<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Oh No, There Goes Tokyo!</title>
	<link>http://www.boardgamegeek.com/boardgame/14410</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 27 Aug 2008 21:33:22 -0500</lastBuildDate>
	<pubDate>Wed, 27 Aug 2008 21:33:22 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Review and suggestions</title>
	<description>&lt;i&gt;Godran has two modes of attack: smashing and aiming. Aiming is much better and does not cost more, so smashing is unecessary. Also, the rules for aiming are way too complicated.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Maybe that's why there are two modes of attack. One's unnecessary but easier to understand in the rules. &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2457456#2457456</link>
	<pubDate>2008-07-08T18:22:11+00:00</pubDate>
	<dc:creator>gjnave</dc:creator>
</item><item>
	<title>Thread: Re: Review and suggestions</title>
	<description>I don't have the game and I do not know how to play but your review was well written and described what happens in the game clearly and pretty concisely. Well done!</description>
	<link>http://www.boardgamegeek.com/article/2455309#2455309</link>
	<pubDate>2008-07-07T23:24:36+00:00</pubDate>
	<dc:creator>fuzzyfife</dc:creator>
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	<title>Thread: Review and suggestions</title>
	<description>So yesterday was my first game of &lt;i&gt;Oh No, There Goes Tokyo!&lt;/i&gt; a &lt;b&gt;free print and play&lt;/b&gt; game about a giant monster destroying buildings and eating populace. With such a great theme, how could this game not be great?&lt;br&gt;&lt;br&gt;Well I actually had fun playing it, but it did seem a bit broken. I will not go into details about the rules because you can find more information about those here:&lt;br&gt;a) &lt;a href=&quot;http://www.bgg.cc/file/download/18624/ONTGT2a.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.bgg.cc/file/download/18624/ONTGT2a.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.bgg.cc/file/download/18624/ONTGT2a.pdf&lt;/A&gt;&lt;/a&gt;&lt;br&gt;b) &lt;a href=&quot;http://www.bgg.cc/thread/142851&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.bgg.cc/thread/142851&quot; rel=&quot;nofollow&quot;&gt;http://www.bgg.cc/thread/142851&lt;/A&gt;&lt;/a&gt;&lt;br&gt;c) &lt;a href=&quot;http://www.bgg.cc/thread/142851&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.bgg.cc/thread/142851&quot; rel=&quot;nofollow&quot;&gt;http://www.bgg.cc/thread/142851&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;I know this is supposed to be a 4 player wargame, but some rule complexities do not seem to fit with the scale and theme of the game. There are too many fidly rules and strange out of place mechanics. &lt;br&gt;&lt;br&gt;&lt;b&gt;Here are some of the problems I found with the game:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;*&lt;/b&gt; Convoluted movement rules: some land units can not enter ruble, some can't. Some units have a bonus in rubble. Some units can be inside buildings (requiring you to flip the counter 180 degrees) or on top of rooftops (more on that later). The activation (deployement) of units is three phases before the movement of the same units instead of simply being in the same phase. This is unecessary because the units are deployed off the map and therefore can not be attacked.&lt;br&gt;&lt;br&gt;&lt;b&gt;*&lt;/b&gt;  Godran has two modes of attack: smashing and aiming. Aiming is much better and does not cost more, so smashing is unecessary. Also, the rules for aiming are way too complicated.&lt;br&gt;&lt;br&gt;&lt;b&gt;*&lt;/b&gt;  When Godran attacks, the units must adsorb damage points instead of simply being destroyed: 1 damage point = fleeing, 2 damage points = fleeing further, 3 damage points = a kill (more on that later).&lt;br&gt;&lt;br&gt;&lt;b&gt;*&lt;/b&gt;  The research and development of a super weapon is a lot less effective than the activation of military units (more on that later).&lt;br&gt;&lt;br&gt;&lt;b&gt;*&lt;/b&gt;  The bidding for Godran control is just strange and forcebly kept at amounts that are too low. The players have way too much money in this game and a 40 Mega Yen bid (the maximum amount) is not expensive. All bidding amounts should at least be doubled. Also there is no reason why you can not bid the same amount in following turns. I understand that the designer wanted Godran's control to shift between players instead of being hogged, but there are simpler ways of solving this.&lt;br&gt;&lt;br&gt;&lt;b&gt;But the main problem with the game is that Godran is too easy to kill!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Godran is supposed to be Godzilla. He is supposed to be terrorizing the neighborhood. In our game, the military would kick his ass. You actually wanted him in your zone so you could rack up points! For example, in a turn, you can activate 3 Mortar Units and 3 Half-Tracks (Transports) at a cost of 135 Mega Yen (you get 150 Mega Yen per turn if none of your production centers are destroyed). You can move that group four spaces per turn (which is a lot because Godran usually moves a bit less because he has to split 10 points between movement and obligatory attacks). The trick is then to move your 3 Mortar Units to rooftops (rooftops double the attack value of your infantry units). This gives you a total of at least 18 attack dice (3 mortar units on rooftops=3*3*2), with an average roll of 54! To Wound Godran you only need a roll of 36! This means that every turn, you can easily Wound Godran with only three units. Godran is a real wimp! In four turns you easily kill him (and don't forget, you keep on replacing the killed units with a steady supply) and it only costs you 540 Mega Yens at most! &lt;br&gt;&lt;br&gt;If you want to kill Godran with a Super Weapon, it will cost you 475 Mega Yen, but you will not have a single military unit on the map. So you have to buy a helicopter to get it to Godran (50 Mega Yen). That's 525 Mega Yen and you have less than 50% chance of wounding him and even less to kill him. And you can be sure that if you do not kill Godran with your Super Weapon, Godran will destroy it. There goes your 525 Mega Yen investment in smokes.&lt;br&gt;&lt;br&gt;What strategy would you select?&lt;br&gt;a) a 540 Mega Yen investment with an almost 100% of killing Godran in four turns, and if you fail there are no devastating consequences?&lt;br&gt;b) a 525 Mega Yen investment with a less than 50% chance of killing Godran in four turns, and if you fail you must start over?