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	<title>Game: Go West</title>
	<link>http://www.boardgamegeek.com/boardgame/15180</link>
	<language>en-us</language>
	<lastBuildDate>Mon, 01 Dec 2008 16:44:45 -0600</lastBuildDate>
	<pubDate>Mon, 01 Dec 2008 16:44:45 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Variant from Spielbox (translation needed!)</title>
	<description>Refined the (already excellent) text a little - will post up a list of all the variants in the File section.&lt;br&gt;&lt;br&gt;According to the rules, you can only play a card when you are able to complete all the actions on it. To give less experienced players some more options, you can allow them to play a card even if they do not have sufficient discs in their possession. After paying for the card (if applicable, you can also do this with victory points), you skip the placement of one or both discs. If you choose to skip placing one disc when playing a plus-one-card, you must place the remaining disc in the marked area and cannot place it in the joker area. If you want to place a disc in a place where it will be returned to you straight away, you do not need to possess one, because it will suffice to exchange the black marker for your disc that is already laid out. However, you are not allowed to skip placing a disc if you still possess one.</description>
	<link>http://www.boardgamegeek.com/article/2818845#2818845</link>
	<pubDate>2008-11-13T09:10:15+00:00</pubDate>
	<dc:creator>Mr Mjeh</dc:creator>
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	<title>Thread: Italian Rules</title>
	<description>Hello everyone!&lt;br&gt;I'm searching for Italian Rules for this game but I didn't managed to find them. &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;&lt;br&gt;Is it possible?&lt;br&gt;Is there someone that can help find them out?&lt;br&gt;Thank you in advance.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2585820#2585820</link>
	<pubDate>2008-08-24T18:56:39+00:00</pubDate>
	<dc:creator>Caesar</dc:creator>
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	<title>Image</title>
	<description>
		Go West Manual (Front Cover Artwork) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic303951_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/303951</link>
	<pubDate>2008-02-23T04:05:47+00:00</pubDate>
	<dc:creator>Festivus</dc:creator>
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	<title>Image</title>
	<description>
		components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295271_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295271</link>
	<pubDate>2008-01-29T22:21:06+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Image</title>
	<description>
		box inside &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295263_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295263</link>
	<pubDate>2008-01-29T22:17:12+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Image</title>
	<description>
		german box back &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic295260_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/295260</link>
	<pubDate>2008-01-29T22:16:03+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Thread: Re: English or Dutch rules</title>
	<description>See &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/568588#568588&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/568588#568588&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1717885#1717885</link>
	<pubDate>2007-09-12T08:49:19+00:00</pubDate>
	<dc:creator>SteveK2</dc:creator>
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	<title>Thread: English or Dutch rules</title>
	<description>I just bought the German version of Go West. Does somebody know where I can download English or Dutch rules for this game?</description>
	<link>http://www.boardgamegeek.com/article/1717875#1717875</link>
	<pubDate>2007-09-12T08:39:06+00:00</pubDate>
	<dc:creator>tdelme</dc:creator>
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	<title>Thread: Re: [Review] Go West</title>
	<description>I played this a ouple of times yesterday for the first time and really enjoyed it. There were only 2 of us and the game was quite strategic. I can imagine that with 3/4 players the randomness would be very frustrating.&lt;br&gt;&lt;br&gt;This is one of the better 2 player, small box games that I have played in a while. The game plays with 2 in around 20 minutes.</description>
	<link>http://www.boardgamegeek.com/article/1666779#1666779</link>
	<pubDate>2007-08-16T18:12:05+00:00</pubDate>
	<dc:creator>Josephus</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic182974_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/182974</link>
	<pubDate>2007-02-03T06:59:33+00:00</pubDate>
	<dc:creator>cleonhard</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic182973_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/182973</link>
	<pubDate>2007-02-03T06:59:09+00:00</pubDate>
	<dc:creator>cleonhard</dc:creator>
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	<title>Image</title>
	<description>
		one player's set of scoring cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic182962_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/182962</link>
	<pubDate>2007-02-03T06:11:45+00:00</pubDate>
	<dc:creator>cleonhard</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic182961_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/182961</link>
	<pubDate>2007-02-03T06:10:54+00:00</pubDate>
	<dc:creator>cleonhard</dc:creator>
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	<title>Thread: Re: broken game</title>
	<description>I've played Go West four times now, all with only two players, and while still far from an expert, I'll refute David's claim that the game is broken. Some games end with a player going over 50 points; some end with the wagons running out of the East. Some games have only one player using the 3 scoring card; in the most recent game, my opponent had played his 3 and I used a 5 on the next-to-last turn, paying with 5 VPs to score big and scoot into the lead by one point.&lt;br&gt;&lt;br&gt;I'll agree that the flow of the game is odd and the tactics needed quite unclear upon first (or fourth) play, but I'm getting a minor feel of the game and find it intriguing.&lt;br&gt;&lt;br&gt;I can understand players not liking the game because it is dry and analytical, but I cannot accept that the game is broken. More likely, you just don't understand it. That's fine -- put the game down and move on to something else instead of maligning a game simply because you don't get it.</description>
