<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Silk Road</title>
	<link>http://www.boardgamegeek.com/boardgame/18296</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 09:37:16 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 09:37:16 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Frequently Asked Questions</title>
	<description>I added some red disks to the game.&lt;br&gt;Red = 10 silver solved the money problem.&lt;br&gt;&lt;br&gt;We still ran out of cubes colours on 2 occasions in our recent 6 player game. We also used the &quot;Puerto Rico&quot; goods ruling.</description>
	<link>http://www.boardgamegeek.com/article/2527711#2527711</link>
	<pubDate>2008-08-04T17:22:40+00:00</pubDate>
	<dc:creator>Liggur</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Action tile in the city &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic354722_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/354722</link>
	<pubDate>2008-07-24T07:47:08+00:00</pubDate>
	<dc:creator>Rainforhar</dc:creator>
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	<title>Image</title>
	<description>
		Action tile in the city &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic354721_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/354721</link>
	<pubDate>2008-07-24T07:45:40+00:00</pubDate>
	<dc:creator>Rainforhar</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic354712_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/354712</link>
	<pubDate>2008-07-24T06:11:49+00:00</pubDate>
	<dc:creator>Rainforhar</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic354709_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/354709</link>
	<pubDate>2008-07-24T06:10:29+00:00</pubDate>
	<dc:creator>Rainforhar</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic300630_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/300630</link>
	<pubDate>2008-02-14T10:27:10+00:00</pubDate>
	<dc:creator>barbate</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		the screen &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268394_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268394</link>
	<pubDate>2007-11-14T14:20:07+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
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	<title>Thread: Re: Frequently Asked Questions</title>
	<description>Yes, the money supply is too short. A very good fix is to play one gold = 7 silver and not 5.</description>
	<link>http://www.boardgamegeek.com/article/1838440#1838440</link>
	<pubDate>2007-11-06T11:41:22+00:00</pubDate>
	<dc:creator>faidutti</dc:creator>
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	<title>Thread: Re: Frequently Asked Questions</title>
	<description>I played a game with Ted on the weekend.&lt;br&gt;Money is not a limited supply.&lt;br&gt;We used the removed action tiles to track money for the last couple of rounds.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1836025#1836025</link>
	<pubDate>2007-11-05T15:50:20+00:00</pubDate>
	<dc:creator>jstahl</dc:creator>
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	<title>Thread: Re: Frequently Asked Questions</title>
	<description>I have another question. We played this game for the first time yesterday with 6 players and at various points in the game we ran out of cubes, which we handled as 'tough luck' since we are all used to running out of goods in Puerto Rico. &lt;br&gt;&lt;br&gt;However towards the end we ran out of money. In most games there is an essentially unlimited supply of money, but then in most games they give you far more than you need. In this game we weren't so sure. &lt;br&gt;&lt;br&gt;The number of money counters was just as prescribed in the rules as the number of goods cubes. The rules don't say anything about what happens if either runs out and they are both worth the same when it comes to the scoring at the end.&lt;br&gt;&lt;br&gt;We couldn't see any reason to treat the money differently from the goods so we went with the 'tough luck' approach again. This made for a bit of a weird last round where there was a useless grand vizier and sell tile because there was no more money to get.&lt;br&gt;&lt;br&gt;Was this the right interpretation? </description>
	<link>http://www.boardgamegeek.com/article/1835942#1835942</link>
	<pubDate>2007-11-05T15:20:31+00:00</pubDate>
	<dc:creator>draig</dc:creator>
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	<title>Thread: The Universal Head SILK ROAD Rules Summary v1 (Sept07).</title>
	<description>As always, for best results print out in colour on double-sided card, laminate and trim! Enjoy!&lt;br&gt;&lt;br&gt;Other player aids at &lt;A target='_blank' href=&quot;http://www.headlesshollow.com/freebies_games.html&quot; rel=&quot;nofollow&quot;&gt;www.headlesshollow.com/freebies_games.html&lt;/A&gt;.</description>
	<link>http://www.boardgamegeek.com/article/1808370#1808370</link>
	<pubDate>2007-10-25T04:18:44+00:00</pubDate>
	<dc:creator>UniversalHead</dc:creator>
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	<title>Thread: Re: Rulebook error?</title>
	<description>Ah-hah! Now I feel dumb. Thanks.</description>
	<link>http://www.boardgamegeek.com/article/1749456#1749456</link>
	<pubDate>2007-09-27T22:55:27+00:00</pubDate>
	<dc:creator>UniversalHead</dc:creator>
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	<title>Thread: Re: Rulebook error?</title>
	<description>There is not an error in the rulebook.  The tile in question is actually one of the pre-printed tiles on the board that the caravan leader is allowed to use.  And, you are correct, that particular tile is not in the tile mix but, only found on the board.&lt;br&gt;&lt;br&gt;I hope you enjoy the game!!</description>
	<link>http://www.boardgamegeek.com/article/1748172#1748172</link>
	<pubDate>2007-09-27T13:34:45+00:00</pubDate>
	<dc:creator>tedcheatham</dc:creator>
