<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Gammarauders</title>
	<link>http://www.boardgamegeek.com/boardgame/1408</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:06:00 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:06:00 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Monsters Menace America comparison?</title>
	<description>There are similarities (but I doubt I would have thought of this without your post). A major difference is in the end game. I like both of these.</description>
	<link>http://www.boardgamegeek.com/article/2830451#2830451</link>
	<pubDate>2008-11-17T05:07:08+00:00</pubDate>
	<dc:creator>Liumas</dc:creator>
</item><item>
	<title>Thread: Monsters Menace America comparison?</title>
	<description>A quick glance at some of the reviews here on the Geek and this game sounds more than a bit like Monsters Menace America (MMA).  Is this assumption correct?  A friend just gave me this game, unpunched no less, but I already own MMA.  &lt;br&gt;&lt;br&gt;Thanks in advance!</description>
	<link>http://www.boardgamegeek.com/article/2830396#2830396</link>
	<pubDate>2008-11-17T04:31:42+00:00</pubDate>
	<dc:creator>Petru5</dc:creator>
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	<title>Thread: Re: Does this game have Gamera?</title>
	<description>Maybe. This game has a teleporturtle.</description>
	<link>http://www.boardgamegeek.com/article/2466212#2466212</link>
	<pubDate>2008-07-11T21:15:47+00:00</pubDate>
	<dc:creator>quozl</dc:creator>
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	<title>Thread: Does this game have Gamera?</title>
	<description>Is &lt;a href=&quot;http://en.wikipedia.org/wiki/Gamera&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Gamera&lt;/a&gt; one of the monsters? &lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2466128#2466128</link>
	<pubDate>2008-07-11T20:42:11+00:00</pubDate>
	<dc:creator>rapmastersethmc</dc:creator>
</item><item>
	<title>Thread: Re: Advanced Rules?</title>
	<description>I've seen references to an expansion that supposedly has better rules.</description>
	<link>http://www.boardgamegeek.com/article/2353786#2353786</link>
	<pubDate>2008-05-30T03:50:31+00:00</pubDate>
	<dc:creator>craniac</dc:creator>
</item><item>
	<title>Thread: Advanced Rules?</title>
	<description>I'm toying with the idea of trying to create advance rules for this in order to make it a little more &quot;wargamey&quot;. Has anybody done any work in this area? &lt;br&gt;&lt;br&gt;The first order of business would be to rework combat resolution. Let each bioborg fire each of it's weapons every turn at targets. I would like to distinguish the popcorn a little better from each other, but still keep them simple. What I would like to see is the bioborgs be more equivalent to an ogre. I'll have to look at the Ogre rules now that I think about it. Maybe there is more similarity there that I can take advantage of. Get rid of burning power pods to add combat die. &lt;br&gt;&lt;br&gt;I like the map set up, movenment rules and pod capturing of the normal rules (Maybe we can just make them only resources that are used to buy troops and weapons). &lt;br&gt;&lt;br&gt;While we're at it I would also like to make the factions a little more unique as well.&lt;br&gt;&lt;br&gt;Anybody else have any ideas?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2221388#2221388</link>
	<pubDate>2008-04-08T22:13:41+00:00</pubDate>
	<dc:creator>phragged</dc:creator>
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	<title>Thread: Re: Giant Monsters Dueling in the Future's Blighted Wastes</title>
	<description>&lt;b&gt;f15eagle wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I really love the back story to this game.&lt;/i&gt;&lt;br&gt;The back story is what really sets Gammarauders apart as a game from a different age.&lt;br&gt;&lt;br&gt;First of all it's got that charming assupmtion that nuclear war could start at any time.  Ah, the cold war.  Now days everyone's scared of mundane things like global warming and terrorists.  It's hard to use global warming to justify 40 foot mutants.&lt;br&gt;&lt;br&gt;Second the lengthy back stories not only have nothing to do with how to play the game, but the rules state that players should ignore the back story when playing the game.  It's a bait and switch to draw in role-players.&lt;br&gt;&lt;br&gt;Gammarauders is truly a game of its era.</description>
	<link>http://www.boardgamegeek.com/article/2164476#2164476</link>
	<pubDate>2008-03-17T20:28:00+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
</item><item>
	<title>Thread: Re: Giant Monsters Dueling in the Future's Blighted Wastes</title>