&lt;br&gt;&lt;br&gt;So basically, military units are way too strong and Super Weapons too weak. Godran is also too weak: the maximum number of attack dice he can roll is 10 (in my previous example, the military rolled 18 attack dice, almost twice Godran's amount). For Godran to kill three tank Units, he has to roll higher than 18 (to destroy a unit, Godron must roll 3 damage points higher than the unit's strength), that means that 6 dice only give him a 50% chance of killing them!&lt;br&gt;&lt;br&gt;&lt;b&gt;Possible solutions&lt;/b&gt;&lt;br&gt;&lt;br&gt;Simplify movement:&lt;br&gt;Land units can not enter rubble nor get on the roof of buildings. When a unit is in the same square as a building, it can not be attacked. If the building is destroyed, so is the unit. Units can not enter buildings other than being in the same square as one. Roads give a bonus of 1 space to movement. Godran cannot enter a space with a standing building or a military unit.&lt;br&gt;&lt;br&gt;Controlling Godran:&lt;br&gt;Bidding for Godran is ANY amount! Players simply write the amount of Mega Yen they wish to invest (must be in increments of 5 Mega Yen). Also, if Godran starts his turn in your zone and also ends it there, you gain a FREE extra bid: 1 Mega Yen for the first turn, 5 for the second and then 20, 25 up to 40. You can only invest this bonus money for the control of Godran and you loose this bonus once you gain control. When controlling Godran, you do not gain VP for destroying your own units or buildings. Godran still does.&lt;br&gt;&lt;br&gt;The turn order for the following phases starts with the player to the controller's left. Also change phase order as follows (this will advantage Super Weapons slightly):&lt;br&gt;1) Collect Mega Yen&lt;br&gt;2) Bid for Godran&lt;br&gt;3) Research / Development&lt;br&gt;4) Godran Moves and Attacks&lt;br&gt;5) Player Unit Activation and Movement&lt;br&gt;6) Super Weapon Attacks&lt;br&gt;7) Player Units Attack&lt;br&gt;&lt;br&gt;Limit military unit attacks:&lt;br&gt;On a player's turn, he may only make one attack with his military units (this excludes super weapons) and the maximum number of dice he may use is 10! Therefore, even with a huge military force, you can only equal Godran's might and not surpass it!&lt;br&gt;&lt;br&gt;More power to Godran:&lt;br&gt;For every damage point a unit receives it is destroyed.&lt;br&gt;&lt;br&gt;&lt;br&gt;Research:&lt;br&gt; With the current rules, once one player develops a Super Weapon, Godran's origins are revealed, therefore ending all research. I would suggest that once a player deploys a Super Weapon (other than the Death Ray) he rolls 1d6 and adds 1 for every 25 Mega Yen he invested in research. If he rolls 6 or more, the selected weapon uses  column C for damage. If not, it uses column A. No two players may use the same Super Weapon. </description>
	<link>http://www.boardgamegeek.com/article/2454280#2454280</link>
	<pubDate>2008-07-07T18:02:19+00:00</pubDate>
	<dc:creator>mrtof</dc:creator>
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	<title>Thread: Why put aside funds for origin and superweapons?</title>
	<description>Since Mega-Yen can be &quot;stored&quot; in a general fund and is safe from Godran, why not just hold the MY300, for example, in the general fund until such time as I want to build a superweapon, then spend the MY300 directly from my general fund?&lt;br&gt;&lt;br&gt;What am I missing?&lt;br&gt;&lt;br&gt;Perhaps the original intent was that all MY collected in a turn need be used or allocated to R&amp;D by the end of the turn, but that concept does not appear in the current rules.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2371449#2371449</link>
	<pubDate>2008-06-05T13:34:48+00:00</pubDate>
	<dc:creator>AllezTribe</dc:creator>
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	<title>Thread: Map resolution</title>
	<description>I've printed out the map from the PDF files in the files section on BGG, on 4 A4 sheets. They look fine, but I'd like to blow it up a bit to 4xA3 - trouble is, the PDF resolution is barely adequate for A4!&lt;br&gt;&lt;br&gt;Are there any more detailed versions of the map files? I could even cope with one big file.</description>
	<link>http://www.boardgamegeek.com/article/2169701#2169701</link>
	<pubDate>2008-03-19T23:15:49+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Re: Oh No There Goes Tokyo: A (corrected) review</title>
	<description>The reviewer said,&lt;br&gt;&lt;br&gt;&quot;Of itself, this game is amusing enough. But these two are minor. The replayability is more of a concern.&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;Is this to say that the game has little replayability?  It seems that with the changing &quot;monster origins&quot; and bidding for monster control, it would have a decent amount.. at least on par with other smash 'em monster games.&lt;br&gt;&lt;br&gt;Any thoughts?</description>
	<link>http://www.boardgamegeek.com/article/2024501#2024501</link>
	<pubDate>2008-01-22T08:20:44+00:00</pubDate>
	<dc:creator>asgelb</dc:creator>
</item><item>
	<title>Thread: Re: Help Needed to find the board files for this game</title>
	<description>I've noe printed these out myself, on 4 sheets of A4. They're not very sharp images. Some of the pics in the gallery look much sharper - are there better copies of the map files around?</description>
	<link>http://www.boardgamegeek.com/article/2001278#2001278</link>
	<pubDate>2008-01-12T13:17:19+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Re: Help Needed to find the board files for this game</title>
	<description>They're on page 2, as pointed out</description>
	<link>http://www.boardgamegeek.com/article/1960708#1960708</link>
	<pubDate>2007-12-28T00:09:59+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Help Needed to find the board files for this game</title>
	<description>Where can I get the full board image for this game? The files available here only have the rules and counters/cards, but not the board itself.</description>
	<link>http://www.boardgamegeek.com/article/1960519#1960519</link>
	<pubDate>2007-12-27T22:37:46+00:00</pubDate>
	<dc:creator>Cookiemancer</dc:creator>
</item><item>
	<title>Thread: Re: Use only half the map?</title>
	<description>You could also try using the full map, each of you defending two adjacent quarters, but only using one set of pieces each, spreading them between the two sectors however you like. Not that I've ever tried it this way, but it's a thought!</description>
	<link>http://www.boardgamegeek.com/article/1938741#1938741</link>