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	<title>Thread: Rulebook error?</title>
	<description>The rules sheet shows a picture of a purple tile with the description &quot;up to two goods of any kind for the same number of goods of your choice&quot;&lt;br&gt;&lt;br&gt;... but I can't find this tile ( 2 grey cubes, hand, 2 grey cubes) anywhere in the game, purple or orange. Was this a misprint?</description>
	<link>http://www.boardgamegeek.com/article/1747549#1747549</link>
	<pubDate>2007-09-27T02:21:51+00:00</pubDate>
	<dc:creator>UniversalHead</dc:creator>
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	<title>Thread: Re: Insufficient Money in the Game?</title>
	<description>&lt;b&gt;Psauberer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;SteveK2 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I haven't actually played the game yet, but as I read the rules the thought struck me that the 5 &quot;turn tokens&quot; seem unnecessary: the rules could have been written to say that players leave the &lt;i&gt;action tile&lt;/i&gt; in front of themselves to indicate that they've already acted this turn, so cannot be given the caravan leader pawn.&lt;br&gt;&lt;br&gt;The 5 spare &quot;turn tokens&quot; could then serve as additional money.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;A player could have tokens (barterer, crook) from prior turns in front of them and this could be confusing.&lt;/i&gt;&lt;br&gt;&lt;br&gt;The Crook and Barterer tokens should be kept hidden behind the players screen with the cash and goods, and any action counters taken, would be kept in front of the player screen, visible to all.&lt;br&gt;&lt;br&gt;&lt;b&gt;Walt Mulder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Bruno, thanks for the honest reply.  I think what I'll do in the future is use the large orange player turn tokens as 10 gold pieces and find something else to use to track who has taken their turn.  That should solve the problem.  &lt;br&gt;&lt;br&gt;Also with the Vizier, I'll take your advice and just set a firm rule on how it is handled prior to the start of the game.  I'll also track what colors have been used on paper to allow the extra cubes to stay in the game.&lt;/i&gt;&lt;br&gt;&lt;br&gt;We were using the Orange tokens as 5 Gold each</description>
	<link>http://www.boardgamegeek.com/article/1700809#1700809</link>
	<pubDate>2007-09-03T11:15:41+00:00</pubDate>
	<dc:creator>Liggur</dc:creator>
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	<title>Thread: Re: Not enough coins, a.k.a. Exactly what did I pay for?</title>
	<description>There are not enough Silver coins for starting a 6 player game, if you use the official setup rules.&lt;br&gt;&lt;br&gt;However, as 1 Gold = 5 Silver. just give each player 2 gold to start with, that way you have all the silver coins as change, as well as about 8 gold coins remaining.&lt;br&gt;&lt;br&gt;However I have run out of coins compleatly in a 3 player game (Never play agianst 2 university maths graduates &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;)&lt;br&gt;&lt;br&gt;So we were using the Orange Turn markers as 1 Orange = 5 Gold.&lt;br&gt;&lt;br&gt;So in my experiance, the game needs more coins, or a 3rd larger denomination to solve the coin shortage</description>
	<link>http://www.boardgamegeek.com/article/1700805#1700805</link>
	<pubDate>2007-09-03T11:10:37+00:00</pubDate>
	<dc:creator>Liggur</dc:creator>
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	<title>Thread: When in doubt...</title>
	<description>A second playing for Pat and Brian for the evening, but they both seemed happy to give it another run.&lt;br&gt;&lt;a href=&quot;http://www.themineshaftgap.com/blog/wp-content/uploads/2007/06/SilkRoad03070617.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.themineshaftgap.com/blog/wp-content/uploads/2007/06/SilkRoad03070617.thumbnail.jpg&quot;&gt;&lt;/div&gt;&lt;/a&gt;&lt;br&gt;I might have been given an unexpected advantage at the start: I drew two cubes of the same colour and was able to convert them to four of another colour with my first tile choice. Thereafter I felt that the caravan driver avoided me for much of the game, but the reality was probably that I got my fair share.&lt;br&gt;&lt;a href=&quot;http://www.themineshaftgap.com/blog/wp-content/uploads/2007/06/SilkRoad04070617.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.themineshaftgap.com/blog/wp-content/uploads/2007/06/SilkRoad04070617.thumbnail.jpg&quot;&gt;&lt;/div&gt;&lt;/a&gt;&lt;br&gt;The hidden information aspect of this game has significant consequences, and perceptions therefore come into play more than most other games. As a result, Pat may have suffered slightly more than most, as a variation to an old adage came into play: “when in doubt, hit Pat”.&lt;br&gt;There is an alternative rule published on here the Geek &lt;a href=&quot;/wiki/page/url%3Dhttp%3A%2F%2F&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com%2Fthread%2F150272%5Dby+Marshall+P.%2C+under+Greg+Schloesser%27s+review%5B%2Furl&quot; rel=&quot;nofollow&quot;&gt;www.boardgamegeek.com%2Fthread%2F150272%5Dby+Marshall+P.%2C+...&lt;/A&gt;&quot;&gt;url=&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/150272&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/150272&lt;/A&gt;]by Marshall P., under Greg Schloesser's review[/url&lt;/a&gt; for allocation of the caravan master that, superficially at least, seems like it would address the objections to the “emotional” factor associated with the standard mechanism. I think this might be worth a try in the next playing.&lt;br&gt;8 mins rules; 32 mins game time.&lt;br&gt;Results: Paul: 42: Brian: 37. Pat: 35. Alex: 29.&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://www.themineshaftgap.com/blog/wp-content/plugins/sparkline/image.php?t=bar&amp;h=30&amp;w=10&amp;f=&amp;l=1&amp;s=42_37_35_29&amp;c=green_orange_blue_yellow&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;(Originally posted in &lt;a href=&quot;http://www.themineshaftgap.com/blog&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;The Mine Shaft Gap&lt;/a&gt;.)</description>