	<description>I really love the back story to this game.  FOWLOTE stands for &quot;Friends Of What's Left Of The Earth&quot; and their slogan is &quot;&quot;Give peace a chance, or we'll nuke ya!&quot; &lt;br&gt;&lt;br&gt;The other factions are:&lt;br&gt;&lt;br&gt;The Crimson Moon&lt;br&gt;Dah Boys&lt;br&gt;The Lab Rats&lt;br&gt;The Men in Black&lt;br&gt;The Rayzors&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2164398#2164398</link>
	<pubDate>2008-03-17T19:59:01+00:00</pubDate>
	<dc:creator>f15eagle</dc:creator>
</item><item>
	<title>Thread: Re: Giant Monsters Dueling in the Future's Blighted Wastes</title>
	<description>translate it yourself!</description>
	<link>http://www.boardgamegeek.com/article/2072384#2072384</link>
	<pubDate>2008-02-11T07:24:21+00:00</pubDate>
	<dc:creator>masaakunokouchi</dc:creator>
</item><item>
	<title>Thread: Re: Giant Monsters Dueling in the the Future's Blighted Wast</title>
	<description>What does your name mean Joe &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/article/2070304#2070304</link>
	<pubDate>2008-02-10T04:45:12+00:00</pubDate>
	<dc:creator>Lou-Dawg</dc:creator>
</item><item>
	<title>Thread: Giant Monsters Dueling in the Future's Blighted Wastes</title>
	<description>Last Thursday I brought a game and &lt;a href=&quot;http://www.boardgamegeek.com/user/masaakunokouchi&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;masaakunokouchi &lt;/a&gt;was amazed that he had never heard of it.&lt;br&gt;&lt;br&gt;The game was, of course, the classic Gammarauders and since masaakunokouchi is incapable of not playing a game with giant mutant Bioborgs we played what turned out to be a very quick two player game.&lt;br&gt;&lt;br&gt;masaakunokouchi chose to represent the war-like hippie cult that goes by the acronym &lt;b&gt;[BGCOLOR=#00FF00]FOWLOTE[/BGCOLOR]&lt;/b&gt; and hired &lt;b&gt;Squawwk the Penguinoid&lt;/b&gt; to meet out post apocalyptic fury. &lt;br&gt; &lt;br&gt;&lt;b&gt;Squawwk in all his glory:&lt;/b&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/100337"><img src="http://images.boardgamegeek.com/images/pic100337_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;I was the nebbish &lt;b&gt;[BGCOLOR=#FFFF00]Lab Rats[/BGCOLOR]&lt;/b&gt; backing the equally nebbish &lt;b&gt;Dweemish the Hamsterian&lt;/b&gt; in order to control the atomic wastelands.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dweemish in all his nebbishness:&lt;/b&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/100335"><img src="http://images.boardgamegeek.com/images/pic100335_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;We set up the board and masaakunokouchi placed his base first.  He had been dealt a hand full of weapons so Squawwk was loaded for bear.  I was dealt a lowly Macrotechnic Popgun leaving Dweemish's many weapon slots mostly useless.  As such, I placed my base a healthy distance away from the FOWLOTEs and next to the 7, 9 and 6 Pod areas (you'd think we were playing Setters).&lt;br&gt;&lt;br&gt;My opening hand was almost entirely reinforcement cards.  On the first turn I drew a Reverse Combat Result card and smiled.  I would relish the opportunity to introduce masaakunokouchi to that little friend.&lt;br&gt;&lt;br&gt;I produced a bunch of Infantry and Gammajets.  masaakunokouchi played cards that tricked out his infantry so they had +1 move and +1 combat value.&lt;br&gt;&lt;br&gt;Pods were produced and I jumped on the one in the 7 space surrounded by water.  Dweemish has the cool power of being able to burrow under one space during his move.  The space was fairly close the the FOWLOTE base but I figured Squawwk wouldn't be able to wade through the water to get to me.&lt;br&gt;&lt;br&gt;Well, if there's one thing one should always remember when playing Gammarauders is that &lt;i&gt;anything&lt;/i&gt; can happen.  It turns out that Squawwk was equipped with the onerous Trans-Cosmic missile which has a range of two so he didn't even have to get his toes wet.  He also skimmed his Hover Tanks into an adjacent water space.  And to make sure he had the whole thing in the bag his Gammajets came swirling around poor Dweemish's head.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Onerous Trans-Cosmic Missile:&lt;/b&gt;&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/299159"><img src="http://images.boardgamegeek.com/images/pic299159_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;When the dice were rolled and the dust settled, masaakunokouchi had beat me 23 to 6.  Now it was time to induct masaakunokouchi in to the pwned-by-Reverse-Combat-Result club.  With the tables turned I now had the battle 23 to 6 and in the process destroyed &lt;i&gt;all&lt;/i&gt; the Popcorn (generic word for combat units in Gammarauders) masaakunokouchi had sent against me.  