	<pubDate>2007-12-17T13:04:24+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: Use only half the map?</title>
	<description>&lt;b&gt;Wulf Corbett wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;make sure you use the section with the wound track on it, and just keep VP on paper and it should work fine.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Oh yea, definetly. We would only be &lt;i&gt;playing&lt;/i&gt; on half the map.</description>
	<link>http://www.boardgamegeek.com/article/1937272#1937272</link>
	<pubDate>2007-12-16T17:32:41+00:00</pubDate>
	<dc:creator>Samort7</dc:creator>
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	<title>Thread: Re: Use only half the map?</title>
	<description>&lt;b&gt;Samort7 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Anyway, my main question is that would the game work for a 1v1 if you only used half the map?&lt;/i&gt;&lt;br&gt;I can only think of one minor problem - the Victory Points track around the whole map. make sure you use the section with the wound track on it, and just keep VP on paper and it should work fine.</description>
	<link>http://www.boardgamegeek.com/article/1937161#1937161</link>
	<pubDate>2007-12-16T16:16:10+00:00</pubDate>
	<dc:creator>Wulf Corbett</dc:creator>
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	<title>Thread: Re: Use only half the map?</title>
	<description>I haven't tried using just half the board, but I can't immediately see why it wouldn't work - certainly as a training exercise.&lt;br&gt;&lt;br&gt;I would mount the counters onto some thicker card if I were you - even old breakfast cereal packet would be better than nothing, but ideally something about 2mm thick. Do this before you cut them out (glue the whole sheet on with a glue-stick) as it's much easier to cut them apart with a knife afterwards than do them individually!&lt;br&gt;&lt;br&gt;Eddy</description>
	<link>http://www.boardgamegeek.com/article/1937123#1937123</link>
	<pubDate>2007-12-16T15:49:39+00:00</pubDate>
	<dc:creator>Ed_the_Red</dc:creator>
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	<title>Thread: Use only half the map?</title>
	<description>Got halfway through a session with my girlfriend before she fell asleep. (it was 12:00AM and she can't take late hours very well &lt;img src=&quot;http://files.boardgamegeek.com/images/snore.gif&quot; alt=&quot;:snore:&quot; border=&quot;0&quot;&gt; ) We're still struggling through the rules together but I think I might try to solo a game to get the hang of it first and then initiate her after.&lt;br&gt;&lt;br&gt;Anyway, my main question is that would the game work for a 1v1 if you only used half the map?  With two people controlling 2 quadrants is a lot of work. Also, there are alot of counters and since they're made of printer paper, a slight gust causes havoc. (I need to figure out how to make it custom out of a harder material by-the-way)  &lt;br&gt;&lt;br&gt;I'm theorizing the game should work just fine if we only use 2 sections and leave out the other two.. Anyone tried this method before?</description>
	<link>http://www.boardgamegeek.com/article/1936678#1936678</link>
	<pubDate>2007-12-16T05:15:34+00:00</pubDate>
	<dc:creator>Samort7</dc:creator>
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	<title>Thread: Re: Four flaws in the rules</title>
	<description>&lt;b&gt;Liumas wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;... or the Smashing attack is really a useless one. Actually it looks exactly like an Aiming attack without the powerful collateral damage effect, so we put apart the Smashing and start using only Aiming attacks. Is it correct?&lt;/i&gt;&lt;br&gt;Exactly. We found the same thing as you here. Oh well!&lt;/i&gt;&lt;br&gt;I remembered at least one reason why it is useful for the game to split these into 2 different attack types.&lt;br&gt;&lt;br&gt;Depending on Godran's Wound Level he may make a free Smashing attack on an adjacent building. This happens when Godran is Pissed and Really Pissed.&lt;br&gt;&lt;br&gt;Also... maybe there are times when it could hurt your own troops to make an Aiming Attack?? I'm not sure offhand just now, but it's a thought.</description>
	<link>http://www.boardgamegeek.com/article/1880886#1880886</link>
	<pubDate>2007-11-24T23:40:49+00:00</pubDate>
	<dc:creator>Liumas</dc:creator>
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	<title>Thread: Re: Four flaws in the rules</title>
	<description>&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;1 - The first player has necessarily to be changed every turn&lt;/i&gt;&lt;br&gt;We couldn't agree more. We'll probably have the 1st player change each round (possibly by auction) - will decide when next we get serious about examining the rules for play again (soon). Which is why I checked in here. A simple rotation as you suggest is a good default choice here.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;it becomes more and more boring when the avenues are filled up with stacks of tanks, infantry, mortar teams and paratroopers, resembling very much of an old tactical game like Panzer Leader.&lt;/i&gt;&lt;br&gt;We enjoy this aspect of the game. But agreed, use a mini if possible.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;3 - The MegaYen pool is very high at start (150 MY)&lt;/i&gt;&lt;br&gt;Gotta spend it wisely, my friend. Things get worse as the damage intensifies. Anything else is overthinking this game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;... or the Smashing attack is really a useless one. Actually it looks exactly like an Aiming attack without the powerful collateral damage effect, so we put apart the Smashing and start using only Aiming attacks. Is it correct?&lt;/i&gt;&lt;br&gt;Exactly. We found the same thing as you here. Oh well!&lt;br&gt;&lt;br&gt;&lt;b&gt;Gabriel Guerin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;One last word has to be spent about the record keeping: I tried either scrap paper writing and Monopoly money, but I loved neither as I found they're too fiddly and time consuming. I think the best and fastest solution would be introducing a dedicated scoreboard.&lt;/i&gt;&lt;br&gt;Nah, it's fine as is. Any way works. Poker chips are very friendly here, but monopoly money or paper scratch scoring work.</description>
	<link>http://www.boardgamegeek.com/article/1880072#1880072</link>
	<pubDate>2007-11-24T07:25:12+00:00</pubDate>
	<dc:creator>Liumas</dc:creator>
</item><item>
	<title>Thread: Re: download files</title>
	<description>thanks,</description>
	<link>http://www.boardgamegeek.com/article/1834621#1834621</link>
	<pubDate>2007-11-04T20:59:16+00:00</pubDate>