	<link>http://www.boardgamegeek.com/article/1579963#1579963</link>
	<pubDate>2007-06-28T13:28:45+00:00</pubDate>
	<dc:creator>Paul Mackie</dc:creator>
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	<title>Thread: Re: Not enough coins, a.k.a. Exactly what did I pay for?</title>
	<description>&lt;b&gt;dcorban wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Zev replied to my email almost instantly (as usual). It appears that I &lt;i&gt;am &lt;/i&gt;missing five coins.&lt;br&gt;&lt;br&gt;I have yet to play the game, so I am not sure how small the money supply really is, but I want to at least be able to start a five-player game with silver coins.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Actually, not being able to start a five-player game could be a blessing.&lt;br&gt;&lt;br&gt;My 5- and 6-player games of Silk Road were hideous.&lt;br&gt;&lt;br&gt;When I play with 3 players, I love it. &lt;br&gt;&lt;br&gt;There is a huge difference in amount of control and meaningful decisions between the 3-player and 5-player game. I haven't yet tried it with 4 players, so don't kow where that falls.</description>
	<link>http://www.boardgamegeek.com/article/1463897#1463897</link>
	<pubDate>2007-04-25T02:52:31+00:00</pubDate>
	<dc:creator>Psauberer</dc:creator>
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	<title>Thread: Re: Not enough coins, a.k.a. Exactly what did I pay for?</title>
	<description>Zev replied to my email almost instantly (as usual). It appears that I &lt;i&gt;am &lt;/i&gt;missing five coins.&lt;br&gt;&lt;br&gt;I have yet to play the game, so I am not sure how small the money supply really is, but I want to at least be able to start a five-player game with silver coins.</description>
	<link>http://www.boardgamegeek.com/article/1463847#1463847</link>
	<pubDate>2007-04-25T02:27:51+00:00</pubDate>
	<dc:creator>dcorban</dc:creator>
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	<title>Thread: Re: Not enough coins, a.k.a. Exactly what did I pay for?</title>
	<description>Hmm, I like the game, but yeah, the limited money is an obvious oversight.</description>
	<link>http://www.boardgamegeek.com/article/1463763#1463763</link>
	<pubDate>2007-04-25T01:35:49+00:00</pubDate>
	<dc:creator>beri</dc:creator>
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	<title>Thread: Not enough coins, a.k.a. Exactly what did I pay for?</title>
	<description>I cracked open my new copy of Silk Road and a tumbleweed fell out. There is enough space in this box that you could use it as a fallout shelter. Ok, so I am exaggerating in the second sentence.&lt;br&gt;&lt;br&gt;Out of all my owned games, here is a list of the ones that cost $30-35:&lt;br&gt;Antike&lt;br&gt;Imperial&lt;br&gt;Caylus&lt;br&gt;Leonardo Da Vinci&lt;br&gt;Scepter of Zavandor&lt;br&gt;Tigris &amp; Euphrates&lt;br&gt;&lt;b&gt;Silk Road&lt;/b&gt;&lt;br&gt;&lt;br&gt;Which one does not belong? Hint: It ends with a &quot;d&quot;. All of the other games have dozens of heavy tiles, cards, and/or wooden bits.&lt;br&gt;&lt;br&gt;Silk Road beats even Lost Cities' component to price ratio.&lt;br&gt;&lt;br&gt;Fine, I accept that maybe I am not just paying for the components. I am paying for the time spent in developing the game. Then I read an article which talks about how the game was pretty much given up on for years, then resurrected with the help of a &quot;boardgame personality&quot;. While it was a heartfelt tale, and ultimately what led me to purchase the game, it should have made me suspicious.&lt;br&gt;&lt;br&gt;I wonder where the majority of the cost lies. Maybe the market price of inner-box real estate is high? It sure isn't in the provided coins. I immediately noticed that not only is there not enough coins for six players &lt;i&gt;right from the start of the game&lt;/i&gt; but that I was apparently shafted a few coins according to the component list. The box and rulebook state &quot;45 coins&quot;. I have 20 gold and 20 silver. This means I don't even have enough silver for a &lt;i&gt;five player game&lt;/i&gt;.&lt;br&gt;&lt;br&gt;Am I the only one missing five coins? I am going to fire off an email to the Z-man himself and find out the scoop.&lt;br&gt;&lt;br&gt;PS: It is my experience that some people on BGG have a difficult time with humor, so I will clearly state that everything but the final question about coins is &lt;i&gt;supposed &lt;/i&gt;to be funny.</description>
	<link>http://www.boardgamegeek.com/article/1463406#1463406</link>
	<pubDate>2007-04-24T23:06:09+00:00</pubDate>
	<dc:creator>dcorban</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>Awesome article. Maybe I am foolish, but reading this article changed the game from a &quot;meh&quot; to a &quot;must buy&quot;.</description>
	<link>http://www.boardgamegeek.com/article/1418191#1418191</link>
	<pubDate>2007-03-29T14:13:26+00:00</pubDate>
	<dc:creator>dcorban</dc:creator>
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	<title>Image</title>
	<description>
		It's a long way along the Silk Road &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic193251_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/193251</link>
	<pubDate>2007-03-11T00:22:14+00:00</pubDate>
	<dc:creator>Harlequinlite</dc:creator>
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	<title>Thread: Re: Using the Theif?</title>
