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	<title>Game: Blood Feud In New York</title>
	<link>http://www.boardgamegeek.com/boardgame/14258</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 09:51:51 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 09:51:51 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Bloodbath of Bosses</title>
	<description>We had an interesting situation occur today early in our five player game. I was playing yellow and sent my Boss, henchman and two thugs from New Jersey in a limousine to Staten Island where I attacked the Blue Boss and his hitman and thug. There was a bloodbath. The rules do not cover this precise scenario. However, they state that if your boss is assassinated, you are out of the game. We interpreted this to mean both players were knocked out completely. We therefore removed both sides' remaining family members (which were elsewhere) from the board, leaving Green, Silver and Red to fight it out. Were we right? </description>
	<link>http://www.boardgamegeek.com/article/2848869#2848869</link>
	<pubDate>2008-11-22T18:22:51+00:00</pubDate>
	<dc:creator>marcus0556</dc:creator>
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	<title>Image</title>
	<description>
		That's Not Right - Mike's Mini Meet V &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic388403_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/388403</link>
	<pubDate>2008-10-27T03:00:51+00:00</pubDate>
	<dc:creator>Guantanamo</dc:creator>
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	<title>Image</title>
	<description>
		Tristan hires some more mobsters at JordalCon. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic385083_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/385083</link>
	<pubDate>2008-10-20T03:18:54+00:00</pubDate>
	<dc:creator>Jormi_Boced</dc:creator>
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	<title>Thread: Re: Heli - counting of space</title>
	<description>I disagree with the first two answers.&lt;br&gt;on page 22 in the example it shows the helicopter using 2 spaces to cross a river, but!! the bridge from the original district is not!! connected to the district that the helicopter is using for the flight plan. &lt;br&gt;It would have taken the example 1 more move to get to where he was going if he took the bridge rout because their were more districts inbetween them.&lt;br&gt;&lt;br&gt;make sense? </description>
	<link>http://www.boardgamegeek.com/article/2582875#2582875</link>
	<pubDate>2008-08-23T05:31:07+00:00</pubDate>
	<dc:creator>Johnny9690</dc:creator>
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	<title>Thread: Re: Helicopter battle and movement</title>
	<description>On page 22 &quot;A Helicopter may be used t attack OR pick/up drop off personnel along its route to a final landing destination. &lt;br&gt;&lt;br&gt;I take it that either attack or non attact movement.&lt;br&gt;&lt;br&gt;when it says &quot;however, you decide if the personnel'step into' that district or ride to final destination.&quot; &lt;br&gt;&lt;br&gt;I take it that means during non attack movement. </description>
	<link>http://www.boardgamegeek.com/article/2582868#2582868</link>
	<pubDate>2008-08-23T05:20:16+00:00</pubDate>
	<dc:creator>Johnny9690</dc:creator>
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	<title>Image</title>
	<description>
		2-player game in progress &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic362406_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/362406</link>
	<pubDate>2008-08-18T02:18:25+00:00</pubDate>
	<dc:creator>FlyingArrow</dc:creator>
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	<title>Thread: Re: Corrupt Precinct</title>
	<description>Whoops - we played this wrong last night.  We had played that the building (corrupt precinct) remained property of the defeated defender but the precinct became exploited by the winning attacker.</description>
	<link>http://www.boardgamegeek.com/article/2545242#2545242</link>
	<pubDate>2008-08-11T16:34:39+00:00</pubDate>
	<dc:creator>FlyingArrow</dc:creator>
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	<title>Thread: Any Seattle area gamers with a copy of Blood Feud....</title>
	<description>Thats willing to lend, rent, loan or trade their copy?  I am in town from LA and wanted to introduce some friends to this game.  I brought my copy but its incomplete!    I would be honored if someone would be willing to sell a copy at a fair price, or perhaps my friend is willing to trade A&amp;A battle of the bulge (new) for it.&lt;br&gt;&lt;br&gt;Or if you'd be willing to loan or rent it for a night I could come up with a fair deal.&lt;br&gt;&lt;br&gt;Any help would be great...I'd be willing to drive to get it.  Anywhere in Seattle or close by...or the Eastside.  Thanks....I hope BGG comes through!  &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/article/2495933#2495933</link>
	<pubDate>2008-07-24T01:20:54+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: buildings</title>
	<description>No.  Only one building is allowed in each region.</description>
	<link>http://www.boardgamegeek.com/article/2486359#2486359</link>
	<pubDate>2008-07-21T05:06:46+00:00</pubDate>
	<dc:creator>Rygel</dc:creator>
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	<title>Thread: buildings</title>
	<description>are you allowed to have one then one of the same building on the same space?</description>
	<link>http://www.boardgamegeek.com/article/2486251#2486251</link>
	<pubDate>2008-07-21T03:39:52+00:00</pubDate>
	<dc:creator>xenomaster0</dc:creator>
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	<title>Thread: Re: Too many Illicit Activities...not enough combat</title>
	<description>&lt;b&gt;Shellhead wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Instead of restricting Illicit Activity purchases, what about giving a bonus to the last player who attacked? Maybe give him a +1 IFM modifier for calculating income on his next turn, if nobody else has attacked since his last attack.&lt;/i&gt;&lt;br&gt;I don't like that rule as much. It's more contrived-sounding, and it requires remembering who attacked.</description>
	<link>http://www.boardgamegeek.com/article/2399967#2399967</link>
	<pubDate>2008-06-16T18:50:54+00:00</pubDate>