	<dc:creator>zippythezip</dc:creator>
</item><item>
	<title>Thread: Re: download files</title>
	<description>I had the same problem.  Note that there are TWO pages of files for this game, you'll need to click the little arrow in the upper right corner of the files section to view the second page of listings.  The map is there.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1833346#1833346</link>
	<pubDate>2007-11-03T21:05:31+00:00</pubDate>
	<dc:creator>mattcon</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The bigger the board.... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic191368_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/191368</link>
	<pubDate>2007-03-04T23:40:40+00:00</pubDate>
	<dc:creator>Gattolardo</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>OK, done - they may take a while to post, though.</description>
	<link>http://www.boardgamegeek.com/article/1350914#1350914</link>
	<pubDate>2007-02-21T10:35:56+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>Can't download the cards could u post them in pdf format please? Thanks!</description>
	<link>http://www.boardgamegeek.com/article/1346360#1346360</link>
	<pubDate>2007-02-19T01:00:04+00:00</pubDate>
	<dc:creator>Dirty Harry</dc:creator>
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	<title>Thread: Four flaws in the rules</title>
	<description>After two plays my gaming group pointed out at least four possible flaws in ONTGT!:&lt;br&gt;&lt;br&gt;1 - The first player has necessarily to be changed every turn, because as Godran (which we now usually call Godzilla) cannot be wounded but once each turn, being the first player to move your military forces and attack Godran gives you a decisive edge towards the other players moving after you (ie: assuming that each player has equal forces attacking Godran, if you make him a wound and as the first player, the following players can at the most try reaching you into sharing the same VP gain, or they have to rely in your bad luck in throwing dice). I suggest to introduce a First Player Flag, to be passed at your left after each turn, in Puerto Rico style.&lt;br&gt;&lt;br&gt;2 - If the game is a very juicy one at start, when Godran has to deal only with smashing buildings and throwing debris around, while the other players run their scared folks in danger to be stomped flat onto the tarmac (and this is visually rewarding if you substitute Godran's counter with a monster miniature), it becomes more and more boring when the avenues are filled up with stacks of tanks, infantry, mortar teams and paratroopers, resembling very much of an old tactical game like Panzer Leader. And when one player has built his Superweapon, there isn't even more the thrill of researching Godran's origins.&lt;br&gt;&lt;br&gt;3 - The MegaYen pool is very high at start (150 MY), when all your production potential is full steaming, but strangely enough, as the game progresses and you should obviously have less intact buildings, and more need of power to handle a mass of fighting units and protect your surviving folks, then you often still get plenty of surplus MegaYens, and this happens because:&lt;br&gt;a) the most of your folks (the pay-per-move units) is already gone safe or is dead;&lt;br&gt;b) your fighting units (the pay-per-buy units), even if vulnerable to Godran attacks, are however relatively safe from being often mass exterminated by Godran, because of his 10 APs limit and his need to attack also one building each turn; so as you progressively line up the most of your military units, your MegaYens quote become more and more useless, with the cheap exception of the bidding share. Can I suggest an increase (maybe doubling?) of the bidding costs?&lt;br&gt;&lt;br&gt;4 - Godran's rampaging rage against Tokyo's buildings relies on two attacking methods: Smashing and Aiming. Well, either something is missing us from the rulebook, or the Smashing attack is really a useless one. Actually it looks exactly like an Aiming attack without the powerful collateral damage effect, so we put apart the Smashing and start using only Aiming attacks. Is it correct?&lt;br&gt;&lt;br&gt;One last word has to be spent about the record keeping: I tried either scrap paper writing and Monopoly money, but I loved neither as I found they're too fiddly and time consuming. I think the best and fastest solution would be introducing a dedicated scoreboard.</description>
	<link>http://www.boardgamegeek.com/article/1340888#1340888</link>
	<pubDate>2007-02-15T10:56:48+00:00</pubDate>
	<dc:creator>Gabriel Guerin</dc:creator>
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	<title>Thread: Playing time?</title>
	<description>I´m considering this game, but the stated 2 hours may be too long for my regular group. As with any game, I guess the playing time varies with experience level and number of players. What is the approx playing time from your experience?</description>
	<link>http://www.boardgamegeek.com/article/1307631#1307631</link>
	<pubDate>2007-01-30T11:41:11+00:00</pubDate>
	<dc:creator>Mattias Persson</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>My pleasure - I just hope you enjoy the game!</description>
	<link>http://www.boardgamegeek.com/article/1284111#1284111</link>
	<pubDate>2007-01-18T20:24:19+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>I tried it.  It works perfectly!&lt;br&gt;&lt;br&gt;Thanks for the wonderful support.</description>
	<link>http://www.boardgamegeek.com/article/1283777#1283777</link>
	<pubDate>2007-01-18T17:52:58+00:00</pubDate>
	<dc:creator>mikeknowles</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>I've posted a new zip of the counters in PDF format. LMK if they work - thanks!</description>
	<link>http://www.boardgamegeek.com/article/1283683#1283683</link>
	<pubDate>2007-01-18T17:09:41+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>Thanks!&lt;br&gt;&lt;br&gt;The counters printed perfectly.&lt;br&gt;&lt;br&gt;I can't wait to get my family in&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;to this one . . .</description>
	<link>http://www.boardgamegeek.com/article/1283394#1283394</link>
	<pubDate>2007-01-18T15:27:02+00:00</pubDate>
	<dc:creator>mikeknowles</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>if you could send another copy for me that would be cool. my email is jandro131@hotmail.com&lt;br&gt;&lt;br&gt;thanks.</description>
	<link>http://www.boardgamegeek.com/article/1283173#1283173</link>
	<pubDate>2007-01-18T12:21:06+00:00</pubDate>
