechs switched to it as our main target (with the Wolverine having jumped to a position of safety) and we got in a couple of lucky hits: first we disabled the entire motive system, then hit the commander and stunned the crew!&lt;br&gt;&lt;br&gt;Our commander's Black Knight and the opposing Griffin continued their long-range duel.&lt;br&gt;&lt;br&gt;The fourth round saw our Hatchetman come under heavy fire from the Wolverine. Dramatically, a critical hit (natural 2 on the hit location) managed to find the Wolverine's ammo in the main torso. Randy was most unimpressed as he saw his mostly undamaged mech go up in a very big fireball. I dragged out &lt;i&gt;Tactical Operations&lt;/i&gt; to discover the rules for the full-head ejection system of the Hatchetman. Austin Vorster took two points of damage from the ammo explosion, then another point from the forced ejection. Luckily for him, Randy made the three consciousness checks required and Austin was able to land his cockpit safely up to twelve hexes away - which happened to be off-map and in our 'safe' area. He was ok, and now we wanted revenge!&lt;br&gt;&lt;br&gt;The stunned tank didn't survive this round, with our Enforcer and Cataphract making sure it didn't get a chance to recover.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506464"><img src="http://images.boardgamegeek.com/images/pic506464_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Randy got his revenge on the Wolverine by first chasing it with his Black Knight, and then - having gained a level on it - kicking its head off.&lt;br&gt;&lt;br&gt;This wasn't just a normal kick, mind you. Ian McKinnon's Black Knight has had Triple Strength Myomer installed on it, greatly improving its physical attack capability. Yes, it also has a hatchet, but the kick, which dealt 30 points of damage &lt;i&gt;directly to the Wolverine's head&lt;/i&gt; was far more than any Mech can survive. Now, only Laurie's Griffin was left opposing us on the battlefield. He decided to make it difficult for us, and fled into the box canyon.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506466"><img src="http://images.boardgamegeek.com/images/pic506466_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;At this point, I decided my Cataphract wasn't going to be able to do much to chase the jumping Griffin around the different terrain levels of the canyon. So I went and scanned all the buildings, completing the ID part of the mission. Both objectives were now complete!&lt;br&gt;&lt;br&gt;Ian and Randy went after Laurie's Griffin. It was a frustrating few turns with a lot of maneuver and not much striking, but eventually Ian got in some good shots and knocked out two of Laurie's jump jets and its PPC. With its maneuverability now tremendously limited, Randy and Ian cornered it and finally destroyed it. The Griffin was a wreck: missing both arms, one leg and finally fell prey to an ammo explosion to cap it off!&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/506468"><img src="http://images.boardgamegeek.com/images/pic506468_md.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Post Mission Notes&lt;/b&gt;&lt;br&gt;This battle took us a little under 3 hours to play. It was a mostly successful mission for the Fox's Teeth, although the loss of Austin's Hatchetman put a hole in the profits from the mission - thankfully, the Hatchetman doesn't cost that much to replace.&lt;br&gt;&lt;br&gt;Our opponents judged that Daniel Waylan and his Enforcer (played by Ian) had been the most effective our our lance on the battlefield, and they gained the bonus experience point.&lt;br&gt;&lt;br&gt;Nothing salvaged off the battlefield was really worth keeping, so it was sold for extra Warchest Points. The Cataphract and Black Knight had minor damage not worth repairing; we repaired the Enforcer and the Hatchetman.&lt;br&gt;&lt;br&gt;&lt;b&gt;Warchest Movements:&lt;/b&gt;&lt;br&gt;Initial Warchest: 762 WP&lt;br&gt;Mission: Recon-in-Force -75&lt;br&gt;Objective: ID +100&lt;br&gt;Objective: Seek &amp; Destroy +50&lt;br&gt;Salvage: Drillson +20&lt;br&gt;Salvage: Vulcan +30&lt;br&gt;Salvage: Wolverine +30&lt;br&gt;Salvage: Griffin +30&lt;br&gt;Repair: Hatchetman -70&lt;br&gt;Repair &amp; Resupply: Enforcer -40&lt;br&gt;Resupply: Cataphract -17&lt;br&gt;&lt;b&gt;Final Warchest:&lt;/b&gt; 790 WP&lt;br&gt;&lt;br&gt;&lt;b&gt;Pilots&lt;/b&gt;&lt;br&gt;Ian McKinnon (5 xp), George Lytton (3 xp), Austin Vorster (0 xp, gained 1 level of Pilot skill), Daniel Waylan (3 xp)
</description>
<link>http://www.boardgamegeek.com/thread/419335</link>
<guid>http://www.boardgamegeek.com/thread/419335</guid>
<pubDate>Mon, 29 Jun 2009 06:53:47 +0000</pubDate>
<dc:creator>MerricB</dc:creator>
	</item>
		<item>
		<title>Session: Zombie in my Pocket:: Zombies on a Plane!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Erniepaul&#039;&gt;Erniepaul&lt;/a&gt;&lt;/p&gt;