	<dc:creator>sedjtroll</dc:creator>
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	<title>Thread: Re: Too many Illicit Activities...not enough combat</title>
	<description>Instead of restricting Illicit Activity purchases, what about giving a bonus to the last player who attacked? Maybe give him a +1 IFM modifier for calculating income on his next turn, if nobody else has attacked since his last attack.</description>
	<link>http://www.boardgamegeek.com/article/2399956#2399956</link>
	<pubDate>2008-06-16T18:47:15+00:00</pubDate>
	<dc:creator>Shellhead</dc:creator>
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	<title>Thread: Re: Not for everyone</title>
	<description>&lt;b&gt;XIII wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I live in New Jersey and visit the Bronx a few times a year. Believe me the Bronx is warped.&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;The mayor obviously kept it in the damp....</description>
	<link>http://www.boardgamegeek.com/article/2386416#2386416</link>
	<pubDate>2008-06-11T05:41:11+00:00</pubDate>
	<dc:creator>Euroncrowseye</dc:creator>
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	<title>Thread: Re: Solo Play</title>
	<description>Sorry man,I'm with ya there.</description>
	<link>http://www.boardgamegeek.com/article/2327848#2327848</link>
	<pubDate>2008-05-20T07:51:31+00:00</pubDate>
	<dc:creator>radgor</dc:creator>
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	<title>Thread: Re: Solo Play</title>
	<description>Dang!  I clicked on this hoping someone had just figured out a good solo variant!  &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/article/2327297#2327297</link>
	<pubDate>2008-05-20T00:54:39+00:00</pubDate>
	<dc:creator>Kubigaruma</dc:creator>
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	<title>Thread: Solo Play</title>
	<description>Is it possible to play solo? If so any ideas?&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanx</description>
	<link>http://www.boardgamegeek.com/article/2324698#2324698</link>
	<pubDate>2008-05-19T08:16:59+00:00</pubDate>
	<dc:creator>radgor</dc:creator>
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	<title>Thread: Re: Blood Feud In New York Hostages</title>
	<description>You're right...why not hold on to them...just in case you want to make a deal.  &lt;br&gt;&lt;br&gt;But in my last game my extremely aggressive opponent wasn't willing to make deals..so after I had taken out one of his family members...i took out another and killed them both.  Losing 2 members is crippling...and I knew I wouldn't be wanting to give them back at all.  CAP!!! CAP!!!</description>
	<link>http://www.boardgamegeek.com/article/2185825#2185825</link>
	<pubDate>2008-03-26T17:38:55+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Can Units Be Purchased If Boss Ends Turn In Speedboat?</title>
	<description>Hmm good question.  I've never put my Boss in a boat.&lt;br&gt;&lt;br&gt;But if he has no penthouse, I'd say you wouldn't be able to buy any guys that turn...he's on a boat and has no cell phone reception &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;  He wouldn't be used for multiplying income, either.&lt;br&gt;&lt;br&gt;When a boss in on land, its representing that he's in one of his businesses, hiring men and forming brute squads.&lt;br&gt;&lt;br&gt;Either make some house rules, or don't keep your boss afloat!</description>
	<link>http://www.boardgamegeek.com/article/2184234#2184234</link>
	<pubDate>2008-03-26T03:09:12+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: As written or Variants?</title>
	<description>Thanks! Tip for you!</description>
	<link>http://www.boardgamegeek.com/article/2183578#2183578</link>
	<pubDate>2008-03-25T22:56:39+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Combat Question</title>
	<description>Actually, it's neither option.  You can make one combat move, and battle or multiple combat moves, battle, then make another combat move, etc.&lt;br&gt;&lt;br&gt;In other words, it is completely your choice in making moves and battling.   You may even attack the same district more than once (to avoid over-kill). You just need to finish all your combat moves before moving on to non-combat moves.</description>
	<link>http://www.boardgamegeek.com/article/2180699#2180699</link>
	<pubDate>2008-03-25T00:36:53+00:00</pubDate>
	<dc:creator>Kubigaruma</dc:creator>
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	<title>Thread: Combat Question</title>
	<description>We played our first game of Blood Feud this weekend and ran across a rules question that we found unclear about combat step of a persons round.&lt;br&gt;&lt;br&gt;When a person is doing his combat step do they:&lt;br&gt;1) make a combat move, combat, and take the territory and then go to their next group they want to combat with and do the same.&lt;br&gt;or&lt;br&gt;2) do you make all of your combat moves, combat in all of you combat areas, and then place control tokens in all of the territories you won.&lt;br&gt;&lt;br&gt;The rules are unclear on this so we went with option two.  The reason we went with this option is because under combat sequence it says a) make combat move, b) battle, and then c) place control markers in new territories you control.  (I do not have the rules in front of me for exact wording).  Based on the fact that step three used plurals of the words and we couldn't think of any way you would place more then one marker at one time if you use option one.&lt;br&gt;&lt;br&gt;Did we play this correctly?</description>
	<link>http://www.boardgamegeek.com/article/2179045#2179045</link>
	<pubDate>2008-03-24T15:04:05+00:00</pubDate>
	<dc:creator>jchobbs</dc:creator>
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	<title>Thread: Re: Why hostage taking is a life saver in this game!!!</title>
	<description>It is really fun.  If you and your group like the them and area control this is one of the best out there.  And its cheap to find!  &lt;br&gt;&lt;br&gt;I say get it! &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/2178563#2178563</link>
	<pubDate>2008-03-24T06:52:11+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: First Time, 4 Players, Huge Early Advantage</title>