	<dc:creator>tharkun_x</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>My e-mail is enujandekim@yahoo.com or mjknowles@peoplepc.com.&lt;br&gt;&lt;br&gt;Thanks for your help.</description>
	<link>http://www.boardgamegeek.com/article/1281378#1281378</link>
	<pubDate>2007-01-17T15:58:42+00:00</pubDate>
	<dc:creator>mikeknowles</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>Send me your email address and I'll try and zap you copies of the files.</description>
	<link>http://www.boardgamegeek.com/article/1278664#1278664</link>
	<pubDate>2007-01-16T04:36:39+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>Sadly, nothing is working.  &lt;br&gt;&lt;br&gt;I have the map (a beauty I might add), the rules and the player aid cards.  The counters and all else are not cooperating.&lt;br&gt;&lt;br&gt;Your help would be appreciated!&lt;img src=&quot;http://files.boardgamegeek.com/images/blush.gif&quot; alt=&quot;:blush:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1278570#1278570</link>
	<pubDate>2007-01-16T03:29:17+00:00</pubDate>
	<dc:creator>mikeknowles</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>And if that doesn't work, please let me know - I'll try to get a copy of the files sent to you.</description>
	<link>http://www.boardgamegeek.com/article/1277584#1277584</link>
	<pubDate>2007-01-15T19:47:23+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>The php extension just means the site serving the content uses the server-side scripting language PHP. The real content type should have been set by the PHP page, which apparently this doesn't. Either that, or your browser has a file association which trumps content-type and assumes all PHP content is HTML.&lt;br&gt;&lt;br&gt;Try right-clicking the link and choose an option to save the target instead; use a filename ending in .pdf.</description>
	<link>http://www.boardgamegeek.com/article/1277155#1277155</link>
	<pubDate>2007-01-15T16:12:33+00:00</pubDate>
	<dc:creator>JadedGamer</dc:creator>
</item><item>
	<title>Thread: Re: php format</title>
	<description>same happening...acrobat doesn´t open it.</description>
	<link>http://www.boardgamegeek.com/article/1277139#1277139</link>
	<pubDate>2007-01-15T16:04:27+00:00</pubDate>
	<dc:creator>tharkun_x</dc:creator>
</item><item>
	<title>Thread: php format</title>
	<description>&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;I am having trouble opening the counters download.  It claims to be in pdf, but downloads as php.  How do I open a php file?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1277126#1277126</link>
	<pubDate>2007-01-15T15:58:54+00:00</pubDate>
	<dc:creator>mikeknowles</dc:creator>
</item><item>
	<title>Thread: Re: Oh No There Goes Tokyo: A (corrected) review</title>
	<description>&lt;b&gt;AndrewT wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Would I be right in thinking this game title came from the fabulous &lt;b&gt;Blue Oyster Cult&lt;/b&gt; song, &lt;i&gt;Godzilla&lt;/i&gt;?&lt;br&gt;&lt;br&gt;Oh, no, there goes Tokyo&lt;br&gt;Go, go, Godzilla!&lt;br&gt;Oh, no, they say he's got to go&lt;br&gt;Go, go, Godzilla!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes. </description>
	<link>http://www.boardgamegeek.com/article/1276306#1276306</link>
	<pubDate>2007-01-15T02:26:27+00:00</pubDate>
	<dc:creator>Weapon</dc:creator>
</item><item>
	<title>Thread: Re: Oh No There Goes Tokyo: A (corrected) review</title>
	<description>Would I be right in thinking this game title came from the fabulous &lt;b&gt;Blue Oyster Cult&lt;/b&gt; song, &lt;i&gt;Godzilla&lt;/i&gt;?&lt;br&gt;&lt;br&gt;Oh, no, there goes Tokyo&lt;br&gt;Go, go, Godzilla!&lt;br&gt;Oh, no, they say he's got to go&lt;br&gt;Go, go, Godzilla!</description>
	<link>http://www.boardgamegeek.com/article/1276263#1276263</link>
	<pubDate>2007-01-15T01:54:02+00:00</pubDate>
	<dc:creator>AndrewT</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Homemade version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic176833_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/176833</link>
	<pubDate>2007-01-13T13:04:55+00:00</pubDate>
	<dc:creator>Florian Ernst</dc:creator>
</item><item>
	<title>Thread: Re: Oh No There Goes Tokyo! A review</title>
	<description>Hey, thanks, guys. I've been working on new games, but I still tinker with ON,TGT! every now and then. I must give thanks to Garry Haggerty, who created the wonderful graphics.</description>
	<link>http://www.boardgamegeek.com/article/1251515#1251515</link>
	<pubDate>2007-01-02T03:32:31+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: Oh No There Goes Tokyo! A review</title>
	<description>Nice review! &lt;br&gt;&lt;br&gt;Pretty much sums up my feelings too (I've never got around to actually writing a review but if I had, this might well have been it). I also have a personally printed copy by the designer, who, if there were any justice in this world, would have had this one tidied up and published professionally by a games company as it is a really good, entertaining game.&lt;br&gt;&lt;br&gt;Eddy</description>
	<link>http://www.boardgamegeek.com/article/1251127#1251127</link>
	<pubDate>2007-01-01T20:58:36+00:00</pubDate>
	<dc:creator>Ed_the_Red</dc:creator>
</item><item>
	<title>Thread: Re: Oh No There Goes Tokyo: A (corrected) review</title>
	<description>Printing out more population counters - another set for each - is even more chaotic fun.  This is a wonderful game.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1250817#1250817</link>
	<pubDate>2007-01-01T16:48:21+00:00</pubDate>
	<dc:creator>mgringo</dc:creator>
</item><item>
	<title>Thread: Oh No There Goes Tokyo: A (corrected) review</title>
	<description>&lt;b&gt;&lt;/b&gt;Home sick for the Holiday so time to catch up on some reviews...&lt;br&gt;&lt;br&gt;&lt;b&gt;Brief Background&lt;/b&gt;&lt;br&gt;I'm a fan of both &quot;The Creature that Ate Cheboygan&quot; (TCTAC) and &quot;Monster Menace America&quot; (MMA) so this was a natural for me. I've even tried to design my own game for this underdeveloped genre.  Thanks to Matt who was kind enough to print a copy and send it to me a year or so ago. I've finally (after getting settled into my new job and getting married) had enough plays to get a review done. &lt;br&gt;&lt;br&gt;Anyway to the game...