	<link>http://www.boardgamegeek.com/article/895399#895399</link>
	<pubDate>2006-04-29T02:41:09+00:00</pubDate>
	<dc:creator>Henry Rhombus</dc:creator>
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	<title>Thread: Re: Variant from Spielbox (translation needed!)</title>
	<description>Thanks!</description>
	<link>http://www.boardgamegeek.com/article/865517#865517</link>
	<pubDate>2006-03-31T16:26:37+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: Variant from Spielbox (translation needed!)</title>
	<description>Normally one can only play a card when one is able to complete all the actions on it. To give less experienced players some more possibilities you can allow them to play a card even if they do not have sufficient discs in their possesion. After the payment for the card (could be with victory points) you skip the placement of one or both discs. If you choose to skip placing one disc when playing a plus-one-card you have to place the remaining disc in the marked area and cannot place it in the joker-area. If you want to place a disc somewhere where it would be returned to you straight away you do not have to possess one, because it will suffice to exchange the black marker with your disc already there.&lt;br&gt;However, it is not allowed to skip placing a disc if you still possess any.&lt;br&gt;&lt;br&gt;I hope this helps!</description>
	<link>http://www.boardgamegeek.com/article/865250#865250</link>
	<pubDate>2006-03-31T11:47:53+00:00</pubDate>
	<dc:creator>Blind Reality</dc:creator>
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	<title>Thread: Re: Variant from Spielbox (translation needed!)</title>
	<description>&lt;b&gt;ropearoni4 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;now, make some sense out of that?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Nope! Babelfish was of no help so i posted it here hoping that a German speaking gamer will translate it.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/865227#865227</link>
	<pubDate>2006-03-31T10:12:13+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: Variant from Spielbox (translation needed!)</title>
	<description>Actually one may play maps only if one can implement her completely. In order to grant here that clammy players more scope of action, the following variant permits to out-pass on a map now also if one does not possess for the complete use in sufficient measure disks. After paying the map (if necessary also with points of victory) one lets an using purge to one or both disks. Who lets one disk purge with a plus unity map only, one must set into the coloured marked area and do without the Jokergebiet. Who wants to use a disk, where he gets her back immediately, for none needs to possess since it is sufficient to exchange the black marker with the own disk already lying. It is not permitted however to do without using to a disk as long as one possesses one&lt;br&gt;&lt;br&gt;&lt;br&gt;now, make some sense out of that? :P&lt;br&gt;&lt;br&gt;watch out for that clammy player!</description>
	<link>http://www.boardgamegeek.com/article/865160#865160</link>
	<pubDate>2006-03-31T07:11:02+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Variant from Spielbox (translation needed!)</title>
	<description>This variant is posted at the Spielbox magazine:&lt;br&gt;&lt;br&gt;&lt;i&gt;Eigentlich darf man Karten nur dann spielen, wenn man sie vollständig ausführen kann. Um an dieser Stelle dem klammen Spieler mehr Handlungsspielraum zuzugestehen, erlaubt die folgende Variante, eine Karte nun auch dann auszuspielen, wenn man für die komplette Nutzung nicht in ausreichendem Maße Scheiben besitzt. Nach dem Bezahlen der Karte (ggf. auch mit Siegpunkten) lässt man das Einsetzen einer oder beider Scheiben verfallen. Wer bei einer Plus-Eins-Karte nur eine Scheibe verfallen lässt, muss eine in das farblich markierte Gebiet setzen und auf das Jokergebiet verzichten. Wer eine Scheibe dort einsetzen will, wo er sie sofort wiederbekommt, braucht dafür keine zu besitzen, da es genügt, den schwarzen Marker mit der eigenen bereits liegenden Scheibe zu tauschen.&lt;br&gt;Es ist allerdings nicht erlaubt, auf das Einsetzen einer Scheibe zu verzichten, solange man noch eine besitzt.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Anyone willing to translate it in English?</description>
	<link>http://www.boardgamegeek.com/article/864766#864766</link>
	<pubDate>2006-03-30T22:18:22+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
</item><item>
	<title>Thread: Re: [Review] Go West</title>
	<description>Actually, I like Family Business, Sitting Ducks Gallery, and Guillotine - all of which are &quot;take that&quot; games.  I don't like Go West because you have to wait for someone else to set you up for points.  It was unsatisfying to me - and I really found the game quite boring.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/741027#741027</link>
	<pubDate>2005-12-23T18:28:44+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Re: [Review] Go West</title>
	<description>I'm beginning to think Tom doesn't like &quot;Take That&quot; games.. First Phoenix, now this.&lt;br&gt;&lt;br&gt;Could we be seeing a trend?</description>
	<link>http://www.boardgamegeek.com/article/741024#741024</link>
	<pubDate>2005-12-23T18:24:37+00:00</pubDate>
	<dc:creator>Kobra1</dc:creator>
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	<title>Thread: Go West -- Session Report</title>