	<description>Maybe it was the plastic smell.....&lt;img src=&quot;http://files.boardgamegeek.com/images/gulp.gif&quot; alt=&quot;:gulp:&quot; border=&quot;0&quot;&gt;  (which i LOVE)&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2178557#2178557</link>
	<pubDate>2008-03-24T06:45:07+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Why hostage taking is a life saver in this game!!!</title>
	<description>Sounded like a great game, I think you need to finish it, not play another one &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;Great reporting, thanks for sharing!  I have looked at this one before , but your report really make it sounds great.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2178173#2178173</link>
	<pubDate>2008-03-23T23:44:54+00:00</pubDate>
	<dc:creator>Hendal</dc:creator>
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	<title>Thread: Re: As written or Variants?</title>
	<description>&lt;b&gt;asgelb wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; 7)The only rules that confuse me a bit are the vehicle rules.  Unlike Axis and Allies, I don't believe it costs a movement for men to board and unboard vehicles..I don't think there is &quot;boarding&quot; per se.  Its more that they just move with the vehicle that started in their space.  Whether or not this is right can make a huge difference in attacking into enemy territory.  Anyone clear on the vehicle movement/transport rules?&lt;/i&gt;&lt;br&gt;Pg. 22:&lt;br&gt;&quot;Using a vehicle costs any personnel riding in it one movement.&quot;&lt;br&gt;&lt;br&gt;Look at the first example on pg 23. The Thug and the Hit Man both pay one movement to ride with the boat. The boat spends 5 points to enter the northern area. Since the boat is now on shore, the two men are placed in the same area. Now the Hit Man has still one point left, so he can move to the adjacent area.&lt;br&gt;&lt;br&gt;In the second example, the Thug is onboard a floating boat. But his movement point will be spend as soon as the boat moves. So he will end his movement on whatever space the boat docks at.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2178068#2178068</link>
	<pubDate>2008-03-23T22:38:34+00:00</pubDate>
	<dc:creator>dbc-</dc:creator>
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	<title>Thread: Why hostage taking is a life saver in this game!!!</title>
	<description>I had the most advantageous game last night due to taking my southern neighbors family member hostage.&lt;br&gt;&lt;br&gt;I was playing New Jersey, and staten Island and I were at relative peace.  The bronx, however, was being EXTREMELY aggressive.  Within the first two or three turns he has entered jersey, put a corrupt precinct there, and put a penthouse on manhattan island right next door to my territory.  The nerve!!!&lt;br&gt;&lt;br&gt;At that point the only good thing I had done was taken a good amount of territory on the southern part of manhattan and all of jersey, and in a desperate attack I kidnapped one of his family members.  Knowing how aggressive he has been thus far, he would be my number one enemy.  So when he refused to pull out of Jersey for his family members safe return, I promptly sold him some cement shoes.  There is no negotiating with an enemy such as mine to the north.  Now my aggressor was down one family member.&lt;br&gt;&lt;br&gt;This pissed him off, and in the next turn before I could muster enough men to kick him out and take over his precinct, he built a 2nd penthouse in Jersey... removing the precinct.&lt;br&gt;&lt;br&gt;THATS IT.  No more mr nice boss.  I apologized to my peaceful southern neighbor and said drastic times make for drastic measures, and I kidnapped one of his lone family members.  Meanwhile North mafia is building up in his penthouse that he bought two turns ago...ready to reinforce his newly bought penthouse, which was only protected by 3 silver henchmen (at a +3 defense due to the penthouse).&lt;br&gt;&lt;br&gt;I knew I HAD to attack and take that spot or else I'd be f'd.  I had at that point one penthouse in the adjacent area, and 8 men I could attack with.  I was relying on the numbers to take out his highly defensed 3 henchmen.&lt;br&gt;&lt;br&gt;With some amazing rolling I killed his men with 3 or 4 of mine left over, claiming his new penthouse for myself!&lt;br&gt;&lt;br&gt;Heres where I dealt a killing blow, and thanks to the negotiating with kidnapped family members.  I told my southern neighbor I would return his family member to him alive and unharmed, with 300 bux, and 50 (to pay for the bribing of a precinct that I wanted him to attack).  After 30 minutes of yelling and negotiating between me and southern neighbor, and northern neighbor and my southern neigbor, it was decided that he would do what I wanted for the return of his family member.&lt;br&gt;&lt;br&gt;I had him take a hitman and henchmen he had in a boat up to manhattan and attack one of my northern neighbors lone family members, in a precinct area.  This was not something he expected!  The attack was successful, and now my unholy aggressor to the north was down TWO family members!!!  This was huge, as he went from a powerful player (and my biggest threat) to the least powerful, and someone I could now slowly bleed as his income was 2-3 less than mine now!&lt;br&gt;&lt;br&gt;I bought a helicopter to make him fear for his unprotected back territories, and make him spend money elsewhere than on my front..and maybe make him change his strategy.... I could see the tide turning.  Meanwhile, our 4th player, who was doing nothing but sopping up queens and brooklyn while the other 3 gangs were colliding was becoming stronger by the turn.&lt;br&gt;&lt;br&gt;Luckily, my southern &quot;ally&quot; left his boss unprotected and within striking distance of my heli filled with 3 gold hitmen, and so I promptly broke our treaty and took him out of the game.  &lt;br&gt;&lt;br&gt;We stopped playing there as it was 2am (we started around 11:30) but that last move would have spelled doom for my old northern enemy.  It would have been between me and the 4th player.&lt;br&gt;&lt;br&gt;I love this game.  Its ruthless, and when my &quot;ally&quot; was whining about how he'll never trust me in this game again, the fourth player said &quot;Dave...whats the name of this game?&quot;  I had to take his boss..its like not putting a King in checkmate when you have the chance...its the GOAL of the game.&lt;br&gt;&lt;br&gt;Great game.  I give props to northern neighbor for being extremely aggressive right from the get go...but I think he would have benefited more if he had taken one more turn to build up..and instead of bringing the fight to my home turf right away, duke it out with me on manhattan...at least it wouldn't have made me strike BACK WITH A VENGEANCE!!!!!! &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;Can't wait to play again.</description>