	<description>&lt;b&gt;KSensei wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;What is the best way to &quot;randomly steal one goods token from behind their [chosen opponent's] screen?&quot;  Should one just reach behind and feel around until he finds one? Or should the person being stolen from put all his goods into the black bag and one be selected out of it?  Would that give out too much information though, because the person stealing could feel how many goods the other player has? &lt;br&gt;&lt;br&gt;Any input as to how others go about this action would be greatly appreciated.  Thanks!&lt;/i&gt;&lt;br&gt;&lt;br&gt;****I've done the reach behind the screen and the other way was the player held all his goods in his hands and you reached in for one that way.&lt;br&gt;&lt;br&gt;Zev Shlasinger, President&lt;br&gt;Z-Man Games, Inc.&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.zmangames.com&quot; rel=&quot;nofollow&quot;&gt;www.zmangames.com&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1359490#1359490</link>
	<pubDate>2007-02-26T22:07:55+00:00</pubDate>
	<dc:creator>Zman</dc:creator>
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	<title>Thread: Using the Theif?</title>
	<description>What is the best way to &quot;randomly steal one goods token from behind their [chosen opponent's] screen?&quot;  Should one just reach behind and feel around until he finds one? Or should the person being stolen from put all his goods into the black bag and one be selected out of it?  Would that give out too much information though, because the person stealing could feel how many goods the other player has? &lt;br&gt;&lt;br&gt;Any input as to how others go about this action would be greatly appreciated.  Thanks!</description>
	<link>http://www.boardgamegeek.com/article/1358162#1358162</link>
	<pubDate>2007-02-25T21:57:43+00:00</pubDate>
	<dc:creator>KSensei</dc:creator>
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	<title>Thread: Re: Silk Road - Review</title>
	<description>&lt;b&gt;mdp4828 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Here’s my suggestion. Play proceeds clockwise from the start player. Players pay 1 gold to the pot when they take an action. Instead of taking an action a player may take the start marker and all the gold in the pot. If any actions remain they are taken in turn order for free. The player with the start marker then starts the next turn by moving the caravan.&lt;br&gt;&lt;br&gt;Example in a 5 player game (players A thru E). Player A starts, pays a gold and takes an action. Player B pays a gold and takes an action, Player C pays a gold and takes an action. Now, maybe Player D doesn’t like the final action and he’d like to control where the caravan goes so he takes the start marker and 3 gold. Player E takes the final action for free.&lt;br&gt;&lt;br&gt;Next turn Player D pays a gold and takes an action and so on for Players E, A, and B. When it comes to player C no actions are left so he takes the start marker and 4 gold and moves the caravan. And so on.&lt;/i&gt;&lt;br&gt;That's pretty interesting, my only concern is that at first glance it seems like there might be a lot of times where you sort of luck out with choice... similar to the Railroad Tycoon auction, where you might get a good spot in the turn order just because your right hand neighbor wanted to go first.&lt;br&gt;&lt;br&gt;On second thought, maybe that's nonsense. I might like to try this variant. I think I had an idea of my own, but I don't recall what it was &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;- Seth</description>
	<link>http://www.boardgamegeek.com/article/1326965#1326965</link>
	<pubDate>2007-02-07T19:27:54+00:00</pubDate>
	<dc:creator>sedjtroll</dc:creator>
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	<title>Thread: Re: Silk Road - Review</title>
	<description>&lt;b&gt;Walt Mulder wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;This “choosing the next player” mechanism is highly original, and can help serve as a method to reign in the current leader. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Unless playing with children, newbies, casual gamers, vindictive neighbors, ex-girlfriends, wives on PMS, analysis paralysis types, morons in general, gamers who don't want to offend other gamers by choosing or not choosing them, or a mix of any of the above.  I personally found this game mechanism the worst aspect of the game, especially with a full compliment of players.  I found it slowed the game down needlessly.  I'm sure the intent was well placed but in practice I didn't find it a viable method of reigning in the leader unless you could be sure of always giving it to the player in last place somehow.&lt;br&gt;&lt;br&gt;I think a simple mechanism of passing the start player to the left and just going clockwise would have been a better choice unless everyone at the table is a savy gamer.  Other than that, I also thought it was a very good game with interesting choices.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;AMEN&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/1326958#1326958</link>
	<pubDate>2007-02-07T19:25:22+00:00</pubDate>
	<dc:creator>sedjtroll</dc:creator>
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	<title>Thread: Re: Silk Road - Review</title>
	<description>I'm in the same boat as you Walt. I thought it was a clever resource management game but that the turn order mechanism was annoying and out of place. There might be a game where this mechanism works but Silk Road ain't it, I think it's too simple and constrained. Simple and constrained isn't a criticism though, I actually that aspect of the game as it makes for a nice tight filler with interesting decisions. It just doesn't match the free-wheeling nature of the turn order mechanism. That mechanism needs a more wide open negotiation game where player standing can be more readily ascertained.&lt;br&gt;&lt;br&gt;Here’s my suggestion. Play proceeds clockwise from the start player. Players pay 1 gold to the pot when they take an action. Instead of taking an action a player may take the start marker and all the gold in the pot. If any actions remain they are taken in turn order for free. The player with the start marker then starts the next turn by moving the caravan.&lt;br&gt;&lt;br&gt;Example in a 5 player game (players A thru E). Player A starts, pays a gold and takes an action. Player B pays a gold and takes an action, Player C pays a gold and takes an action. Now, maybe Player D doesn’t like the final action and he’d like to control where the caravan goes so he takes the start marker and 3 gold. Player E takes the final action for free.&lt;br&gt;&lt;br&gt;Next turn Player D pays a gold and takes an action and so on for Players E, A, and B. When it comes to player C no actions are left so he takes the start marker and 4 gold and moves the caravan. And so on.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1326137#1326137</link>