	<description>Editor’s Note:  My full review of Go West will be published shortly.  What follows is a brief summary.&lt;br&gt;&lt;br&gt;Leo Colovini has been accused of designing games which are, in a word, “dry”.  I certainly agree that some of his creations do fit this label, but usually they are still quite challenging and intriguing.  I am always happy to give his creations a try, as the concepts employed are generally quite clever.  Sometimes, however, the clever mechanics get lost in a bland game.  Such is the case with Go West.&lt;br&gt;&lt;br&gt;Released by Phalanx Games, there is little contention with the components.  As with most Phalanx games, the quality is excellent, with a forest of wood tokens, including 20 wagon trains.  A sturdy board and linen-finished cards complete the set.&lt;br&gt;&lt;br&gt;The map depicts the United States, divided into six regions.  Players will vie to control the central four regions, triggering scoring when advantageous as the wagon trains pass through.  Cards will be played allowing players to place tokens on the charts of the various regions, where players will seek to obtain majority positions.  The cards will also allow the players to move the wagon trains, which begin in New England and steadily progress towards California.  When players sense they have an advantage, they can trigger a scoring.  Points are earned in each region, the amount being based upon the number of wagon trains present in those regions.&lt;br&gt;&lt;br&gt;The challenge is to trigger scoring when you are in a favorable position in multiple regions.  This will earn a player more points than their opponents.  The BIG problem is that a player cannot place tokens, move wagons, and score on the same turn.  So, after placing tokens and moving wagons, a player must usually wait one full turn before triggering a scoring.  By that time, the board situation has likely changed dramatically, quite likely making scoring less attractive.&lt;br&gt;&lt;br&gt;In theory, the game sounds intriguing.  In reality, however, the board changes so rapidly between turns that it is very difficult to arrange matters in your favor and maintain this situation until the following turn, when you could trigger a scoring.  The “double move” token allows you to do this a few times per game, but since this seems to be the main tactic, it isn’t very clever and, as a result, isn’t very satisfying.  There just doesn’t seem to be much opportunity for clever play or strategy. The end result is a game that is bland, and seems to be shallow.  This is one wagon train that doesn’t seem to go very far.&lt;br&gt;&lt;br&gt;Robert, Byron, Terry and I donned our cowboy hats, chewed tobacco, and got our wagon trains rolling west.  It was a learning game, so we did help each other with some key moves.  After an early lead by Terry, Byron was able to capitalize on two consecutive scorings to surge to the front.  I made a late run, but fell just short.&lt;br&gt;&lt;br&gt;Finals:  Byron 24, Greg 23, Terry 19, Robert 14&lt;br&gt;&lt;br&gt;Ratings:  Terry 6.5, Byron 6, Greg 5.5, Robert 3&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/702176#702176</link>
	<pubDate>2005-11-21T16:41:04+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: House Rules versus Official Variant</title>
	<description>&lt;b&gt;ropearoni4 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Tried the Official Variant. It does work, but it is not the same game. It feels like an ordinary area influence boardgame.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Agree!&lt;br&gt;&lt;br&gt;On the other hand we had no problems with the official rules. The key is the Double Action and paying attention to what cards the other players play.&lt;br&gt;&lt;br&gt;The game is *very* tight and of course a newbie player can ruin the game as he can help the next player.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/686881#686881</link>
	<pubDate>2005-11-08T18:19:33+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: House Rules versus Official Variant</title>
	<description>The official variant still doesn't work as well as I have liked. My house rules tweak works in spades better (imo) than the official rules, and slightly better than the official variant. But that just may be me...&lt;br&gt;&lt;br&gt;Here's my variant:&lt;br&gt;Play as normal except that scoring cards can be paid for only once per turn, but you don't count it as an action for that turn. Using this rule allows you do set yourself up some scoring opportunities -and- actually score it before someone screws it up for you, but it can get expensive to score often, so pick and choose carefully.&lt;br&gt;&lt;br&gt;You could also use the official variant with this variant, but not needed imo. The official variant loses some of the flavor of the original gameplay (that of scoring all, so you have to be careful when to score, so it doesn't help &quot;too much&quot; if it does help. With the official variant you could score only areas you can score in only, and that is not in the flavor of the game imo.&lt;br&gt;&lt;br&gt;Tried the Official Variant. It does work, but it is not the same game. It feels like an ordinary area influence boardgame. It still feels dry in either case, but it worked out better than the original rules.</description>
	<link>http://www.boardgamegeek.com/article/678596#678596</link>
	<pubDate>2005-11-01T01:59:57+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Official Scoring Variant from Phalanx Games</title>
	<description>&lt;b&gt;Variant Scoring Rule for Go West!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Here is a variant scoring rule: Instead of scoring in all regions, the player paying for the score picks only one and conducts a score only there. You do not need 50 but only 25 victory points when playing with this variant rule.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/678187#678187</link>
	<pubDate>2005-10-31T20:55:16+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic92921_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/92921</link>
	<pubDate>2005-09-07T00:21:40+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: &quot;The hording of the second action token by one player&quot;-fix variant.</title>
	<description>We tried it this way to keep scoring as a possibility in the game when one person hangs onto their second action token:&lt;br&gt;&lt;br&gt;I played it as I stated earlier again, and we found out that it was similar to playing with 2 actions each. So we tried the rest of the game that way, and it worked the same. We even got to the 5 card on scoring, and that was what helped me win. It took a long road to come back from behind, but in the end, I did it, by 3 points, but that was also how much my wife paid once to pay for an action from her score point total.&lt;br&gt;&lt;br&gt;changes are:&lt;br&gt;Give two actions instead of one per turn.&lt;br&gt;Can't score twice in a turn. &lt;br&gt;&lt;br&gt;&lt;br&gt;You might think all everyone does is sell a card to pay for a card, but since some cards also has the ability to place tokens down, it doesn't work like that as well as you think. In fact there will be turns you sell cards for tokens using both of your actions. I'll try it with 4 players soon, and see if this way makes it more fun for me and my group.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/608200#608200</link>