	<link>http://www.boardgamegeek.com/article/2177865#2177865</link>
	<pubDate>2008-03-23T20:28:06+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: As written or Variants?</title>
	<description>I think the game is good as is.  Here are a few things i think should stay the same or change:&lt;br&gt;&lt;br&gt;1)If you want to do bidding for turn order, that can be fun and cool..but I don't think its 100% necessary.  It will force people, however, to save a little more money.&lt;br&gt;&lt;br&gt;2)Illicit activities are worth buying, it gives you the upper hand, even if only by a little bit, to your neighbor who maybe isn't bringing in as much money as you (or at the very least its keeping you two even)&lt;br&gt;&lt;br&gt;3) there are a limited number of hired help...until some get killed again, so you may have more money than you can spend on men.  Save enough to cuy a precinct or bribe one, but buy buy buy!  A helicopter is a great way to strike fear in your neighbor and have him spend more resources in his territory and back areas thus weakening his border with you.&lt;br&gt;&lt;br&gt;3)Turtling is NOT a problem in this game as the ATTACKER has a significant advantage.&lt;br&gt;&lt;br&gt;4)NEVER keep your boss alone, unless its the very first turn or two and its impossible for someone to physically reach him.  I had a truce with someone, but as soon as he left his boss open I had to go for it.  Too tempting.  He'll probably never trust me in this game again!&lt;br&gt;&lt;br&gt;5)I think the prices are fair, and don't think they need tweaking.&lt;br&gt;&lt;br&gt;6)If you limit the number if IA's people can buy, this will either cause them to stockpile money and/or buy way more men then the person going after him, which I actually think is less balanced.&lt;br&gt;&lt;br&gt;7)The only rules that confuse me a bit are the vehicle rules.  Unlike Axis and Allies, I don't believe it costs a movement for men to board and unboard vehicles..I don't think there is &quot;boarding&quot; per se.  Its more that they just move with the vehicle that started in their space.  Whether or not this is right can make a huge difference in attacking into enemy territory.  Anyone clear on the vehicle movement/transport rules?</description>
	<link>http://www.boardgamegeek.com/article/2177836#2177836</link>
	<pubDate>2008-03-23T20:02:07+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: As written or Variants?</title>
	<description>&lt;b&gt;jl4130 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; Good luck! Hope this isn't too late!&lt;/i&gt;&lt;br&gt;While 5 months might be a bit too late for the OP, I'm actually aiming for my first game tomorrow!&lt;br&gt;I'll take your advice into consideration and discuss with my group whether we'll be using the original turn order or try the bidding one.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2176450#2176450</link>
	<pubDate>2008-03-22T20:22:30+00:00</pubDate>
	<dc:creator>dbc-</dc:creator>
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	<title>Thread: Re: As written or Variants?</title>
	<description>Keep in mind lots of the complaints are from the Eurogamers. With that said...&lt;br&gt;A lot of the discussed topics I've not thought about (I also moved away from my Ameritrash buddies about eight months ago and haven't gotten a good session in since then so my memory is hazy), but from what I remember: &lt;br&gt;1. The bidding is useful and should have been in the game. Blind is too slow for my friends so open it was and it works. &lt;br&gt;2. Player elimination is too big a part of the game to be weakened. IT's integral to the intensity. Anyone who doesn't want to sit around for five hours shouldn't play in the first place. Besides, it's not just sitting around. He can still watch, which can be almost as fun. People watch sports, right? Oh, also, I was in a game that lasted till 4AM. The guy who got killed at 10PM and then went to bed declared himself the true winner the next morning.&lt;br&gt;3. IAs aren't that powerful unless again, everyone loves loves loves Eurogames. Real badass players will totally lay the smackdown on you if you're spending all your money on little revenue machines. This isn't Puwerto Rico. I don't suggest messing with the IAs. (I also suck at Puerto Rico, but that's a whole different story.)&lt;br&gt;&lt;br&gt;Good luck! Hope this isn't too late!</description>
	<link>http://www.boardgamegeek.com/article/2161219#2161219</link>
	<pubDate>2008-03-16T10:06:52+00:00</pubDate>
	<dc:creator>jl4130</dc:creator>
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	<title>Thread: Re: Fixing the thug monopoly</title>
	<description>&lt;b&gt;KingKneru wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt; Here's a solution: double the number of thugs available.&lt;br&gt;&lt;br&gt; Compared to all the other pieces there simply are not enough thugs. None of the other pieces usually come even close to running out, so why keep this problem with thugs? Thugs have a good cost/power ratio and are a good defense, so players tend to buy quite a few. Even if a single player doesn't own all the thugs, I think it is sad that three rounds into a game all of the thugs are easily gone. I don't see why this restriction on what to invest in should come so soon. Try it for yourself and I think you'll notice that it's nice to concentrate on something else for a change than a fear of running out of thugs.&lt;br&gt;&lt;br&gt;-Miika&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yep, what I did was just buy up extra copies of the game when Tanga had them cheap. But that's because I like seeing mutliples of the figures. Another simple solution without buying another copy might be to just require the use of chips under a single fig of whichever type in a territory to represent multiple figs of that type (like in Axis &amp; Allies) in the same territory. These fixes may skew an intended game mechanic, but if so, IMHO, it's an unnecessary mechanic if you just want to have more available for longer. I imagine there's not often an actual shortage of thugs in any real world gang environment, lol.&lt;br&gt;&lt;br&gt;I agree with the rest it's a game with a very high fun factor!</description>