	<pubDate>2007-02-07T12:32:16+00:00</pubDate>
	<dc:creator>mdp4828</dc:creator>
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	<title>Thread: Re: Silk Road - Review</title>
	<description>&lt;i&gt;This “choosing the next player” mechanism is highly original, and can help serve as a method to reign in the current leader. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Unless playing with children, newbies, casual gamers, vindictive neighbors, ex-girlfriends, wives on PMS, analysis paralysis types, morons in general, gamers who don't want to offend other gamers by choosing or not choosing them, or a mix of any of the above.  I personally found this game mechanism the worst aspect of the game, especially with a full compliment of players.  I found it slowed the game down needlessly.  I'm sure the intent was well placed but in practice I didn't find it a viable method of reigning in the leader unless you could be sure of always giving it to the player in last place somehow.&lt;br&gt;&lt;br&gt;I think a simple mechanism of passing the start player to the left and just going clockwise would have been a better choice unless everyone at the table is a savy gamer.  Other than that, I also thought it was a very good game with interesting choices.</description>
	<link>http://www.boardgamegeek.com/article/1325827#1325827</link>
	<pubDate>2007-02-07T05:31:17+00:00</pubDate>
	<dc:creator>Walt Mulder</dc:creator>
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	<title>Thread: Silk Road - Review</title>
	<description>&lt;i&gt;&lt;b&gt;Designers:  Ted Cheatham and Bruno Faidutti&lt;br&gt;Publisher:  Z-Man Games&lt;br&gt;3 – 5 Players, 1 hour&lt;br&gt;Review by:  Greg J. Schloesser&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;There have been two games in which I have been somewhat involved from their inception and through their development, culminating in their ultimate publication.  One was my good friend &lt;i&gt;&lt;b&gt;Ty Douds’ Victory and Honor&lt;/b&gt;&lt;/i&gt;, one of the best trick-taking games in existence.  The most recent is &lt;i&gt;&lt;b&gt;Silk Road&lt;/b&gt;&lt;/i&gt;, which began life many years ago as Valencia.  Conceived by my good friend &lt;i&gt;&lt;b&gt;Ted Cheatham&lt;/b&gt;&lt;/i&gt;, Valencia was originally an abstract in search of a theme.  When Ted devised the Valencia theme, my wife Gail actually created the artwork for the prototype.  Eventually, Ted collaborated with well-known French designer &lt;i&gt;&lt;b&gt;Bruno Faidutti&lt;/b&gt;&lt;/i&gt;, and the result was Silk Road, which has been published by &lt;i&gt;Z-Man Games&lt;/i&gt;.&lt;br&gt;&lt;br&gt;As the name suggests, Silk Road is set along the historic Silk Road of the Far East.  The caravan travels from city-to-city, beginning its journey in Changan and concluding thousands of miles later in Antioch.  With each city visited, players will select one of the action tiles, which will enable them to purchase, swap or sell commodities in various combinations.  Players best beware, however, as the dastardly thief can foil one’s plans, while the Grand Vizier can grant great wealth to the player with the greatest quantity of the commodity he seeks.  &lt;br&gt;&lt;br&gt;To begin the game, each player receives three randomly-drawn commodities, as well as an initial treasury of ten pieces of silver.  Tiles – one less than the number of players – are placed randomly on each of the 18 cities depicted on the board.  The start player receives the caravan leader pawn and a number of turn tokens (one less than the number of players).  The caravan then sets-off from mysterious China, and players seek wealth and riches. &lt;br&gt;&lt;br&gt;The first step of a turn is determining the caravan leader, which isn’t necessarily the player holding the leader pawn.  Each player can make one monetary offer to purchase the caravan leader token for the turn.  The current caravan leader can either accept the highest bid, receiving the money offered and surrendering the leader and turn tokens, or keep the caravan leader token, paying the high bidder an amount equal to his bid.  &lt;br&gt;&lt;br&gt;The caravan leader now moves the caravan token to one of the next cities along the route, as indicated by the arrows depicted on the board.  He then chooses and executes one of the action tiles available at that location.  In addition, if there is a pre-printed action listed next to the city, he may also execute that action.  These cities are particularly valuable, and often result in elevated bids from the players during the first phase.  &lt;br&gt;&lt;br&gt;After making a selection, the caravan leader keeps one of the turn tokens, and passes the remainder to the player of his choice.  That player then chooses a tile and executes its action before passing the remaining tokens onto another player of his choice.  This continues until no further turn tokens remain.  The one player who did not receive an action tile receives the caravan leader token and begins the next turn.  This “choosing the next player” mechanism is highly original, and can help serve as a method to reign in the current leader.  