And he was down a Trans-Cosmic missile.&lt;br&gt;&lt;br&gt;masaakunokouchi had nothing in his base save his four super charged infantry which he had quickly pulled back from Pod harvesting to protect his mother land.&lt;br&gt;&lt;br&gt;My next turn I shipped eight Gammajets to FOWLOTE-land and meant to support them with Dweemish, but masaakunokouchi had Squawwk let loose with his freeze breath.  This left my Gammajets high and dry.  All were destroyed while Dweemish was floundering in frozen seas.&lt;br&gt;&lt;br&gt;Finally masaakunokouchi was dealt a lower initiative card than I and required to move first.  I reinforced my base with some Hover Tanks and thankfully masaakunokouchi failed to withdraw Squawwk to protect his base.  At this point I played a handy-dandy Teleport card which allowed me to drop my collection of Hover Tanks in masaakunokouchi's back yard.  Squawwk's freeze breath couldn't help and when the radioactive winds cleared the glowing dust from the air the FOWLOTE base had been soundly stomped and a giant chubby yellow hamster was doing a victory dance on the rubble.&lt;br&gt;&lt;br&gt;&lt;b&gt;Go team Lab Rat!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Thanks to saar for the pictures of Squawwk and Dweemish.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2068633#2068633</link>
	<pubDate>2008-02-09T04:47:44+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
</item><item>
	<title>Thread: Re: Silly Giant Mutant Monster Games</title>
	<description>This is why I never play 2-player gammarauders.</description>
	<link>http://www.boardgamegeek.com/article/1945203#1945203</link>
	<pubDate>2007-12-19T13:57:17+00:00</pubDate>
	<dc:creator>themitchells</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Hoag Chases Filmoore around his base &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic265058_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/265058</link>
	<pubDate>2007-11-03T06:43:03+00:00</pubDate>
	<dc:creator>Icefyst</dc:creator>
</item><item>
	<title>Thread: Re: Brief Review and 2 player variant suggestions</title>
	<description>&lt;b&gt;duckweed wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Maybe a variant version whereby the game ends after a (random) number of turns would be better for 2 players. For example, after playing the game for 15 turns, roll for game end at the end of each turn. Roll 2 dice, and the game ends on a roll of 12. Otherwise, it continues. The person in control of the most pods + pods areas at the game end wins. This is just one example of how the game might be modified to make it actually playable for 2 players. &lt;br&gt;&lt;br&gt;Another 2 player variant might be to keep score. Each victory over a bioborg is worth 5 points, and each victory over popcorn (only) is worth 1 point. The game ends when a player reaches 30 points, or ends in a sudden death decisive victory when your opponent's fortress is destroyed. Adjust the points requirement as desired for longer or shorter games.&lt;br&gt;&lt;br&gt;Note that neither variant has been play-tested at the time of this review. They are merely suggestions.&lt;br&gt;&lt;br&gt;Another 2 player suggestion: Before play, remove all factoid cards from the deck that refer to rebuilding or destroyed fortresses. Since you're only goal in a 2 player game is to destroy your opponent's fortress a single time, these cards are irrelevant. Alternatively, you can do what we do- simply show your opponent such a card when it is drawn, discard it, and redraw.&lt;br&gt;&lt;br&gt;&lt;br&gt;For all it's faults, taken as a beer and pretzel style wargame, Gammarauders is close to being a real gem. I say &quot;close&quot; because the rules could use a few minor tweaks and clarifications  (I cannot locate any official errata) and the game certainly needs some house rules to make it work as a 2 player game- otherwise the game can go on forever! &lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Nice review BTW.&lt;br&gt;&lt;br&gt;Try the expansion pack: Revenge of the Factoids. It contains a nice concept called gamma death, where parts of the board disappear, one at a time. We use it all the time! (And it really makes the game speed up!)</description>
	<link>http://www.boardgamegeek.com/article/1513318#1513318</link>
	<pubDate>2007-05-23T09:55:02+00:00</pubDate>
	<dc:creator>themitchells</dc:creator>
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	<title>Thread: Silly Giant Mutant Monster Games</title>