	<link>http://www.boardgamegeek.com/article/2030830#2030830</link>
	<pubDate>2008-01-24T17:18:35+00:00</pubDate>
	<dc:creator>simply4est</dc:creator>
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	<title>Thread: Re: Fixing the thug monopoly</title>
	<description>The problem with the shared force pool that we ran into, when playing with 3 players, was that the unit types tended to run out during the second player's turn, so during the initial force build-ups, the third player ended up with a much smaller army solely due to the fact that he was the third player.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2030714#2030714</link>
	<pubDate>2008-01-24T16:41:48+00:00</pubDate>
	<dc:creator>DJ Kuul A</dc:creator>
</item><item>
	<title>Thread: Re: Fixing the thug monopoly</title>
	<description>&lt;br&gt; Here's a solution: double the number of thugs available.&lt;br&gt;&lt;br&gt; Compared to all the other pieces there simply are not enough thugs. None of the other pieces usually come even close to running out, so why keep this problem with thugs? Thugs have a good cost/power ratio and are a good defense, so players tend to buy quite a few. Even if a single player doesn't own all the thugs, I think it is sad that three rounds into a game all of the thugs are easily gone. I don't see why this restriction on what to invest in should come so soon. Try it for yourself and I think you'll notice that it's nice to concentrate on something else for a change than a fear of running out of thugs.&lt;br&gt;&lt;br&gt;-Miika</description>
	<link>http://www.boardgamegeek.com/article/2030102#2030102</link>
	<pubDate>2008-01-24T09:27:10+00:00</pubDate>
	<dc:creator>KingKneru</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>All three of those tweaks sound good...especially bidding for turn initiative.  Next time i'm going to try that.&lt;br&gt;&lt;br&gt;I wonder if only allowing families to buy 1 IC per turn will give them too much money to buy men, or other vehicles.  I think that part of the game is balanced alright, because if they buy too many IC's they won't be buying enough muscle, etc.&lt;br&gt;&lt;br&gt;I think I'll use the bidding for turns, and depending on how many players, upping the winning income amount by a bit.. Less players, higher amount since each player will have an easier time grabbing land.  I don't like playing with less than 4 players.  If i play with 4, I raise the ending limit 1000 bux.  5 or more i keep it the same</description>
	<link>http://www.boardgamegeek.com/article/2002716#2002716</link>
	<pubDate>2008-01-13T08:27:42+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Using Cash$Guns foam weapons &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic287329_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/287329</link>
	<pubDate>2008-01-07T13:26:12+00:00</pubDate>
	<dc:creator>greygrey</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Blood Feud In New York: unpunched counter sheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic283480_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/283480</link>
	<pubDate>2007-12-29T03:14:10+00:00</pubDate>
	<dc:creator>pete belli</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Hitmen &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic255629_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/255629</link>
	<pubDate>2007-10-09T18:35:34+00:00</pubDate>
	<dc:creator>Tobold</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Henchmen &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic255623_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/255623</link>
	<pubDate>2007-10-09T18:06:35+00:00</pubDate>
	<dc:creator>Tobold</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Thugs &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic255585_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/255585</link>
	<pubDate>2007-10-09T15:44:59+00:00</pubDate>
	<dc:creator>Tobold</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>I see what you mean.&lt;br&gt;&lt;br&gt;But I think there's many solutions you can try to solve the matter.&lt;br&gt;&lt;br&gt;First of all: alliances.&lt;br&gt;The other players &lt;b&gt;must&lt;/b&gt; talk together to make an alliance to bring down the first player. I'm sure you already tought of this one but now it is said.&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Secondo, the game needs some little tweaks.&lt;br&gt;The bidding system describe above is IMHO, the most important. Let's imagine that a player has killed a boss the previous round. The next round, the most important thing to do is to play before him. Then the way to go is to make an alliance and maybe gathering money the be able to push him at the end of the turn sequence. Every family must be ready to fight or defend. Fight means killing or kidnapping the leader family members before he can use them at there full potential.&lt;br&gt;&lt;br&gt;The second little tweak (I never tried this one but I think I will on our next game), Every family can only buy 1 IA per turn. Sure it will make a huge difference in revenue.&lt;br&gt;&lt;br&gt;And finally, of course you can raise the game-ending revenue. It is your game after all.&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;Hope it help!</description>
	<link>http://www.boardgamegeek.com/article/1772928#1772928</link>
	<pubDate>2007-10-09T14:54:47+00:00</pubDate>
	<dc:creator>Docdemers</dc:creator>
</item><item>
	<title>Thread: As written or Variants?</title>