There is the potential for one player to be constantly targeted, but in practice, wise players will choose to target the perceived leader rather than constantly abuse one player.&lt;br&gt;&lt;br&gt;The action tiles are the heart of the game.  Some will allow a player to trade one type of commodity for others, sometimes on a favorable 1-for-2 basis, while others will allow a player to sell or purchase commodities.  When selling, the first good is sold for 4 silver, while each subsequent good is sold for one less.  Purchasing works in the opposite direction.  A maximum of four goods can be sold or purchased per tile.  &lt;br&gt;&lt;br&gt;There are also a few special tiles, such as the thief, which allows the player to randomly steal a commodity from behind an opponent’s screen.  The Grand Vizier allows the player to choose a particular commodity, and each player simultaneously reveals the amount of that commodity that they possess.  Silver is awarded to the top two players.&lt;br&gt;&lt;br&gt;The game continues until the caravan reaches Antioch.  Players then receive victory points as follows:&lt;br&gt;&lt;br&gt;•	5 points per gold coin&lt;br&gt;•	1 point per silver coin&lt;br&gt;•	1 point per goods token&lt;br&gt;•	2 points for the most tokens in EACH commodity.  If tied in a particular commodity, no player receives those points.&lt;br&gt;&lt;br&gt;Resource management is important, particularly in the timing of the conversion of cash into commodities, and back into cash.  Cash is needed early in the game for the acquisition of commodities, but in the second-half of the game, but conservation of cash is more important as the game enters the second half.  Whenever a player can sell commodities, or trade one for two, it is a wise course of action.&lt;br&gt;&lt;br&gt;While the decisions to be made along the way are not often taxing or difficult, one does derive the feeling that your actions are responsible for your ultimate fate, and that wise moves at the right time will spell the difference.  Some of a player’s plans can be hindered by the passing of the turn order tokens, and a perceived front-runner will likely be passed-by when passing the turn tokens.  However, the clever balancing mechanism of crowning this overlooked player the caravan leader on the following turn appears to be ample compensation.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Silk Road &lt;/b&gt;&lt;/i&gt;is a game of decisions and resource management that is easy to learn and play.  The rules fit easily on the front and back of a single page, and the game plays to completion in just over an hour.  While the system includes familiar mechanisms such as quick auctions, it also has some clever and fresh innovations.  It is a game that can be played and enjoyed by both families and serious gamers, which is a big plus.  I’m happy to see this entertaining game finally published.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1323714#1323714</link>
	<pubDate>2007-02-06T14:25:16+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>The link that Sue posted was through the &quot;back door&quot; - onto a mirror site which was intended primarily for printing.&lt;br&gt;&lt;br&gt;I recommend viewing the article through the main blog, where it is fully formatted and contains links to other articles.&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://jbdgames.blogspot.com/2007/01/designers-mind-silk-road.html&quot; rel=&quot;nofollow&quot;&gt;http://jbdgames.blogspot.com/2007/01/designers-mind-silk-roa...&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1297208#1297208</link>
	<pubDate>2007-01-25T08:26:02+00:00</pubDate>
	<dc:creator>Jonathan Degann</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>Thanks for posting that link, Sue, the article was a good read.&lt;br&gt;&lt;br&gt;I've only played Silk Road once, with four players.  I found the turn order mechanic quite novel and interesting.  There were times in our game when choosing both the direction of the caravan and having first choice of the actions seemed critical to me (and I won, so I must have been right...).  Certainly, the options left to the second and even more the third player were usually not as good.&lt;br&gt;&lt;br&gt;I enjoyed the game enough to play again if someone offers.</description>
	<link>http://www.boardgamegeek.com/article/1295973#1295973</link>
	<pubDate>2007-01-24T21:00:36+00:00</pubDate>
	<dc:creator>Andy Parsons</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>Interestingly, my sense from the article was that that rule (winner of auction chooses who goes second) is one of elements of the game that seems most crucial to the designers. &lt;br&gt;&lt;br&gt;Which is precisely why I asked this question -- what people put into something and what others take away can be very different things.  I see that with books (and lectures!) all the time.  </description>
	<link>http://www.boardgamegeek.com/article/1295493#1295493</link>
	<pubDate>2007-01-24T18:22:24+00:00</pubDate>
	<dc:creator>smithhemb</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>I liked Silk Road but also felt it was very high priced. I'm glad I played someone else's copy first. &lt;br&gt;&lt;br&gt;One thing I really disliked about the game, which should be easy enough to change, is the part where you bid to go first and then you decide who will go next. I didn't ever bid to go first because it didn't seem to be a huge advantage worth the coin. And I almost won the game. Everyone gets a pretty good action on their turn even if it's not their first choice. Also, it wasn't always clear how letting person A go next instead of person B was going to be really advantageous. Unless you have a supermemory and remembered which color cubes everyone was collecting!&lt;br&gt;So most of the time, we were handing the turn to the next person randomly,or &quot;You gave it me last time, so I owe you one&quot; type of thing.&lt;br&gt;&lt;br&gt;I would like to play the game again sometime without that rule and see how it's different. </description>