	&lt;a href=&quot;http://www.boardgamegeek.com/boardgame/33468&quot;   &gt;Zombie in my Pocket&lt;/a&gt; fits neatly into a 2 X 3 zip-lock bag, which makes it ideal for traveling. I recently flew to the island of Hawaii. I played ZimP while cruising at 35,000 feet instead of watching the in-flight movie. ZimP is easy to play on the fold-down tray of a plane. I played a total of three games, with varying results as follows.&lt;br&gt;&lt;br&gt;Game one - &lt;br&gt;I went from the foyer straight into the bathroom. There was nothing in the room, but since there was no exit, three zombies made a door of their own. I fought them off, bringing my health down to 4. I went through the new doorway to find the storage room and four more zombies. In retrospect, I should have ran and hid. I wasn’t thinking this through, because as soon as I was done, I had three more zombies to deal with. I was dead real quick, just three rooms in.&lt;br&gt;&lt;br&gt;Game two - &lt;br&gt;This time, I found the evil temple the first room I looked in. I found the totem without any problem. The next room was the dining room, where I found the femur, bringing my attack score to 2. I headed outside to the patio, where I encountered four zombies, bringing my health to 4. Still in good shape I felt. Then onto the sitting area, where four more zombies came at me, bringing me down to just two health. I should have rested I know, but I was stupidly optimistic. I went into the graveyard, where I slipped on some nasty goo, bringing me down to just 1 health point. It was now 10 pm. I reshuffled the deck to start the new hour. I only had to successfully resolve one card to bury the totem and win the game. I resolved a card alright. I sensed my impending doom. 1 health minus 1 health equals zero. I was dead again.&lt;br&gt;&lt;br&gt;Game three - &lt;br&gt;Once again, the first room I found was the bathroom. Once again, three zombies made their own entryway. It cost me 2 health to defeat them, bringing me down to 4 right off the bat. Next room was the dining room, where I found a machete and a way out. With my attack strength now at three, I felt ready to take on almost anything! The very next room would be the evil temple, which was guarded by three zombies. I was able to dispose of them without any harm to myself. I found the totem and went back into the dining room. Here I found a soda. Don’t know why I didn’t see it the last time I was there. I must have been too excited when I found the machete. Anyway, I drank the soda and brought my health back up to 6. It was now 10 pm. I went out to the patio. I felt a spark of hope, which would have boosted my health if I wasn’t already at my maximum. I headed out into the yard, where I had my first real encounter - five zombies! With the machete, I was able to knock them out while only suffering the loss of 2 health points myself. I then found the graveyard. I found some oil when I went to bury the totem. Didn’t need it, as I had already won. I felt vindicated after my first two losses, mostly to my own stupidity.  The world, as well as my plane, would be safe. At least until the next session.&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/thread/419329</link>
<guid>http://www.boardgamegeek.com/thread/419329</guid>
<pubDate>Mon, 29 Jun 2009 06:24:31 +0000</pubDate>
<dc:creator>Erniepaul</dc:creator>
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		<item>
		<title>Session: Here I Stand:: HIS164 - Last-second Hapsburg leapfrog over the Ottoman to win!</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Greg+Forster&#039;&gt;Greg Forster&lt;/a&gt;&lt;/p&gt;
	&lt;b&gt;HIS164&lt;/b&gt;&lt;br&gt;&lt;br&gt;Ottoman: Jeff Heidman&lt;br&gt;Hapsburg: Simon Haldon&lt;br&gt;England: Jeromey Martin&lt;br&gt;France: Jon Karlsson&lt;br&gt;Papacy: Philip Thomas&lt;br&gt;Protestant: Greg Forster&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 1&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Diplomacy&lt;/u&gt;&lt;br&gt;&lt;br&gt;England allies with the Habsburgs, and the boat in Seville is lent to Calais.&lt;br&gt;&lt;br&gt;&lt;u&gt;Deployment&lt;/u&gt;&lt;br&gt;&lt;br&gt;Ottoman deploys to Nezh, Hapsburg to Besancon, England to Berwick. France does not deploy. Papacy sends a regular to Ravenna.&lt;br&gt;&lt;br&gt;&lt;u&gt;Religious Conflict&lt;/u&gt;&lt;br&gt;&lt;br&gt;The Theses take Magdeburg and Brandenburg, miss in Erfurt, get Leipzig, then miss in Nuremburg. Protestants win the Diet 2-1 on six dice to six, and flip Nuremburg. First impulse the Protestant translates 1CP and publishes with Bucer, missing in Mainz but taking Augsburg. He translates a 1CP card, then plays his home card, translating another 1CP with Luther. Then he publishes treatises and takes Worms, misses in Mainz and Erfurt, and takes Regensburg.