	<description>We set up and picked bioborgs. Al choose Roddis the Octopod. I choose Dweemish the Hamsterian.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 1:&lt;/b&gt; Al plays two &quot;ANY&quot; recruitment cards, gets 5 hovertanks and moves them out towards my fortress.&lt;br&gt;&lt;br&gt;&lt;b&gt;Turn 2:&lt;/b&gt; Al plays two gammajet recruitment cards and gets 5 gammajets. Al plops &lt;b&gt;9 hovertanks, 9 gammajets and Roddis &lt;/b&gt;on my fortress, and then slaps down the &lt;b&gt;&quot;Super Hovertank&quot;&lt;/b&gt; card - his hovertanks are now worth 2 each. We roll. I lose. Roddis trashes my fortress. Al wins the game.&lt;br&gt;&lt;br&gt;Al says, &quot;This is a stupid game. Let's play &lt;a class='gamelink' target='_blank' href=&quot;/game/17835&quot;&gt;Monsters Menace America&lt;/a&gt;.&quot;&lt;br&gt;&lt;br&gt;Total playing time, including set up, about 15 minutes.</description>
	<link>http://www.boardgamegeek.com/article/1424379#1424379</link>
	<pubDate>2007-04-01T22:53:43+00:00</pubDate>
	<dc:creator>ubarose</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		sample cards from gammarauder. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic147771_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/147771</link>
	<pubDate>2006-09-22T05:13:51+00:00</pubDate>
	<dc:creator>craniac</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Sample tile with single die for scale &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic147770_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/147770</link>
	<pubDate>2006-09-22T04:39:03+00:00</pubDate>
	<dc:creator>craniac</dc:creator>
</item><item>
	<title>Thread: 2 player variants</title>
	<description>The following text has been lifted from my review of the game:&lt;br&gt;&lt;br&gt;&lt;br&gt;With only 2 players, there is a built in system of checks and balances that makes it too hard to get a leg up on your opponent (assuming you are both of roughly equal skill). Charge base, get repulsed, fall back, rebuild, they charge your base, get repulsed, etc. etc. ad nauseum. This isn't an issue with multiple players, since the person sitting back and watching has a chance to build a powerful army and advance on the loser's fortress.&lt;br&gt;&lt;br&gt;Maybe a variant version whereby the game ends after a (random) number of turns would be better for 2 players. For example, after playing the game for 15 turns, roll for game end at the end of each turn. Roll 2 dice, and the game ends on a roll of 12. Otherwise, it continues. The person in control of the most pods + pods areas at the game end wins. This is just one example of how the game might be modified to make it actually playable for 2 players.&lt;br&gt;&lt;br&gt;Another 2 player variant might be to keep score. Each victory over a bioborg is worth 5 points, and each victory over popcorn (only) is worth 1 point. The game ends when a player reaches 30 points, or ends in a sudden death decisive victory when your opponent's fortress is destroyed. Adjust the points requirement as desired for longer or shorter games.&lt;br&gt;&lt;br&gt;Note that neither variant has been play-tested at the time of this review. They are merely suggestions.&lt;br&gt;&lt;br&gt;Another 2 player suggestion: Before play, remove all factoid cards from the deck that refer to rebuilding or destroyed fortresses. Since you're only goal in a 2 player game is to destroy your opponent's fortress a single time, these cards are irrelevant. Alternatively, you can do what we do- simply show your opponent such a card when it is drawn, discard it, and redraw.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/828514#828514</link>
	<pubDate>2006-03-05T19:16:27+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Thread: Brief Review and 2 player variant suggestions</title>
	<description>I expected this game to be light, silly, stupid. It's actually a real strategy game with a fair amount of depth. However, it is marred by a few design elements (but not fatally).&lt;br&gt;&lt;br&gt;I'm not going to go into detail about the mechanics or components, but in brief: this is like Star Craft in board game form. You gather resources (pods) which you cash in to buy units, buy cards, or increase your liklihood of winning battles. Each team has a fortress, and the goal is to destroy the other players' fortresses. The terrain is made up of hexes which can be placed in millions of combinations. The players build the map before the game by alternating placing hexes so that each new hex placed touches 2 other hexes. Nice touch. The hexes themselves are attractive, even if some of the terrain types are a bit simplified (water is solid blue. Clear terrain is solid flesh color). The circuitry design of the futuristic cities is nice, as are the photo-realistic mountains.