	<link>http://www.boardgamegeek.com/article/1295111#1295111</link>
	<pubDate>2007-01-24T15:45:02+00:00</pubDate>
	<dc:creator>starspangledgirl</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>David-&lt;br&gt;&lt;br&gt;I'm right there with you on Silk Road.  I played it at BGG.con and really enjoyed it, but I could not bring myself to pull the trigger on the price (even at the .con discounted price of $35). I feel the same that the box is over-big for the components and a bit steep at $50 retail.  I think the I would feel much better about the game and would recommend it more highly to friends if it was in a mid-box (e.g. Carcassonne or Alhambra sized box) with a lower price point (say $35 retail, $25 online).  I do actually own it because my wife got it for me at Xmas (actually bought it at BGG.con and sneaked it out under my nose)</description>
	<link>http://www.boardgamegeek.com/article/1295053#1295053</link>
	<pubDate>2007-01-24T15:12:52+00:00</pubDate>
	<dc:creator>skelebone</dc:creator>
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	<title>Thread: Re: Really interesting article on game design/collaboration</title>
	<description>I enjoy Silk Road, but it has some drawbacks (much larger box than is truly needed, big box price -- medium box gameplay).&lt;br&gt;&lt;br&gt;The game is quite enjoyable, with a nice balance of decisions between strategic and tactical, some tough auctions, and choices that often leave you trying to decide between helping yourself and screwing others. It all works very well together, and the game is likely among my top 10 games from 2006.</description>
	<link>http://www.boardgamegeek.com/article/1294831#1294831</link>
	<pubDate>2007-01-24T12:14:20+00:00</pubDate>
	<dc:creator>BeyondMonopoly</dc:creator>
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	<title>Thread: Really interesting article on game design/collaboration</title>
	<description>featuring the Silk Road team (Ted Cheatham/Bruno Faidutti/Zev Shlasinger):  &lt;br&gt;&lt;A target='_blank' href=&quot;http://jbdgamesprintable.blogspot.com/2007/01/designers-mind-silk-road-development-of.html&quot; rel=&quot;nofollow&quot;&gt;http://jbdgamesprintable.blogspot.com/2007/01/designers-mind...&lt;/A&gt; &lt;br&gt;&lt;br&gt;And now that I've gotten a glimpse into how the designers conceptualize what they've done, I'm really curious about the reactions of those who have played the game.  Silk Road seemed to get very little buzz around here, but from the description in this piece it sounded like a game I'd probably enjoy.  Is it better in concept than in practice/play?  </description>
	<link>http://www.boardgamegeek.com/article/1294387#1294387</link>
	<pubDate>2007-01-24T03:55:05+00:00</pubDate>
	<dc:creator>smithhemb</dc:creator>
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	<title>Thread: Interview with Silk Road designers and publisher</title>
	<description>In the current Journal of Boardgame Design, the designers and publisher of Silk Road tell of the long road from original conception to publication.&lt;br&gt;&lt;br&gt;I personally have always been interested in the story behind a game. What were the themes and mechanisms that first inspired the designer, and how did they evolve? When we look at a final product, how did the people involved decide what to put in and what to leave out?&lt;br&gt;&lt;br&gt;For Ted Cheatham, this is his first published game. Ted tells a great story that carries us through both the creative decisions and the emotional experiences of shaping a game. Bruno Faidutti, well known as the designer of dozens of games including Citadels, Boomtown (with Bruno Cathala) and Diamant (with Alan Moon), enters the conversation at the same time he enters the story - bringing new life to a design that showed promise. Ever the professional, he describes exactly how he addressed the perceived dryness of the earlier design, introduced new themes, and brought the theme together with new mechanisms. Finally Zev Shlasinger of Z-Man Games tells what struck his interest in the game when it was submitted, and how he tweaked it into its current state.&lt;br&gt;&lt;br&gt;Join us at&lt;br&gt;&lt;A target='_blank' href=&quot;http://jbdgames.blogspot.com/2007/01/designers-mind-silk-road.html&quot; rel=&quot;nofollow&quot;&gt;http://jbdgames.blogspot.com/2007/01/designers-mind-silk-roa...&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1293295#1293295</link>
	<pubDate>2007-01-23T19:38:02+00:00</pubDate>
	<dc:creator>Jonathan Degann</dc:creator>
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	<title>Thread: Re: Silk Road:  Session Report</title>
	<description>&lt;b&gt;denverarch wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Has your impressions of this game changed? Earlier you were not too impressed with it.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Did I say I wasn't impressed with it?  That's not the case.  I think it is a fine, light game, with some important decisions to be made along the way.  It certainly isn't in the same league as heavier games such as Torres, El Grande or Puerto Rico, but it isn't meant to be.  &lt;br&gt;&lt;br&gt;I think it is a good choice when gaming with friends and family, or when you are in the mood for a lighter game.</description>
	<link>http://www.boardgamegeek.com/article/1244878#1244878</link>
	<pubDate>2006-12-27T19:19:04+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: Silk Road:  Session Report</title>
	<description>Has your impressions of this game changed? Earlier you were not too impressed with it.</description>
	<link>http://www.boardgamegeek.com/article/1244858#1244858</link>
	<pubDate>2006-12-27T19:11:01+00:00</pubDate>