	<pubDate>2005-09-02T01:29:11+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Re: Scoring cards</title>
	<description>nope. you pay your lowest card the first time you score, and so does everyone else when they figure they want to. Sometimes I was already to my 3 card before another player was on their 2 card. Depends on how your strategy.</description>
	<link>http://www.boardgamegeek.com/article/604311#604311</link>
	<pubDate>2005-08-30T05:41:50+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: broken game</title>
	<description>This game plays poorly with 2 or 3 players. Why are there 6 or so  cards to play for scoring when the most you ever get to use are one or 2. Besides, the cost becomes prohibitive after the first few. Unless you play the double up cylinder your opponents will always keep you from becoming majority player or they will move wagons to screw you. But you cannot reuse it unlee all use theirs.All our games end way before 50 points are reached as the wagons are moved out of the east and new england. If you try to score the far west, your opponents just move the wagons to the west coast and then they are out of play. Maybe they should return to the eastby way of the Panama Caanal!!!!!!!..................whoever playtested this game must have been soused with moonshine!</description>
	<link>http://www.boardgamegeek.com/article/603689#603689</link>
	<pubDate>2005-08-29T19:28:48+00:00</pubDate>
	<dc:creator>skeletodoc</dc:creator>
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	<title>Thread: Scoring cards</title>
	<description>In reading through how the scoring cards work, I became confused.  Are people able to use all six of their cards, or can only one card of each number be played, total, in the game.  For example...I decide to play my One (1) scoring card, meaning the next person who wants to score has to use their Two (2) card.&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/603625#603625</link>
	<pubDate>2005-08-29T18:42:40+00:00</pubDate>
	<dc:creator>bop517</dc:creator>
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	<title>Thread: [Review] Go West</title>
	<description>	Leo Colovini has been somewhat hit or miss with me.  I really enjoyed his games Cartagena and Carolvs Magnvs, but others such as Bridges over Shangri-La and Clans have left me cold.  So it was with a bit of trepidation that I approached playing Go West! (Phalanx and Mayfair Games, 2005 - Leo Colovini).  The theme sounded good, the components were great, and the person teaching me was enthusiastic.  All of that seemed to point to a good game.&lt;br&gt;&lt;br&gt;	But alas, it was not to be.  &lt;font color='#FF0000'&gt;Go West! was not only a game that didn't excite me, I actively disliked the game.&lt;/font&gt;  The game consists in a bunch of turns where the player is trying to set up scoring opportunities.  However, scoring usually helps all the players and not the active player enough to matter.  Basically, you have to hope that someone helps set you up for a higher score, and I just don't find that very much fun.  &lt;br&gt;&lt;br&gt;	A board is set up on the table, depicting the United States, divided into six regions: New England, East, Great Plains, Midwest, West, and California, respectively.  The middle four regions have a track of eight circles above them each.  A black partition pawn is placed in the top-left circle of each.  Players take all the pieces of their color: a scoring pawn (which is placed on the &quot;10&quot; spot of the scoring track), thirty tokens, one double move token, and a pile of scoring cards with the lowest placed on the top of the pile.  A deck of eighty action cards is shuffled, and seven are dealt to each player.  Twenty wooden wagons are placed in the New England region, and the game is ready to begin, starting with the oldest player.&lt;br&gt;&lt;br&gt;	On a player's turn, they can either score the board, play an action card, or sell an action card.  When playing an action card, a player must pay the cost of the card by putting a number of tokens equal to the number of coins on the card (0-6) into the box.  If a player doesn't have enough tokens, they can't play the card.  Each card allows a player to do one or more actions.&lt;br&gt;-	Move wagons:  The player may move wagons total spaces equal to the number of wagons on the card.  For example, if a card shows three wagons, a player can move one wagon three spaces, three wagons one space each, etc.  Wagons can only move from east to west and cannot move once they reach California.&lt;br&gt;-	Place tokens on the region tracks:  The card shows one region, and either no number (which means that the player places only one token in that region); a &quot;2&quot; (which means that the player places two tokens in that region), or a &quot;+1&quot; (which means that the player places one token in that region and one token in a region of their choice.)  When placing a token, it must be placed on the track in the first empty clockwise position from the partition marker.  If no spots are freed, then the partition pawn is moved clockwise one space, giving the token back to its owner, and the player moving the partition token places a token of their color in the open space.&lt;br&gt;&lt;br&gt;When a player &quot;sells&quot; a card, they discard the card and take tokens from the box back equal to the card's coins.  Players may also pay victory points at any time to substitute for coins.&lt;br&gt;&lt;br&gt;If a player scores the board, each of the four territories is scored.  Points are scored for the number of wagons in the region.  If the wagons exceed the tokens in the territory, all players get one point for each token.  Otherwise, players take points, one at a time, with the player having the most tokens getting the first point, etc.  Players can only get as many points as they have tokens.  Ties in number of tokens are resolved by the player whose tokens are closest clockwise to the partition token winning.  All players' scoring pawns are moved accordingly.  