&lt;br&gt;&lt;br&gt;Each side takes one Bioborg- an all-powerful and all-silly mutant robot animal, as their &quot;leader.&quot;  The bioborgs can never be destroyed, but they can lose battles and lose weapons (and pods, and factoid cards) as a result. The bioborgs and their associated artwork are very cool in a retro-sci-fi sort of way.&lt;br&gt;&lt;br&gt;The majority of a player's forces will be &quot;popcorn&quot; units- the hovertanks, soldiers, and gammajets that each lend their strength of 1 point to a battle. Each popcorn has its own special ability. Soldiers move slowly, but they can pick up pods and carry them. Hovertanks can go over water, but not over mountains, and they can attack at range from 1 territory away. Gammajets can fly over enemy units without stopping, and they can move any distance per turn. Certain factoid cards give the popcorn units special powers, such as making them faster, stronger, or allowing jets to harvest and carry pods.&lt;br&gt;&lt;br&gt;Certain territories are orange pod fields. Each has a number from 2-12, and each turn each player rolls 2 dice and places a newly sprouted pod in the appropriate pod field. I really like this element. It means that pods are most likely to pop up in fields closest numerically to field number 7, due to the bell curve effect of rolling 2 dice. That means it is advantageous to guard fields 5, 6, 7, 8 and 9, and to build your fortress near at least one valuable pod field. Since each player rolls for a new pod each turn, the total number of available pods is proportional to the number of players. Very simple mechanic, yet very effective. Well done, TSR.&lt;br&gt;&lt;br&gt;Players move in order of their Turn Order Cards, drawn at the start of each turn. Each card has a number from 1 to 6, with lower numbers moving first. If you draw a bad card, you can cash it in for that number of popcorn units and/or new cards. Again, this is a very nice and creative mechanic. &lt;br&gt;&lt;br&gt;Combat is a simple matter of rolling a single die, plus additional dice for carried pods that you opt to burn, and adding to it the rating of one weapon, plus one point per popcorn unit. It sounds complex, but it's not. This formula means that, overall, there is not a lot of randomness involved in the battles (except where multiple pods are burned). You can usually tell beforehand whether or not you will win a fight. If you outnumber him by 7 or more, and he has no pods to burn in the combat, you will win. Plain and simple.&lt;br&gt;&lt;br&gt;Losing a battle means you retreat your bioborg one territory, lose the weapon card which it used in the battle, and lose one additional card at random out of your hand, which goes to the winner. The player also loses popcorn units equal to the difference in combat totals. Pretty simple. What it means, in effect, is that a beaten Bioborg will likely get pounched on again and again, turn after turn, as it retreats toward its base (until/unless it gets a low numbered turn card). But since the Bioborgs themselves can never be destroyed, I actually liked this touch.&lt;br&gt;&lt;br&gt;The rules also cover alliances and multi-player attacks. For example, you can ask others to join in on an attack against a common enemy. You can also grant other players permission to move through territories which you control. This is yet another nice touch, and encouraging this kind of cooperation between players goes a long way towards eliminating the &quot;runaway leader phenomenon&quot; that plagues certain other games.&lt;br&gt;&lt;br&gt;Now let's take a quick look at what's good vs. bad about the game.&lt;br&gt;&lt;br&gt;PROS: Great components and theme. The terrain hexes create a new map every game. Involves some fairly deep strategies, and there is a nice resource gathering subgame which adds even more depth, making scouting and guarding likely pod locations highly profitable. Some of the mechanics are interesting, such as the random bell-curve likelihood of pod appearances, and the dual function of turn order cards (use them to move/attack, or cash them in for cards and army guys). The weapons cards are cool and interesting, even if they have little impact on play. The bioborgs themselves are inspired and terrific. The artwork scores an A+.&lt;br&gt;&lt;br&gt;CONS: All-or-nothing combat results. Silly ranged combat rules (an opponent with non-ranged weapons still fights back as if he was toe to toe with you). There are a few holes in the rules that require some house decisions (such as: can you leave an area that contains enemies during your movement? Or are you &quot;pinned?