&lt;br&gt;&lt;br&gt;&lt;b&gt;Components&lt;/b&gt;&lt;br&gt;It's unfair to compare the components of a print and play game to say, Days of Wonder but, they hold their own. The quality of images for the counters are similar to those of other &quot;hex and counter&quot; games. The card images, as well, have a nice kichy kind of flavor. The board is divided into 4 colored sectors, 1 for each player. My only gripe, like many other &quot;stack of counters&quot; game, is that the space to put the stack isn't as big as I'd like. &lt;br&gt;&lt;b&gt;Components- 8&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Rules&lt;/b&gt;&lt;br&gt;This is a &quot;meatier&quot; (no pun intended) game than either TCTAC or MMA. So, while the rules are laid out well with explanations, it's a book similar to an AH wargame than a 3-page Euro.  There's alot going on in this game. Only the &quot;chain-attack building&quot; rules and the &quot;damage distribution&quot; rules seem fiddley and could use some work to be clearer. &lt;br&gt;&lt;b&gt;Rules- 7.5&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br&gt;This is the &quot;make or break&quot; section of a game for me. Good components and slick rules will carry you so far, but if it's no fun to play then what's the point?&lt;br&gt;And this is where &quot;ONTGT&quot; excells. This game has a lot going for it. Each of up to 4 players may play. Each player controls a sector of the city (2 sectors if you're playing 2 player...more on that later).  There's 1 resource to control but managing it is key--Mega-yen. Mega-yen is used during the first phase of the game to determine control of Godran. Each player takes a bidding card representing Mega-yen. Whoever bids highest get control of Godran for the turn. I really liked this shifting control of Godran--adding both a cooperative and competitive element to the game. Mega-yen is also used to move populace, buy military units, research Godran's origin, research the right death-ray and then build your death-ray. It can be stored from turn to turn so properly managing your Mega-yen is crucial.&lt;br&gt;Each player then takes their turn buying military units, moving populace, researching and attacking Godran. Then Godran moves.&lt;br&gt;Combat uses a CRT for military vs. Godran, Godran vs. Military, and Godran vs. Buildings.  Pretty straightforward. The rules regarding &quot;chain-attacking buildings&quot; and &quot;damage distribution&quot; among military units will take extra time and practice to figure out, but it's worthwhile.&lt;br&gt;Then it's Godran's turn. Godran gets APs and can spend them on movement, attacking buildings, eating populace and attacking the military. This does have potential for &quot;analysis paralysis&quot; but not too much. &lt;br&gt;&lt;b&gt;The Goal&lt;/b&gt;is ultimately victory points. Players get VPs for getting their populace off the map and damaging or killing Godran. AS Godran, players get points for smashing buildings, eating populace and killing military units, but lose points if they don't trash any buildings or Godran is wounded while under their control. And here's where my favorite aspect of the game comes in---&lt;b&gt;Godran can win!!&lt;/b&gt; Yes Godran gets VPs too for smashing, killing and eating. Be warned, if you fail to actually deliver a killing blow to Godran (and it's tough to do...) there's a pretty good chance Godran will win or almost win. However, the player who manages to actually kill Godran (if at all) is most likely your winner. The game actually ends in 1 of 2 ways--1. Godran dies, 2.each player has managed to fire their death-ray once. Once each player does, whether or not Godran dies, the game ends...&lt;br&gt;&lt;b&gt;Gameplay- 9.5&lt;/b&gt; (this game's got alot going on but I found it immensely fun...&lt;br&gt;The game can be played with &lt;b&gt;2-4&lt;/b&gt; with 3-4 being the best. 2player, with each person taking control of 2 sectors gets too harry for my liking (too much to keep track of). The 3 player game offers the opportunity to fight for control of the empty sector and I enjoyed that, though it can create distance in resources among players, but that is easily rectified by Godran!! 4-player of this is ideal and can lead to some Godran wins if the players fail to take Godran down.&lt;br&gt;&lt;br&gt;&lt;b&gt;Downsides&lt;/b&gt; Unlike TCTAC or MMA, there's only Godran.  I really would've liked a way to make Godran do different things, have different abilities, or other cool stuff. It doesn't quite fill my hunger for a good &quot;Destroy All Monsters&quot; kinda game. Some customizability would've helped with replayability.  &lt;br&gt;As I said before, this is a &quot;meaty&quot; game, not in the same vein as MMA or TCTAC. Depending on how you like your games, this will affect your experience. Lastly, some of the attempts at humor don't really do it for me. &quot;Godran Pissed&quot; and &quot;Godran Super-pissed&quot; while amusing in a &quot;Beavis and Butthead&quot; don't seem necessary for this game. Of itself, this game is amusing enough. But these two are minor. The replayability is more of a concern.&lt;br&gt;&lt;br&gt;Overall, this is a really great game. I appreciate the incorporation of some Euro elements, like bidding and resource management, combined with the classic CRT and Military Assault feel of American games. I really enjoy breaking this out for my older gamers.  Haven't tried it on the high-schoolers yet and think it would be over the heads of my 6-8th graders. &quot;Oh No There Goes Tokyo!&quot; has enough unique and familiar things going on that it's great fun. This comes close but doesn't quite fill the void for a good &quot;Godzilla Monster Bash&quot; game. So much for my 2 cents... &lt;br&gt;&lt;br&gt;&lt;b&gt;Overall-8.5&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/1250169#1250169</link>
	<pubDate>2006-12-31T22:32:24+00:00</pubDate>
	<dc:creator>Gearhead</dc:creator>
</item><item>
	<title>Thread: Oh No There Goes Tokyo! A review</title>
	<description>&lt;b&gt;&lt;/b&gt;Home sick for the Holiday so time to catch up on some reviews...&lt;br&gt;&lt;br&gt;&lt;b&gt;Brief Background&lt;/b&gt;&lt;br&gt;I'm a fan of both &quot;The Creature that Ate Cheboygan&quot; (TCTAC) and &quot;Monster Menace America&quot; (MMA) so this was a natural for me. I've even tried to design my own game for this underdeveloped genre.  Thanks to Matt who was kind enough to print a copy and send it to me a year or so ago. I've finally (after getting settled into my new job and getting married) had enough plays to get a review done. &lt;br&gt;&lt;br&gt;Anyway to the game...