To initiate scoring, players must pay the price on their top scoring card (prices are 1,3,6,10,15,16) and then discard the scoring card.  If a player has used all their scoring cards (I bet this never happens), they can't score.&lt;br&gt;&lt;br&gt;Each player can only do ONE action on their turn, unless they use their double move piece.  The player places it in the box and performs two actions.  The double move piece is lost until all players have used them, at which point they are all returned to their owners.  After a player has taken their action, they draw a card, and play passes to the next player.  The game continues until one player has reached fifty victory points, or there are no wagons in New England or the East (one final score occurs).  The player with the most points is the winner!&lt;br&gt;&lt;br&gt;Some comments on the game…&lt;br&gt;&lt;br&gt;1.)	Components:  The game is very beautiful, with typical Phalanx production values.  The board looks very &quot;Western&quot;, and the shades of brown and other colors add to the theme of the game. The wooden wagon tokens are really neat and are yet another unique &quot;meeple&quot; to add to my collection.  The player tokens are all round wooden discs and certainly provide a stark contrast to the board.  The cards are a bit bland looking but are functional and are very easy to tell what they are used for.  Everything fits in a smallish box with more western artwork on the outside.&lt;br&gt;&lt;br&gt;2.)	Rules:  The rulebook is an eight page booklet that has full color illustrations and examples.  It's formatted well, although comes across a little too &quot;stiff&quot;.  Somehow, though, the game seems to be an easy one to mix up the rules on - especially about the scoring.  While scoring makes sense from the rules in the book, it's just not intuitive; and it's not so easy to explain to new players.  The only way I've had success is to actually show players how the scoring works.  Actually, the whole game, while it works well, just isn't easy to explain, because players have to set up their moves in advance; and that's a difficult thing to wrap one's mind about.&lt;br&gt;&lt;br&gt;3.)	Scoring:  The scoring mechanic gives me the same problems that Fifth Avenue does.  I don't like games that force me to continue to set up scoring opportunities for myself and then wait for someone else to accidentally trigger scoring.  Go West alleviates this to a degree by having the double action tokens, but they can be quickly taken out of the game if one player refuses to play his.  At the same time, scoring rarely (never in the games I've played) helps only one person.  Your best bet is that you get more points than anyone else, and this isn't very satisfying for me.  I want to see my score increase in a game, and not everyone's, and mine only one more.  It's also rather difficult to know when to score, as the scoring cards get ridiculously expensive as the game goes by.  &lt;br&gt;&lt;br&gt;4.)	Action cards: The mechanic of using a card for actions or money is a neat one, as well as the multiple things that cards do.  In theory, this sounds like it makes for some fun decision making.  But in reality, players are scrambling to get pawns in the places they want; but if the other players opt to screw them, there's really nothing they can do.  In one game I played, one player continually moved the wagons out of another player's territory.  Even with the double move token, the affected player was only able to score a few points.  It wasn't a very fun game for either of them.  The cards also have a random factor about them; and while that didn't bother me too much, some of the players I gamed with couldn't stand not getting the cards they wanted.&lt;br&gt;&lt;br&gt;5.)	Strategy:  After multiple playings of the game, I'm still not sure what a player should do.  Should they concentrate on one territory, or all four?  How fast should you move the wagons across, and when should you score?  Frankly, I couldn't figure out any of these things; and since the game became a drudgery to play, I didn't want to put any of the time needed to solve these dilemmas.  I don't mind when a game has hidden depths and strategies that can't be solved in the initial play, but I want to have some kind of clue, at least!  Either way, it appears that a player's best laid plans can be foiled by the other players, anyway, so I don't know that strategy is important in the game.&lt;br&gt;&lt;br&gt;6.)	Fun Factor:  For me, Go West was absolutely no fun.  The person who initially taught it to me enjoyed it, and one other player stated that they could see potential, but all the rest of the folk I tried it with just were bored in a very unhappy fashion.  I suppose that the game will attract some people who like abstract games with not a lot of payoff, but it was a dud for me.&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;When a game looks as pretty as Go West, it's a real shame when the mechanics are this mind-numbing to play.  The game is a classic Colovini dry flop for me.&lt;/font&gt;  I wanted to like the game - the title intrigued me, and I've played some very interesting Phalanx/Mayfair games.  But the fact that I had to count on others to set me up / not trash my situation on their turns to score even a few meager points just doesn't enthrall me.  Sadly, Go West will Go Someplace Else.&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;&quot;Real men play board games.&quot;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.tomvasel.com&quot; rel=&quot;nofollow&quot;&gt;www.tomvasel.com&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/600941#600941</link>
	<pubDate>2005-08-26T15:00:23+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Rule clarifications</title>
	<description>Remember you can use VP's to cover token payments in whole or part BUT you cannot use VP's to build back up your tokens! Next, remember with scoring that territories without wagons CANNOT score VP's as wagons determine number of VP's handed out in region.Also remember that there is a LAST scoring round when there are no more wagons in the East or New England.</description>
	<link>http://www.boardgamegeek.com/article/590146#590146</link>
	<pubDate>2005-08-18T01:41:55+00:00</pubDate>
	<dc:creator>skeletodoc</dc:creator>
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	<title>Thread: Re: Will it ship this week?</title>