	<description>I have just got this game and am scheduled to play it quite soon. I have read through the files on this forum about problems and possible variants. i was just wondering what changes, if any, I should make to the rules to make sure this game is popular with my friends? A few questions:&lt;br&gt;&lt;br&gt;Is the game improved if you have a bidding war for Turn order? if so, blind bidding or open?&lt;br&gt;&lt;br&gt;Would the game suffer if, when a Boss is killed, the killer gets his territories but not his family members i.e the eliminated player keeps his boss and family memebers but has to start again from a new base? Little chance of winning but at least not sitting around with nothing to do.&lt;br&gt;&lt;br&gt;Should I limit IA's bought per turn or should I raise the cost, keep it all the same etc?&lt;br&gt;&lt;br&gt;Basically, what makes this game the most fun to paly without turning it into a 5 hour marathon!&lt;br&gt;&lt;br&gt;Any advice to get the best out of the game much appreciated.</description>
	<link>http://www.boardgamegeek.com/article/1755239#1755239</link>
	<pubDate>2007-10-01T16:49:20+00:00</pubDate>
	<dc:creator>Iorwerth</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>&lt;b&gt;Docdemers wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;First things first: You should read the rules again very carefully!&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;5. Remove the assassinated player's exploitation markers from the gameboard. &lt;b&gt;All of the their city districts once again revert to neutral territory and are up for grabs. You and other players must race to take control of them (this is includes 'developed districts' that contain a penthouse palace or an illicit activity).&lt;/b&gt; However, you may still exploit any districts you capture this turn. Place your own exploitation markers in these captured districts only.&lt;br&gt;&lt;br&gt;6. Finish the battle...&lt;/i&gt;&lt;br&gt;&lt;br&gt;As you can see, you do not gain &lt;u&gt;everything&lt;/u&gt; from the recently murdered boss&lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;, only what was gained from direct combats you have engaged this turn.&lt;br&gt;&lt;br&gt;A little bit harder. Isn't it?&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, thank you, but I do understand this.  My point was that just gaining the extra family members is enough to let him win very next turn (often enough) because his multipliers are up due to the newly acquired family members.  My main gripe is that the FIRST PLAYER TO TAKE OUT ANOTHER PLAYER AND GET HIS FAMILY MEMBERS will most likely win on the next turn if we're already making a lot of money...and i think the person closely trailing in 2nd place should have more time to try and catch up...meaning raise the total domination amount..at least in games with less players.</description>
	<link>http://www.boardgamegeek.com/article/1754526#1754526</link>
	<pubDate>2007-10-01T07:31:12+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
</item><item>
	<title>Thread: Re: Too many Illicit Activities...not enough combat</title>
	<description>&lt;b&gt;Volstag wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;We tried the '1 IA per turn' rule and the game dragged on forever.  In fact, I think we simply quit after hour 4 or 5.  Granted, there was a lot more fighting and a lot more troops, but no one could secure a solid lead; everyone would simply drag down the leader.  Finally, with so many family members out of the game, no one could generate enough income to make a solid push... too easy to recapture territory, etc.&lt;br&gt;&lt;br&gt;I think some happy medium might work the best... like 3 IAs per turn, etc.&lt;/i&gt;&lt;br&gt;When my group played with the 1IA/Turn rule, our games did not drag on at all. It made us get more aggressive and attack, actually speeding up our games. I don't remember specifics because I haven't played it in so long, but I do remember that the games did not take any 4 hours.</description>
	<link>http://www.boardgamegeek.com/article/1705390#1705390</link>
	<pubDate>2007-09-05T19:41:10+00:00</pubDate>
	<dc:creator>sedjtroll</dc:creator>
</item><item>
	<title>Thread: Re: Too many Illicit Activities...not enough combat</title>
	<description>We tried the '1 IA per turn' rule and the game dragged on forever.  In fact, I think we simply quit after hour 4 or 5.  Granted, there was a lot more fighting and a lot more troops, but no one could secure a solid lead; everyone would simply drag down the leader.  Finally, with so many family members out of the game, no one could generate enough income to make a solid push... too easy to recapture territory, etc.&lt;br&gt;&lt;br&gt;I think some happy medium might work the best... like 3 IAs per turn, etc.</description>
	<link>http://www.boardgamegeek.com/article/1705299#1705299</link>
	<pubDate>2007-09-05T19:00:33+00:00</pubDate>
	<dc:creator>Volstag</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>I'm not sure how much this will help, since it's quite easy to convert your income into scads of Illicit Activities.&lt;br&gt;&lt;br&gt;In fact, most of our games rarely go beyond turn 3 or 4 due to a massive profusion of IAs.</description>
	<link>http://www.boardgamegeek.com/article/1705279#1705279</link>
	<pubDate>2007-09-05T18:54:00+00:00</pubDate>
	<dc:creator>Volstag</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>&lt;i&gt;A house rule I have prevents guaranteed finishes. Players can bid for the turn sequence. At the start of every turn the players set aside secretly (use some method to hide the cash)some cash for innitiative. The player who paid into innitiative the most goes first and so on.&lt;/i&gt;&lt;br&gt;&lt;br&gt;We use the bidding variant to determinate the initiative too. We don't make it secret tough. It works so well that we cannot imagine playing without it anymore. It's neatly connected to the theme and it adds more decisions to takes.&lt;br&gt;&lt;br&gt;Everyones who wish to give this game a try, must use this little variant (IMHO).  </description>
	<link>http://www.boardgamegeek.com/article/1659516#1659516</link>
	<pubDate>2007-08-12T20:59:53+00:00</pubDate>
	<dc:creator>Docdemers</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>&lt;b&gt;Docdemers wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;3. remove all of the assassinated player's personnel, vehicles and family        members from the boards.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Then how does anyone ever get more than 6 family members?</description>
	<link>http://www.boardgamegeek.com/article/1640492#1640492</link>
	<pubDate>2007-08-01T13:28:58+00:00</pubDate>