&quot;). Some of the Factoid cards wildly imbalance play and make strategy null and void. For example, there's a card that reverses the outcome of a combat! This makes for some very gamey tactics. And there's the uber-annoying Slugnoid Raid card that eliminates 1-6 of your opponent's pods. And for all their originality and cool looks, the weapons cards all basically do the same thing. What's worse, you can only use one weapon in any combat.&lt;br&gt;&lt;br&gt;Worth pointing out is the play time. The back of the box says 1-2 hours. This is ludicrous. Maybe if you are just charging around blindly and randomly a game could end in that amount of time. Playing from a wargamers' perspective and actually putting some thought and planning into our moves, our games lasted 2 to 3 times that long. We gave up one game after about 4 hours. Which brings me to another point- this game is not ideal as a 2 player, as the rules stand. &lt;br&gt;&lt;br&gt;With only 2 players, there is a built in system of checks and balances that makes it too hard to get a leg up on your opponent (assuming you are both of roughly equal skill). Charge base, get repulsed, fall back, rebuild, they charge your base, get repulsed, etc. etc. ad nauseum. This isn't an issue with multiple players, since the person sitting back and watching has a chance to build a powerful army and advance on the loser's fortress.&lt;br&gt;&lt;br&gt;Maybe a variant version whereby the game ends after a (random) number of turns would be better for 2 players. For example, after playing the game for 15 turns, roll for game end at the end of each turn. Roll 2 dice, and the game ends on a roll of 12. Otherwise, it continues. The person in control of the most pods + pods areas at the game end wins. This is just one example of how the game might be modified to make it actually playable for 2 players. &lt;br&gt;&lt;br&gt;Another 2 player variant might be to keep score. Each victory over a bioborg is worth 5 points, and each victory over popcorn (only) is worth 1 point. The game ends when a player reaches 30 points, or ends in a sudden death decisive victory when your opponent's fortress is destroyed. Adjust the points requirement as desired for longer or shorter games.&lt;br&gt;&lt;br&gt;Note that neither variant has been play-tested at the time of this review. They are merely suggestions.&lt;br&gt;&lt;br&gt;Another 2 player suggestion: Before play, remove all factoid cards from the deck that refer to rebuilding or destroyed fortresses. Since you're only goal in a 2 player game is to destroy your opponent's fortress a single time, these cards are irrelevant. Alternatively, you can do what we do- simply show your opponent such a card when it is drawn, discard it, and redraw.&lt;br&gt;&lt;br&gt;&lt;br&gt;For all it's faults, taken as a beer and pretzel style wargame, Gammarauders is close to being a real gem. I say &quot;close&quot; because the rules could use a few minor tweaks and clarifications  (I cannot locate any official errata) and the game certainly needs some house rules to make it work as a 2 player game- otherwise the game can go on forever! &lt;br&gt;&lt;br&gt;&lt;br&gt;MY RATING, which may go up over time (with 1 = lowest, 10 = highest)&lt;br&gt;&lt;br&gt;As a 2 player game: 6.5/10&lt;br&gt;&lt;br&gt;As a multi-player game: 7/10</description>
	<link>http://www.boardgamegeek.com/article/828503#828503</link>
	<pubDate>2006-03-05T19:02:09+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Muskor's special abillities grants him a +4 combat value when defending. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118950_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118950</link>
	<pubDate>2006-03-04T21:03:58+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A two player game in progress. Players move about to collect pods, or to guard the spots where they are likely to sprout. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118960_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118960</link>
	<pubDate>2006-03-04T21:02:02+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The various terrain types are clear (flesh colored), water (blue), city (circuitry design), mountains (green) and pod fields (orange with numbers). &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118956_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118956</link>
	<pubDate>2006-03-04T20:58:08+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Scav's special ability lets him pick up weapons that are discarded or lost in combat. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118951_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118951</link>