	<description>It nearly beat out palazzo, by one week. :P</description>
	<link>http://www.boardgamegeek.com/article/589245#589245</link>
	<pubDate>2005-08-17T15:14:29+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Re: Will it ship this week?</title>
	<description>To my FLGS I have a feeling it will beat out Palazzo arriving. :P</description>
	<link>http://www.boardgamegeek.com/article/581227#581227</link>
	<pubDate>2005-08-09T17:07:43+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Will it ship this week?</title>
	<description>GO WEST.........awaiting with baited breath</description>
	<link>http://www.boardgamegeek.com/article/580893#580893</link>
	<pubDate>2005-08-09T13:43:31+00:00</pubDate>
	<dc:creator>skeletodoc</dc:creator>
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	<title>Image</title>
	<description>
		Early in the game, yellow takes the lead &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic88245_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/88245</link>
	<pubDate>2005-07-29T20:16:50+00:00</pubDate>
	<dc:creator>spearjr</dc:creator>
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	<title>Thread: Re: Looking for English rules...</title>
	<description>Ah! They are posted at Consimworld!&lt;br&gt;&lt;br&gt;Thanks John! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Go West English rules:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://talk.consimworld.com/WebX?233@114.cWR6ba64jWv.4@.1dd0336e/33!enclosure=.1dd0b455&quot; rel=&quot;nofollow&quot;&gt;http://talk.consimworld.com/WebX?233@114.cWR6ba64jWv.4@.1dd0...&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/568984#568984</link>
	<pubDate>2005-07-27T20:26:35+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Looking for English rules...</title>
	<description>I am looking for an English translation.&lt;br&gt;&lt;br&gt;Thanks in advance! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/568588#568588</link>
	<pubDate>2005-07-27T16:39:42+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: Go West :  Area control moves to 1800's America</title>
	<description>&lt;i&gt;The place-holders do have a function. Whenever the area for the markers is full - the next marker is placed on the space where the place-holder is. The place-holder moves one space forward and the marker on that space is kicked out. I think you should play the game again with rereading the rules.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I believe I stated the &lt;i&gt;function&lt;/i&gt; of the placeholders in my review.  What I said is that I don't understand the &lt;i&gt;thematic&lt;/i&gt;   reason for having them (i.e.  what do they represent in the game that would cause them to eliminate a settler token: Native Americans?  Drought? Old Age?). I think you should re-read my review before claiming that I haven't fully grasped the rules.&lt;br&gt;&lt;br&gt;The game is not without strategic decisions to make and repeated plays would reveal new strategies, I'm sure. However, I stand by the fact that it is dry and doesn't break any new ground in terms of game play and more plays won't make the game feel anything other than average to me.</description>
	<link>http://www.boardgamegeek.com/article/564522#564522</link>
	<pubDate>2005-07-23T19:22:44+00:00</pubDate>
	<dc:creator>fizzix</dc:creator>
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	<title>Thread: Re: Go West :  Area control moves to 1800's America</title>
	<description>Anyone willing to post an English translation? &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/564047#564047</link>
	<pubDate>2005-07-23T00:57:51+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: Go West :  Area control moves to 1800's America</title>
	<description>The place-holders do have a function. Whenever the area for the markers is full - the next marker is placed on the space where the place-holder is. The place-holder moves one space forward and the marker on that space is kicked out. I think you should play the game again with rereading the rules. Maybe you will like it more. It happens to me pretty often that I do not like a game - reread the rules - play it again - and suddenly it is a good game &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;I played it once and I liked it but I am not sure about this game yet. I have to play it more to know if it really good. I think this is a game where you are not able to figure out everything after 1 or 2 plays. &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 like the fact that the box is quite small - does not take to much holy gameshelf space. The cards are not Amigo quality but okay, the other components have a very good quality. The artwork is okay, but not great in my opinion.&lt;br&gt;You are right it is dry - abstract but not in a bad way.&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/562848#562848</link>
	<pubDate>2005-07-22T02:37:39+00:00</pubDate>
	<dc:creator>gonzo104</dc:creator>
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	<title>Thread: Go West :  Area control moves to 1800's America</title>
	<description>Go West! is an area control game about the movement of settlers and wagon trains moving across the United States.  Area control games are quite common and this one has a few twists that make it a little different.  Perhaps the most significant thematically is that the value of the regions varies with the number of wagons present.&lt;br&gt;&lt;br&gt;The board is a map of the US which is divided into five longitudinal play regions plus the east and west coasts.  The board is nice but I’m a little confused as to why the region with Nebraska is called the Midwest while the region with Illinois is called the Great Plains. Each play region has a square at the top of it made of 8 circles and this is the place where control will be determined for that region.  To begin the game, a black place-holding marker is placed in the upper left corner of each square. The game comes with a bunch of wooden wagons which start on the east coast and will only move to the west during the course of the game.  A draw deck is shuffled and placed in the play area. Every player gets a pile of wooden disks and an extra-turn token in their color. The disks are used as both money and for region control (settlers). Every player also gets a personal scoring deck and is given 7 cards from the draw deck.  