	<dc:creator>FlyingArrow</dc:creator>
</item><item>
	<title>Thread: Re: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>First things first: You should read the rules again very carefully!&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;As you will see at page 15 ( more precisely: rule number 5)of the rules book, when you assassinate another player's boss the following actions should be performed (resume).&lt;br&gt;&lt;br&gt;&lt;i&gt;1. The player must give you all the money he have in hand.&lt;br&gt;&lt;br&gt;2. The player must give you all family members that they have kidnapped.&lt;br&gt;&lt;br&gt;3. remove all of the assassinated player's personnel, vehicles and family        members from the boards.&lt;br&gt;&lt;br&gt;4. Remove all corrupt precincts.&lt;br&gt;&lt;br&gt;5. Remove the assassinated player's exploitation markers from the gameboard. &lt;b&gt;All of the their city districts once again revert to neutral territory and are up for grabs. You and other players must race to take control of them (this is includes 'developed districts' that contain a penthouse palace or an illicit activity).&lt;/b&gt; However, you may still exploit any districts you capture this turn. Place your own exploitation markers in these captured districts only.&lt;br&gt;&lt;br&gt;6. Finish the battle...&lt;/i&gt;&lt;br&gt;&lt;br&gt;As you can see, you do not gain &lt;u&gt;everything&lt;/u&gt; from the recently murdered boss&lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;, only what was gained from direct combats you have engaged this turn.&lt;br&gt;&lt;br&gt;A little bit harder. Isn't it?&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1634588#1634588</link>
	<pubDate>2007-07-28T19:30:12+00:00</pubDate>
	<dc:creator>Docdemers</dc:creator>
</item><item>
	<title>Thread: Re: Blocking question</title>
	<description>1) If a vehicle is carrying no passengers, does it block enemy vehicles with enemy passengers in it? How about if both limos are empty (except for the ever present driver)&lt;br&gt;&lt;br&gt;2) What about boats and choppers in the same sense as above?&lt;br&gt;&lt;br&gt;3) And if an empty vehicle blocks movement, that means that the enemy would be stopped, but then wouldn't the blocking empty vehicle get captured by the blocked full vehicle?&lt;br&gt;&lt;br&gt;A:&lt;br&gt;&lt;br&gt;1) Yes, it does in both instances. (pgs. 25 &amp; 26).&lt;br&gt;&lt;br&gt;2) Same As 1. &lt;br&gt;&lt;br&gt;3)  Yes,  they would be blocked, but since the limo was unprotected it would be captured. (pg. 8)</description>
	<link>http://www.boardgamegeek.com/article/1614028#1614028</link>
	<pubDate>2007-07-18T03:32:25+00:00</pubDate>
	<dc:creator>Rliyen</dc:creator>
</item><item>
	<title>Thread: Blocking question</title>
	<description>If a vehicle is carrying no passengers, does it block enemy vehicles with enemy passengers in it? How about if both limos are empty (except for the ever present driver)&lt;br&gt;&lt;br&gt;What about boats and choppers in the same sense as above?&lt;br&gt;&lt;br&gt;And if an empty vehicle blocks movement, that means that the enemy would be stopped, but then wouldn't the blocking empty vehicle get captured by the blocked full vehicle?</description>
	<link>http://www.boardgamegeek.com/article/1605246#1605246</link>
	<pubDate>2007-07-13T08:27:45+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
</item><item>
	<title>Thread: Higher game-ending revenue? - Thoughts Pleeease!</title>
	<description>Has anyone played with the total dominance revenue higher than 6000?  The last two games, it seems as though the first person to take out a mob boss and get the remaining family members was able to reach 6000 as soon as he could use those family members that he acquired last turn.&lt;br&gt;&lt;br&gt;&lt;b&gt;Example: 4 player game.&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&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;/b&gt;&lt;br&gt;On one turn, Lex takes out Scott's Boss and gains control of his family members. Now its a 3 player game. &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Then its my turn, and I take out Adams Boss and gain control of his family.  I have more land, more buildings, and am just a few hundred short of 6000, even without using the newly acquired members (and i won't be able to use them until next turn.  I try to sop up everything i can. Now its a two player game,&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;br&gt;and here is where my gripe is:&lt;br&gt;&lt;br&gt;&lt;br&gt;On the next turn he can use the newly acquired members to spread out, and now he has enough income to win.  And just because he took out a mob boss riight before me.  And my whole empire, and his, that we have been expanding the whole game, all the cool stuff i took over, is all for not, because its over, and we don't even get to have at least one more turn to duke it out.  &lt;br&gt;&lt;br&gt;I was thinking if we played for elimination, this would change the way the game is played a bit and solve this quick ending.  Or, if we raised the winning income to 7000, this would at least give us one more round to try and steal land, fight, etc.  The second place player would have a chance, and he should when its so close.&lt;br&gt;&lt;br&gt;With the 6000 limit, it just seems like the first person to take out a mob boss will mostly always be the winner. &lt;br&gt;&lt;br&gt;Thoughts? Experiences?  Anyone play with a higher limit?  This was our 3rd game, and we know that its not just about building up men and fighting, we're playing quite well, especially Lex and I, and I was sad when finally the game was just me and him, and we didn't even get to rumble for one round.&lt;br&gt;&lt;br&gt;Thanks for listening!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1605233#1605233</link>
	<pubDate>2007-07-13T08:15:47+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Vehicles vs. Vehicles attacks</title>