&lt;br&gt;&lt;br&gt;&lt;u&gt;Eastern Theater&lt;/u&gt;&lt;br&gt;&lt;br&gt;Ottoman besieges Belgrade first impulse, takes it the second impulse – with two losses. &lt;br&gt;&lt;br&gt;&lt;u&gt;Western Theater&lt;/u&gt;&lt;br&gt;&lt;br&gt;Charles teleports to Besancon first impulse and besieges Metz. England builds troops in Berwick first impulse, then DOWs Scotland and besieges Edinburgh; France does not intervene. Hapsburg raises Landsknechts in the stack besieging Metz. England besieges Edinburgh twice and takes it with no casualties. France plays his home card for a VP. Hapsburg easily takes Metz, moves to Geneva and controls it, then besieges Lyons. He takes it the next impulse, then controls Grenoble and Basel.&lt;br&gt;&lt;br&gt;&lt;u&gt;Southern Theater&lt;/u&gt;&lt;br&gt;&lt;br&gt;First impulse the Papacy uses Leipzig Debate for CPs to build in Ravenna, move to Modena and control it. Hapsburg uses Foreign Recruits to build a regular and two mercs in Tunis. Papacy then plays Trace Itallienne for a fortress in Modena. Then he plays Andrea Doria to activate Genoa.&lt;br&gt;&lt;br&gt;&lt;u&gt;Special&lt;/u&gt;&lt;br&gt;&lt;br&gt;France builds a chateau; Papacy puts 4CP into St. Peter’s.&lt;br&gt;&lt;br&gt;&lt;u&gt;New World&lt;/u&gt;&lt;br&gt;&lt;br&gt;Cartier discovers the Mississippi River, Orellana takes the Pacific Strait but dies attempting circumnavigation, Willoughby just dies. France plays Search for Cibola on the Hapsburg conquistador. Hapsburg sends a colony.&lt;br&gt;&lt;br&gt;&lt;u&gt;Score&lt;/u&gt;&lt;br&gt;&lt;br&gt;Ottoman: 8&lt;br&gt;Hapsburg: 11&lt;br&gt;England: 11&lt;br&gt;France: 12&lt;br&gt;Papacy: 19&lt;br&gt;Protestant: 2&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 2&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;Diplomacy&lt;/u&gt;&lt;br&gt;&lt;br&gt;Hapsburg allies with England, gives Metz to France in return for two card draws, allies with the Papacy and gives him a merc in exchange for a fleet loan. France makes peace with the Papacy. France sues the Hapsburg for peace, recovering Lyons and Grenoble for a total of 3 war winner VP to the Hapsburg.&lt;br&gt;&lt;br&gt;&lt;u&gt;Deployment&lt;/u&gt;&lt;br&gt;&lt;br&gt;Ottoman deploys to Belgrade, Hapsburg to Genoa (he had announced to Cartagena but switched to Genoa after France destroyed his ship in Marseille to pay for his peace suit). England deploys one merc to Bristol for winter reinforcement purposes. France deploys a merc to the empty Metz. Papacy deploys to Modena.&lt;br&gt;&lt;br&gt;&lt;u&gt;Religious Conflict&lt;/u&gt;&lt;br&gt;&lt;br&gt;The Papacy, denied Florence (see below), opens with Leipzig Debate. Eck beats Tyndale 4-2, flipping Worms and Nuremburg. Protestant then uses his home card to fish A Mighty Fortress out of the discard and play it, with Bucer’s bonus, flipping Nuremburg, missing in Erfurt and Worms, then flipping all three of the eastern electorates. Tetzel beats Tyndale in a debate 2-1, flipping Regensburg. Protestant completes the German New Testament, taking Worms, Regensburg, and Erfurt (finally), missing Kassel, and taking Salzburg and Lubeck. He had planned to publish a treatise with Carlstadt with his remaining CPs, but the loss in Kassel made northern Germany hard to reach, so he translated those CPs with Melanchthon instead. Papacy starts a third debate; Contarini and Tyndale tie, then Cajetan and Tyndale tie. Protestant publishes with Carlstadt, but once again blows it in Kassel, so he switches directions and picks up easy spaces in Innsbruck and Stettin. At this point the Schmalkaldic League forms, the Hapsburg begins his assault (see below), and the Protestant decides to focus on religion. Protestant plays Fuggers for the event. Papacy starts yet another debate; Tyndale beats Campeggio 0-1 but Campeggio makes his roll to ignore it with his bonus ability - and then the Protestant points out he couldn’t flip spaces in England anyway (no access) and wouldn’t be allowed to flip one elsewhere. Protestant removes unrest in Kassel and publishes a treatise, taking Kassel and Munster. The next impulse he puts 4CP into German translation, and the one after that he builds mercs in Worms and Magdeburg and completes the Bible. He takes Brunswick, Bremen, Hamburg, Basel, Strasburg and Linz. He then plays Frederick the Wise for the event, converting the only two remaining German-speaking Catholic spaces - all the way down in Vienna and Graz - and picking up the Wartburg.&lt;br&gt;&lt;br&gt;&lt;u&gt;Western Theater&lt;/u&gt;&lt;br&gt;&lt;br&gt;England and France just build troops and send stuff to the New World.&lt;br&gt;&lt;br&gt;&lt;u&gt;Eastern Theater&lt;/u&gt;&lt;br&gt;&lt;br&gt;The Ottoman, intimidated by the Hapsburg’s 11-card hand (from card draws and the New World) stays home. After the League forms, the 