The game ends when a player reaches 50 points or when all of the wagons have moved out of the two easternmost regions on the board. &lt;br&gt;&lt;br&gt;The essence of the game is in playing the cards. On your turn you can either play a “normal” card or start a scoring round by playing a card from your scoring deck.  Normal cards have a combination of symbols that allow placing one or two settlers in one or more regions and up to four wagon movements.  Some cards may place 2 settlers but have one wagon movement while others may have 1 settler and 4 moves.  There is also a cost at the bottom of each card ranging form 0 to 6. The cards that do more things cost more money.  In order to play a card you must spend disks from your pool.  You are also placing settlers from this pool as well.  So a card that costs 4 and places 2 settlers uses up six of your disks.  The game suggests putting the spent disks back in the box but I found it easier to put them on either side of the scoring deck, one side is unspent the other, spent.  Eventually you are going to be out of disks, that is why you can also play a card for its cost and, instead of taking the actions, collect the money at the bottom.&lt;br&gt;&lt;br&gt;When you put settlers on the board you place them in the spaces on the square at the top of each region.   Settlers are placed to the right (clockwise) of the black place-keeping marker with ties being broken by proximity to the marker. If the square is filled with markers the next marker placed will push the place-keeping marker clockwise which displaces a settler back to its owners supply. This creates a dynamic for vying for control of the regions but also a problem because you may have to bump off one of your own settlers in trying to establish a majority.&lt;br&gt;&lt;br&gt;If you instead choose to play a scoring card you play the top card of your scoring deck by paying its cost.  The cost of these cards “pyramids” and they get quite expensive by the time you get to last one.  EVERY region scores when you play a scoring card. The point value of each region is equal to the number of wagons in it.  These points are then distributed to the settlers in the control boxes starting with the player who has the most.  For example if there are four wagons and the red player has the majority with three settlers, red gets three points and the second place player gets one. Any other colors get nothing.  This scoring deck is an interesting idea because you can wait to score until it is most advantageous for you but nevertheless you will give other players points.&lt;br&gt;&lt;br&gt;At the beginning of a player’s turn that player can decide to use the extra-turn marker to take two consecutive turns. This decision must be made at the beginning, not at the end of the first turn.  Once every player has used their extra-turn marker the markers are handed back to everyone to be used again.  These markers come in handy when you want to create a strong position for yourself with a card in your hand and then score it because you can’t play a card and score in one turn.&lt;br&gt;&lt;br&gt;If the game ends because of wagons moving out of the eastern regions, there is one final scoring at the end.&lt;br&gt;&lt;br&gt;That’s basically the game and for the most part it works in that there are decent tactical decisions to make and nothing seems broken.  I like the idea of choosing when you score as opposed to random or fixed scoring because it allows for more strategic play as you set up your &quot;big score&quot;.  I also like the double-turn marker.  There is a lot of strategy to using it, especially of you are the last one to have it.  Everyone else has to play carefully because you are the only one able to quickly capitalize on even a slight mistake.  The mechanism for getting money back by selling cards is also clever but a little too luck based.  If one person has a bunch of six-value cards, they get six pieces back during their turn while I may only be able to get three back because I haven’t drawn any high-value cards.  But I guess you could say that in any card game you are dependent on luck of the draw so maybe this isn’t a big deal. &lt;br&gt;&lt;br&gt;Thematically, I don’t understand the function of the place-holders in the scoring squares but this is a euro-game so I guess there doesn’t need to be a reason.  Actually the theme is a big problem for me.  Even though the board has nice art and the wagon bits are cool, you never really think you are doing anything more than controlling areas.  This game could be called “King Coho, the Salmon Fishing Game”, the wagons could be salmon swimming upstream, your settlers could be fishermen, and you would never know the difference. &lt;br&gt;&lt;br&gt;Go West! is not a bad game but it feels a little dry and it isn’t breaking any new ground in terms of game play.  If your collection is small or lacking in other games of this type (El Grande, San Marco, etc…) this would be a decent addition. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/543982#543982</link>
	<pubDate>2005-07-07T15:40:48+00:00</pubDate>
	<dc:creator>fizzix</dc:creator>
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	<title>Thread: Re: Early impressions</title>
	<description>Some how the line &quot;Sooner or Later, you will want to score&quot; just kinda struck me.</description>
	<link>http://www.boardgamegeek.com/article/540053#540053</link>
	<pubDate>2005-07-03T05:00:45+00:00</pubDate>
	<dc:creator>GrognardDad</dc:creator>
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	<title>Thread: Early impressions</title>