	<description>Don't vehicles only block if they have personnel with them?  For example, a floating boat will not block another boat if it isn't carrying personnel.  I play using common sense and what would happen in real life....&lt;br&gt;&lt;br&gt;if a boat full of mobsters is heading down river, an enemy boat with just a driver will not stop or slow it down.  If anything, it would be taken over or destroyed.&lt;br&gt;&lt;br&gt;The battles with vehicles are like high speed men shooting from windows or the bow of the boat type of battles..so no passengers, no battles!&lt;br&gt;&lt;br&gt;If boat vs. boat happens, after the battle, the losers boat is destroyed.   If yu were shooting at a gang in a high speed boat chase and killed all the passengers, the boat (whether it was the attacker or defender) would keep going and crash, or blow up.&lt;br&gt;&lt;br&gt;thoughts?&lt;br&gt;&lt;br&gt;if u capture a spot with a docked boat, parked limo, etc it becomes yours.</description>
	<link>http://www.boardgamegeek.com/article/1602463#1602463</link>
	<pubDate>2007-07-12T06:02:08+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
</item><item>
	<title>Thread: Re: Unit purchasing limits?</title>
	<description>I agree, the more you play this more more conservative you become in buying thugs.  I had a guy buy almost all the thugs, and I was able to deal with him with fewer, stronger guys and more money due to illicit businesses.  A &quot;thug&quot; monopoly as some call it is not a game breaker, and often I like to see my enemies do this because like you've said, its not a great strategy.  They can only move one, so are not as good for grabbing land, and they are very easy to kill.  I usually only buy thugs on the first round and get more silver and buildings out there.  Heres another key, its not quantity, its quality.  And the most mobile player is the most dangerous.  While they're buying thugs, buy businesses, henchmen and be ahead of the curve with vehicles.</description>
	<link>http://www.boardgamegeek.com/article/1602453#1602453</link>
	<pubDate>2007-07-12T05:53:11+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: One More Helicopter Question</title>
	<description>I believe helis can pick up and end up using that &quot;picked up&quot; person in its final destination battle.  It cannot, however (like limos) fly a few spaces, pick up one guy, drop him off somewhere else and carry on to a final destination.  &lt;br&gt;&lt;br&gt;No vehicle can pick up AND drop off on a route in the same turn.  However, STARTING locations and ENDING locations do NOT count towards picking up and dropping off.  This only refers to &quot;en route&quot;.</description>
	<link>http://www.boardgamegeek.com/article/1602435#1602435</link>
	<pubDate>2007-07-12T05:25:57+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Corrupt Precinct</title>
	<description>yup. you're all correct.</description>
	<link>http://www.boardgamegeek.com/article/1602429#1602429</link>
	<pubDate>2007-07-12T05:22:01+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Capturing Buildings, Other Questions...</title>
	<description>yes, one building per space.  But you can knock one down to build another.&lt;br&gt;&lt;br&gt;It was just written poorly..you can only have one building in a space..and it includes the precincts as well.</description>
	<link>http://www.boardgamegeek.com/article/1602427#1602427</link>
	<pubDate>2007-07-12T05:17:03+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: First Time, 4 Players, Huge Early Advantage</title>
	<description>I'm pretty sure my buddy just didn't like something about the game from the get go and decide to end it early, though he denies it.&lt;br&gt;&lt;br&gt;The rest of us had fun though. I definitely want to give it another go. I'm a sucker for nice pieces and opportunities to attack my friends.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1593863#1593863</link>
	<pubDate>2007-07-07T15:13:14+00:00</pubDate>
	<dc:creator>jollypirate</dc:creator>
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	<title>Thread: Re: Elimination a problem?</title>
	<description>by the time I won the last game, only one player was eliminated earlier on.  The rest were in until the last round.  And that player that got eliminated was taken out by a blood bath, so no one really saw it coming.  It was the attackers balls of steel that convinced him to try it.  And amazingly, that attacker didn't win the game!</description>
	<link>http://www.boardgamegeek.com/article/1593544#1593544</link>
	<pubDate>2007-07-07T07:41:15+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Thread: Re: Question on &quot;Blocking&quot;</title>
	<description>&lt;b&gt;jack208 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Da Black Gobo wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This is one area the rule book is a little terse.&lt;br&gt;&lt;br&gt;&lt;u&gt;Only vehicles with personal in that territory blocks.&lt;/u&gt;&lt;br&gt;&lt;br&gt;With that in mind.&lt;br&gt;&lt;br&gt;limos+muscle with block limos.&lt;br&gt;speed boats+muscle will block boats in water territory.&lt;br&gt;Heli+muscle will block limos and helis.&lt;br&gt;&lt;br&gt;Take a look at other acticles here on the geek these questions have been answered there also. If any more questions feel free to contact me.&lt;br&gt;&lt;br&gt;Sean&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;If I've a speedboat docked in a district and the district has 3 personnel - now if my rival speedboat with 3 personnel speeds into my district with the docked speedboat, will my docked speedboat blocked the incoming rival speedboat?&lt;br&gt;&lt;br&gt;We played that my speedboat won't block. Did we play it right?&lt;/i&gt;&lt;br&gt;&lt;br&gt;You played it correct, boats can only block boats while &quot;afloat&quot;, not docked.</description>
	<link>http://www.boardgamegeek.com/article/1593540#1593540</link>
	<pubDate>2007-07-07T07:34:23+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
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	<title>Image</title>
	<description>
		Storage Solution &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic213140_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/213140</link>
	<pubDate>2007-05-20T10:57:35+00:00</pubDate>
	<dc:creator>Tobold</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Con of the North - Blood Feud in New York,  late game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187223_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187223</link>
	<pubDate>2007-02-18T23:19:44+00:00</pubDate>
	<dc:creator>dsmeyer</dc:creator>
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