	<pubDate>2006-03-04T20:55:44+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The counter just to Muskor's left is a fortress. Protecting your fortress, and destroying your enemy's, is the goal of the game. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118954_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118954</link>
	<pubDate>2006-03-04T20:55:13+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Fortress displays for the six secret alliances. Army units guarding the forts can be placed on this display to cut down on map clutter. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118946_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118946</link>
	<pubDate>2006-03-04T20:49:52+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Bioborg special abilities: Kizaro can fly over any terrain type. Squawwk can attempt to freeze his opponents, with his chance of success based on the number of pods carried. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic118935_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/118935</link>
	<pubDate>2006-03-04T20:17:10+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>&lt;b&gt;Publisher:&lt;/b&gt; TSR, 1987&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;Gammarauders&lt;/font&gt; is a counter-based wargame with simple rules and tile-laying mechanics used to build the &quot;board&quot;. The tiles are large hexagons which are placed at the start of the game. Most tiles have a &quot;resource&quot; space with a number from 2 - 12. &quot;Energy Pods&quot; appear on the spaces each turn based on a 2d6 roll. Hmmm ... large hexagon tiles and 2d6 resource placement .. I'm sure another game used that system in recent years? &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;The unique feature of the game is the &lt;b&gt;BioBorgs&lt;/b&gt;, huge mutated Godzilla-like creatures who roam the board as a player's main unit. At the start of the game each player will choose a BioBorg and each one has different powers. &lt;font color='#0000FF'&gt;Blip the TeleporTurtle&lt;/font&gt;, for example, can teleport back to home base or randomly around the board instead of normal movement. There are 12 BioBorgs available in the standard game.&lt;br&gt;Setup consists of laying out the hexagonal tiles to form the playing terrain, placing each player's home base (or &quot;fortress&quot;) and initial forces, and drawing a hand of cards. The cards provide BioBorg weapons, reinforcements, or other effects during the game.&lt;br&gt;In addition to the BioBorg each player will have &quot;conventional&quot; units at their disposal - Soldiers, HoverTanks, and GammaJets. These forces are represented by cardboard chits and are known as &quot;popcorn&quot; because the BioBorgs eat them like popcorn. For comparison, a BioBorg weapon has Attack Strength of between 4 and 10 (+ 1d6), while one unit of popcorn has Attack Strength 1. So a BioBorg is more than a match for even a large stack of conventional units.&lt;br&gt;Each turn Energy Pods appear on the resource spaces of the board, based on a 2d6 dice roll. Obviously this means that the pods are most likely to appear on the &quot;7&quot; space and least likely to appear on &quot;2&quot; or &quot;12&quot;, which has implications for the initial tile-laying phase of the game and the placement of the player's home base. The Energy Pods are &quot;burned&quot; to buy reinforcement popcorn, draw cards, or provide additional dice in combat. Gameplay therefore becomes a matter of collecting Pods, maneuvering forces to make attacks on opponents, and timing a strike on the other players' fortresses. &lt;br&gt;To win the game you must &quot;trash&quot; every other player's fortress once. You can rebuild your fortress after one player has trashed it (by burning a pod), but someone else could then come along and trash it again. When you trash another player's fortress you collect a chit of their colour; the first player to collect a chit from everyone else wins.&lt;br&gt;&lt;b&gt;Turn Sequence&lt;/b&gt;&lt;br&gt;The game uses a clever mechanic to determine turn sequence. Each round the players are dealt a card from a six card deck which has the numbers 1 to 6 on each card. Lowest number moves first that turn, but you can give up your turn card and instead collect that number of reinforcements or cards. Example: In a 3 player game on the 1st turn, the players are dealt cards 1, 4, and 6. The 1 card moves first, then the 4. The player with the 6 card forgoes his move but collects 6 rewards (e.g. 4 popcorn and 2 cards, or any combination adding up to 6). This means the players who are going last in the turn order are more tempted to give up their turn and introduces some twists each turn because you aren't sure who will move in what order. &lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Combat is a simple matter of comparing combat strengths of the attacker and defender. Highest number wins. The loser must remove popcorn equal to the difference in combat strengths, loses the weapon his BioBiorg used in that combat, and the winner also draws a card from his hand. So if 2 Soldiers, 3 HoverTanks and 1 Gammajet attacked 5 HoverTanks, the score would be 6 to 5 and the loser would remove 1 HoverTank and lose a card to the winner. When the BioBorgs are involved it becomes more complex as the players secretly choose weapon cards and roll dice - so the outcomes are more subject to chance then.