&lt;br&gt;&lt;br&gt;&lt;b&gt;Components&lt;/b&gt;&lt;br&gt;It's unfair to compare the components of a print and play game to say, Days of Wonder but, they hold their own. The quality of images for the counters are similar to those of other &quot;hex and counter&quot; games. The card images, as well, have a nice kichy kind of flavor. The board is divided into 4 colored sectors, 1 for each player. My only gripe, like many other &quot;stack of counters&quot; game, is that the space to put the stack isn't as big as I'd like. &lt;br&gt;&lt;b&gt;Components- 8&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Rules&lt;/b&gt;&lt;br&gt;This is a &quot;meatier&quot; (no pun intended) game than either TCTAC or MMA. So, while the rules are laid out well with explanations, it's a book similar to an AH wargame than a 3-page Euro.  There's alot going on in this game. Only the &quot;chain-attack building&quot; rules and the &quot;damage distribution&quot; rules seem fiddley and could use some work to be clearer. &lt;br&gt;&lt;b&gt;Rules- 7.5&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br&gt;This is the &quot;make or break&quot; section of a game for me. Good components and slick rules will carry you so far, but if it's no fun to play then what's the point?&lt;br&gt;And this is where &quot;ONTGT&quot; excells. This game has a lot going for it. Each of up to 4 players may play. Each player controls a sector of the city (2 sectors if you're playing 2 player...more on that later).  There's 1 resource to control but managing it is key--Mega-yen. Mega-yen is used during the first phase of the game to determine control of Godran. Each player takes a bidding card representing Mega-yen. Whoever bids highest get control of Godran for the turn. I really liked this shifting control of Godran--adding both a cooperative and competitive element to the game. Mega-yen is also used to move populace, buy military units, research Godran's origin, research the right death-ray and then build your death-ray. It can be stored from turn to turn so properly managing your Mega-yen is crucial.&lt;br&gt;Each player then takes their turn buying military units, moving populace, researching and attacking Godran. Then Godran moves.&lt;br&gt;Combat uses a CRT for military vs. Godran, Godran vs. Military, and Godran vs. Buildings.  Pretty straightforward. The rules regarding &quot;chain-attacking buildings&quot; and &quot;damage distribution&quot; among military units will take extra time and practice to figure out, but it's worthwhile.&lt;br&gt;Then it's Godran's turn. Godran gets APs and can spend them on movement, attacking buildings, eating populace and attacking the military. This does have potential for &quot;analysis paralysis&quot; but not too much. &lt;br&gt;&lt;b&gt;The Goal&lt;/b&gt;is ultimately victory points. Players get VPs for getting their populace off the map and damaging or killing Godran. AS Godran, players get points for smashing buildings, eating populace and killing military units, but lose points if they don't trash any buildings or Godran is wounded while under their control. And here's where my favorite aspect of the game comes in---&lt;b&gt;Godran can win!!&lt;/b&gt; Yes Godran gets VPs too for smashing, killing and eating. Be warned, if you fail to actually deliver a killing blow to Godran (and it's tough to do...) there's a pretty good chance Godran will win or almost win. However, the player who manages to actually kill Godran (if at all) is most likely your winner. The game actually ends in 1 of 2 ways--1. Godran dies, 2.each player has managed to fire their death-ray once. Once each player does, whether or not Godran dies, the game ends...&lt;br&gt;This game can be played with &lt;b&gt;2-4&lt;/b&gt; players. At 2 players, I find it rather unwieldy as you both control 2 sectors of the board. At 3 things get interesting because 1 sector is neutral and its resources up for grabs. This can lead to a resource advantage for a player but that can easily be rectified by Godran! This plays best at 4 players. And don't be surprised if Godran manages to win in a 4 player game if the players don't actually kill Godran!&lt;br&gt;&lt;b&gt;Gameplay- 9.5&lt;/b&gt; (this game's got alot going on but I found it immensely fun...&lt;br&gt;&lt;br&gt;&lt;b&gt;Downsides&lt;/b&gt; Unlike TCTAC or MMA, there's only Godran.  I really would've liked a way to make Godran do different things, have different abilities, or other cool stuff. It doesn't quite fill my hunger for a good &quot;Destroy All Monsters&quot; kinda game. Some customizability would've helped with replayability.  &lt;br&gt;As I said before, this is a &quot;meaty&quot; game, not in the same vein as MMA or TCTAC. Depending on how you like your games, this will affect your experience. Lastly, some of the attempts at humor don't really do it for me. &quot;Godran Pissed&quot; and &quot;Godran Super-pissed&quot; while amusing in a &quot;Beavis and Butthead&quot; don't seem necessary for this game. Of itself, this game is amusing enough. But these two are minor. The replayability is more of a concern.&lt;br&gt;&lt;br&gt;Overall, this is a really great game. I appreciate the incorporation of some Euro elements, like bidding and resource management, combined with the classic CRT and Military Assault feel of American games. I really enjoy breaking this out for my older gamers.  Haven't tried it on the high-schoolers yet and think it would be over the heads of my 6-8th graders. &quot;Oh No There Goes Tokyo!&quot; has enough unique and familiar things going on that it's great fun. This comes close but doesn't quite fill the void for a good &quot;Godzilla Monster Bash&quot; game. So much for my 2 cents... &lt;br&gt;&lt;br&gt;&lt;b&gt;Overall- 8.5&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/1250141#1250141</link>
	<pubDate>2006-12-31T22:05:28+00:00</pubDate>
	<dc:creator>Gearhead</dc:creator>
</item><item>
	<title>Thread: Re: single-player mode?</title>
	<description>Interesting idea - I've never thought about it. It could work if you're honest (having control of Godran every turn it would be awfully tempting to avoid attacking your own units and to leave him where you could easily attack him). I think it would require lots of fiddling with the rules.</description>
	<link>http://www.boardgamegeek.com/article/1203781#1203781</link>
	<pubDate>2006-12-03T08:30:52+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: single-player mode?</title>
	<description>Just curiouse</description>
	<link>http://www.boardgamegeek.com/article/1203224#1203224</link>
	<pubDate>2006-12-02T20:44:51+00:00</pubDate>
	<dc:creator>mister_monopoly</dc:creator>
</item><item>
	<title>Thread: Re: Godran COntroller penalties</title>
	<description>That's a very good question. My intent had been that, since Godran can only actually be wounded (or killed) once, the controlling player only suffers the penalty once (per turn, of course). But if you want to try it out the other way, and let us know how it plays, I'd really like to hear about it!  Thanks!</description>