	<description>This is an early overview of Go West. I have only read the rules and tried to figure out what the game is about. I have not yet played it.&lt;br&gt;&lt;br&gt;The game material consists of &quot;wagons&quot; (neutral) and &quot;discs&quot;; each player gets 30 discs in their own color. &lt;br&gt;The gameboard is divided into six sections in a row. The 20 wagons are placed in the rightmost section (New England). They will travel left (west) from section to section; some of them will end up in the leftmost section (California). In each of the four middle sections there is a ring with eight spaces; on these spaces the players can place their discs to influence that particular section.&lt;br&gt;&lt;br&gt;The game is card driven. You have 7 cards (action cards) on your hand, and normally you play one card in your turn and then pick a new one from a face down draw pile. The cards allow you to put discs on the mentioned spaces, and move wagons from right to left. Almost every card bares a cost, and you pay with the discs you otherwise use for influence. The card specifies how many disc (zero, one or two) you may place, and where. It also specifies how many wagons (between zero and four) you may move. Of course, the cards where you place two discs and move several wagons, are the most expensive (the cost is up to six discs). &lt;br&gt;In this way, your stack of discs is soon exhausted. Then, instead of playing a card, you can discard it and collect back a number of discs equal to the cost of the card.&lt;br&gt;&lt;br&gt;One of the spaces on the influence rings is occupied by a neutral control marker. When seven discs have been placed, and one player wants to place another one, the control marker is pushed one step, forcing the very first placed disc to be taking out of the ring and returned to its owner. &lt;br&gt;&lt;br&gt;Sooner or later you will want to score. For that you use one of your own scoring cards which you play instead of an action card. Scoring cards also cost discs, and the cost increases rapidly for each scoring. &lt;br&gt;All four of the middle sections are scored; you cannot choose the section most profitable to you. Also, every player scores - even though you are the only one who pays for it.&lt;br&gt;Basically, you score one point for each disc you have placed on the &quot;influence ring&quot;. However, the number of wagons on that same section limits the number of points given; if, for example, the sections contains three wagons, no more than three points are given, regardless of how many discs there are. The player with the most discs scores his points first. If two player have the same number of discs, they both score according to when they placed their discs - the earlier the better.&lt;br&gt;&lt;br&gt;Thus, even if you build a strong influence in one particular section, the other player can easily deny you possible points by simply move away the wagons. Also, remember that once the ring is full, placed discs will gradually be taken off; there is no &quot;safe&quot; influence.&lt;br&gt;&lt;br&gt;So it will not be easy to set up a profitable scoring; it's fairly easy for other player to counteract your move. Hence, every player has a special &quot;double move&quot; marker. This allows you to make two actions in your turn; preferably the playing of a card followed by a scoring.&lt;br&gt;The double marker is removed but it will be returned to you when all players have used theirs.&lt;br&gt;&lt;br&gt;The game ends when one or several players have scored more than 50 points (everyone starts with 10) or when there are no wagons left in the two rightmost sections (New England and the East). In the latter case, there is an additional scoring of every section.&lt;br&gt;&lt;br&gt;It has been said of this game that it's quick and it's just another area control game, &quot;and we have enough of those, have we not?&quot; &lt;br&gt;I'm not so sure. I can see a lot of analysis paralysis in this game, and, I fear, some kingmaking. As for the area control aspect, I don't mind that a game uses the same basic concept already used, as long as it is well designed and challenging. I believe this is.&lt;br&gt;But only time will tell.  &lt;br&gt;&lt;br&gt;&lt;br&gt;Johan.</description>
	<link>http://www.boardgamegeek.com/article/539969#539969</link>
	<pubDate>2005-07-03T00:19:05+00:00</pubDate>
	<dc:creator>Dr Murke</dc:creator>
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	<title>Thread: Re: anything about this game out yet?</title>
	<description>It kindda-sortta looks like the vertical area control game &lt;i&gt;Meridian&lt;/i&gt;.</description>
	<link>http://www.boardgamegeek.com/article/539770#539770</link>
	<pubDate>2005-07-02T15:49:04+00:00</pubDate>
	<dc:creator>jody</dc:creator>
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	<title>Thread: Re: anything about this game out yet?</title>
	<description>It is now available for sale in Germany! &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/528867#528867</link>
	<pubDate>2005-06-21T18:42:42+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: anything about this game out yet?</title>
	<description>Check this preview by Rick Thornquist &lt;A target='_blank' href=&quot;http://www.gamefest.com/news/preview_detail/2683_0_5_0_C/&quot; rel=&quot;nofollow&quot;&gt;http://www.gamefest.com/news/preview_detail/2683_0_5_0_C/&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/520408#520408</link>
	<pubDate>2005-06-13T16:05:49+00:00</pubDate>
	<dc:creator>marioaguila</dc:creator>
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	<title>Thread: Re:anything about this game out yet?</title>
	<description>ropearoni4 (#81869),&lt;br&gt;&lt;br&gt;I don't think there &lt;i&gt;is&lt;/i&gt; such a game.  I mean, all we've seen is a box cover and a generic map of the US.  No Phalanx link.  No Gone Cardboard link.  No Rio Grande link.&lt;br&gt;&lt;br&gt;Is this just a sick joke at the expense of Colovini fans?  We won't stand for it!  As Chaucer didn't say, &quot;The game will out!&quot;</description>
	<link>http://www.boardgamegeek.com/article/481275#481275</link>
	<pubDate>2005-04-26T20:23:47+00:00</pubDate>
	<dc:creator>darquil</dc:creator>
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	<title>Thread: The gathering...</title>
	<description>Sadly nothing from the Gathering about Go West and Palazzo.&lt;br&gt;Likely just not available in time. These are two games outside of Louis XIV that could be big hits. I was abit disappointed about Tower of Babel as it had alot of promise from a distance.</description>
	<link>http://www.boardgamegeek.com/article/480221#480221</link>
	<pubDate>2005-04-25T16:08:59+00:00</pubDate>
	<dc:creator>db3000</dc:creator>
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	<title>Thread: anything about this game out yet?</title>
	<description>I am always intrigued by Colovini games, but I can't find a link anywhere to this one.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/81869#81869</link>
	<pubDate>2005-02-01T18:46:35+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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