&lt;br&gt;A typical game takes 1 - 2 hours (depending on the aggressiveness of the players). As you increase the number of players, the time taken for the game increases in proportion. &lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;Gammarauders has a fun theme and some interesting and creative game mechanisms. It's a light game which doesn't take too much brain power to play; because of the limited number of forces and the simplistic combat. I doubt hard core war gamers will enjoy it. The game can also drag on a little too long (considering the light subject matter, you'd expect maybe 45 mins to an hour max) but I suppose it is a product of its time. These days people expect games to be quicker and more streamlined.&lt;br&gt;Worth a try for those looking for a fun diversion, younger players, or anyone who likes the idea of rampaging &lt;font color='#0000FF'&gt;Dweemish the Hamsterian&lt;/font&gt; through your opponent's platoon of HoverTanks.</description>
	<link>http://www.boardgamegeek.com/article/67506#67506</link>
	<pubDate>2004-11-28T14:42:18+00:00</pubDate>
	<dc:creator>Azureflame</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Gammarauders: BRAD, EYAL, Art, Gene, Mike&lt;br&gt;&lt;br&gt;When I was on college, this was a favorite of mine and my (now) wife. I was hoping to introduce the game to the people we game with in hopes of playing it again at a future time when she can join in. The introduction was a partial success, although not the rousing play I'd hoped for.&lt;br&gt;&lt;br&gt;On my previous plays this usually lasted 90 minutes, 2 hours tops. With large areas and simple movement and combat, the game usually flies. Given that it was a new game for 4 of the 5 of us playing, I guess that the almost 3 hours it took was not unexpected, but it did feel long.&lt;br&gt;&lt;br&gt;Gene started out going late in the first turn, and used it as an opportunity to grab faction markers and win the game. Unfortunately for him, I went last and gave my support to help those sieged citadels. Another defender had a reverse combat results card, which wiped Gene's forces out, allowing Mike to trash his fortress in the second turn, taking the first faction marker of the game. In retrospect perhaps I should have instead joined with Gene and taken faction tokens with him in the start of the game, but I was trying to garner goodwill to be cashed in later.&lt;br&gt;&lt;br&gt;A wary period of peace ensued with most of us trying to get some pods. The only battle of note was when a few of us teamed up to get a value 10 Megaspectral Laser off of Mike's Bioborg, since he was running rampant with it, and the added ranged given by his mutated giraffe Bioborg was giving him to much flexible power.&lt;br&gt;&lt;br&gt;With our 11PM deadline approaching, Eyal offered me a deal. We would team up to take the two remaining tokens each. Although my fortress was destroyed, and as such I couldn't win, I would at least have 3 tokens and thus end in 2nd place. Eyal froze both Blip the Teleporturtle, and Mike's entire force (which was at my fortress - having razed it and taken a token last turn).&lt;br&gt;&lt;br&gt;And then came Gene! His forces sprung at my fortress, and using a Construction 'Bot card, rebuilt my fortress with the plan to raze it again for the token. With Mike's entire force there Gene and I both invited allies. Mike, however, had already claimed my token and could not gain another from the same faction. Either Eyal's logic or my pleading swayed Mike, and he joined our side, leaving my fortress intact! Eyal and I each claimed two tokens that turn and shared the win.&lt;br&gt;&lt;br&gt;While this wasn't a huge hit, everyone who I asked said they'd give it at least another try.&lt;br&gt;&lt;br&gt;Art:2, Brad:3, Eyal:3, Gene:1, Mike:2&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/5542#5542</link>
	<pubDate>2003-01-15T16:57:06+00:00</pubDate>
	<dc:creator>bengkohn</dc:creator>
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