	<link>http://www.boardgamegeek.com/article/1118727#1118727</link>
	<pubDate>2006-10-11T05:05:17+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: Cash and Victory Points</title>
	<description>The number of VPs can get quite high - especially Godran's.</description>
	<link>http://www.boardgamegeek.com/article/1118722#1118722</link>
	<pubDate>2006-10-11T04:59:04+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: 2 questions regarding ON, TGT! Rules</title>
	<description>&lt;b&gt;ChiongZ wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Whats the Line of Sight for vehicle units and motar when they are infront of each other? Are they blocked? I cant seem to find that in the rule guide and another question about the exception on the bidding system, wont owner of the sector abuse it and kill Godran himself? ( No to mention the bid his &quot;carrying-over&quot; per turn =/ &lt;br&gt;&lt;br&gt;I'll like to clarify this 2 question, appreciate the help&lt;br&gt;&lt;br&gt;ChiongZ&lt;/i&gt;&lt;br&gt;&lt;br&gt;It's actually been about a thousand years since I looked at this game, but I think LoS is only blocked by buildings.&lt;br&gt;&lt;br&gt;As for the carry-over bids, they can indeed be used to keep Godran in your quarter in the attempt to knock him off - that's a valid strategy. It has its drawbacks, though.</description>
	<link>http://www.boardgamegeek.com/article/1118720#1118720</link>
	<pubDate>2006-10-11T04:56:35+00:00</pubDate>
	<dc:creator>haraggan</dc:creator>
</item><item>
	<title>Thread: Re: 2 questions regarding ON, TGT! Rules</title>
	<description>I haven't played the game yet, but reading through the rules a few times I would imagine that the sector/bid carry-over rule is intended to give a player who's being victimised a chance.  I might be possible to try to abuse it and move it so your troops can attack it, but remember that other peoples' troops can move into your sector and the Godran controller gets penalised if no buildings are destroyed, so I don't imagine the abuse is actually _that_ practical.  Plus, if you _do_ keep ihm in your sector to control and try to abuse him, when someone else gets control of him he will be nearer to your buildings....</description>
	<link>http://www.boardgamegeek.com/article/1047539#1047539</link>
	<pubDate>2006-08-24T16:51:05+00:00</pubDate>
	<dc:creator>Mad-Halfling</dc:creator>
</item><item>
	<title>Thread: Re: Cash and Victory Points</title>
	<description>We write nothing down on paper, but instead use monopoly money for keeping track of all points. We keep the money under 3 cardboard markers (VPs, Godran Origin Research, and Superweapon Research).&lt;br&gt;&lt;br&gt;Someone else will have to answer regarding how many VPs are used in the game. A standard ancient monopoly set worth of cash worked for us.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1047369#1047369</link>
	<pubDate>2006-08-24T15:32:11+00:00</pubDate>
	<dc:creator>Liumas</dc:creator>
</item><item>
	<title>Thread: Cash and Victory Points</title>
	<description>How much cash and victory points are used in the game?  I am thinking of making up tokens for these rather than having to keep notes on paper - it will also make cash and VP secret which should make the game a little more interesting (not played it yet and read through the rules once, so if it's important that these values are public, let me know) and will mean we don't have to keep paper in the box - how many and what values will I need?</description>
	<link>http://www.boardgamegeek.com/article/1045530#1045530</link>
	<pubDate>2006-08-23T16:19:04+00:00</pubDate>
	<dc:creator>Mad-Halfling</dc:creator>
</item><item>
	<title>Thread: Godran COntroller penalties</title>
	<description>It's clear that each player that wounds Godran gets the VP bonus, even though the monster only accumulates one &quot;wound&quot; per turn.  Does the Controller get the VP penalty multiple times in a turn also?&lt;br&gt;&lt;br&gt;This question also applies to killing Godran.&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/1040613#1040613</link>
	<pubDate>2006-08-20T21:34:00+00:00</pubDate>
	<dc:creator>playersgc</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Run awaaaaay, Godran is no longer a counter! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic130791_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/130791</link>
	<pubDate>2006-06-18T06:44:15+00:00</pubDate>
	<dc:creator>texz</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic127499_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/127499</link>
	<pubDate>2006-05-20T14:23:04+00:00</pubDate>
	<dc:creator>Ternal2</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My finger is pointing at Godran.  He is getting upset because the different armies are surrounding him, but right after this Yellow took over the monster and wiped out a lot of the pink, and green forces.  This is an AWESOME game.  You can make it yoursel &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic104986_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/104986</link>
	<pubDate>2005-12-07T20:34:53+00:00</pubDate>
	<dc:creator>mgringo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My home-made copy (files available on BGG) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic84396_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/84396</link>
	<pubDate>2005-06-25T17:15:24+00:00</pubDate>
	<dc:creator>gnomehome</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Another Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic70323_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/70323</link>
	<pubDate>2005-03-01T20:57:36+00:00</pubDate>
	<dc:creator>malloc</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Side of Box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic70321_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/70321</link>
	<pubDate>2005-03-01T20:57:36+00:00</pubDate>
	<dc:creator>malloc</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Alt Box Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic70320_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/70320</link>
	<pubDate>2005-03-01T20:57:36+00:00</pubDate>
	<dc:creator>malloc</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		map section &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic58563_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/58563</link>
	<pubDate>2004-11-14T14:40:54+00:00</pubDate>
	<dc:creator>G Haggerty</dc:creator>
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