	<dc:creator>denverarch</dc:creator>
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	<title>Thread: Silk Road:  Session Report</title>
	<description>Another journey down the Silk Road, according to designers Ted Cheatham and Bruno Faidutti.  Gail, Rhonda and I were experienced travelers, with Alison B., Lindsay and Benjamin being new to the trek.&lt;br&gt;&lt;br&gt;I felt I was progressing well, having controlled the caravan leader at important junctures.  I also captured two bonuses from the Grand Vizier, and managed to sell goods for handsome profits at several cities.  When we revealed our hordes of treasures and gold at the end of the game, however, everyone was shocked at Alison’s bountiful collection.  &lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Finals:  Alison 43, Greg 33, Benjamin 30, Rhonda 29, Gail 21, Lindsay 16&lt;br&gt;&lt;br&gt;Ratings:  Alison 7, Greg 6.5, Gail 6, Rhonda 6, Benjamin 6&lt;/b&gt;&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/1244472#1244472</link>
	<pubDate>2006-12-27T14:07:59+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<link>http://www.boardgamegeek.com/image/164651</link>
	<pubDate>2006-11-28T20:53:52+00:00</pubDate>
	<dc:creator>puppi</dc:creator>
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	<title>Thread: Re: [Review] Silk Road</title>
	<description>After a number of games-played, we've found the auction mechanic to be one of the most tense and interesting parts of the game.  It requires keeping track of players' money and potential collections, and bidding is used to make a leader &quot;pay&quot; to get the action they want.  After the first game, we've never had a 5 bid, with 3 bids being the most common.  Additionally the bidding is used to get some cash for something you don't really want anyway, simply because you know the current Caravan leader really needs that next action--it allows you to get an effortless 3 or 4 silver, and at the same time, perhaps hold a leader back a little.  A very nice mechanic actually, which gets more interesting with more play.&lt;br&gt;&lt;br&gt;I'll say also that playing several times in reasonably close time-proximity gets a nice meta-game going--as players begin to second-guess bids and true desires based on past games.  This is an interesting mechanic as well that you will miss if you only play infrequently.</description>
	<link>http://www.boardgamegeek.com/article/1193298#1193298</link>
	<pubDate>2006-11-27T19:04:07+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<link>http://www.boardgamegeek.com/image/163831</link>
	<pubDate>2006-11-24T23:13:59+00:00</pubDate>
	<dc:creator>swiftcorp</dc:creator>
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	<link>http://www.boardgamegeek.com/image/163832</link>
	<pubDate>2006-11-24T23:12:05+00:00</pubDate>
	<dc:creator>swiftcorp</dc:creator>
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	<title>Thread: Re: [Review] Silk Road</title>
	<description>&lt;b&gt;TomVasel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;	&lt;br&gt;3.)  Auctions:  Some folk don’t like auction games, but in Silk Road, even though the auctions are important, they aren’t tiresome and repetitive.  Players can’t simply drop out of the bidding, because they may end up without an action tile!  &lt;i&gt;One can afford to miss one or two action tiles over the course of a game, but missing more can be disastrous.&lt;/i&gt;  An interesting effect that occurs because of this happens when one player is being offered a bid that will drop them out of taking an action.  Is the amount of the bid worth them not doing anything that turn?  This decision process is my favorite part of the game and can be quite interesting later on.  Controlling what city the caravan goes can change the course of the game and help yourself while hurting others.  Short, important bidding is a nice addition to the game, especially when you consider the fact that you’re basically bidding away victory points.  I’ve seen a bid of “5”, but never anything higher, and usually bids end up at “3”.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Tom-&lt;br&gt;I've only played once, but I'm not sure this is true. In our game, the runaway winner was the player who had consistently been denied an action, who had consequently been able to collect quite a bit of money from the bidding round. My daughter, who nobody had wanted to shortchange an action,  did relatively poorly. Although I wonder if our bids weren't on the high side - we had quite a few “5”s.&lt;br&gt;&lt;br&gt;David</description>
	<link>http://www.boardgamegeek.com/article/1171931#1171931</link>
	<pubDate>2006-11-13T21:41:34+00:00</pubDate>
	<dc:creator>molnar</dc:creator>
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	<title>Thread: Silk Road:  Session Report</title>
	<description>&lt;i&gt;Editor’s Note:  My full review of Silk Road will be published soon.  What follows is an abbreviated version.&lt;/i&gt;&lt;br&gt;&lt;br&gt;There have been two games in which I have been somewhat involved from their inception and through their development, culminating in their ultimate publication.  One was my good friend &lt;i&gt;&lt;b&gt;Ty Douds’ Victory and Honor&lt;/b&gt;&lt;/i&gt;, one of the best trick-taking games in existence.  The most recent is &lt;i&gt;&lt;b&gt;Silk Road&lt;/b&gt;&lt;/i&gt;, which began life many years ago as Valencia.  Conceived by my good friend &lt;i&gt;&lt;b&gt;Ted Cheatham&lt;/b&gt;&lt;/i&gt;, Valencia was originally an abstract in search of a theme.  When Ted devised the Valencia theme, my wife Gail actually created the artwork for the prototype.  Eventually, Ted collaborated with well-known French designer &lt;i&gt;&lt;b&gt;Bruno Faidutti&lt;/b&gt;&lt;/i&gt;, and the result was Silk Road, which has been published by &lt;br&gt;Z-Man Games.&lt;br&gt;&lt;br&gt;As the name suggests, Silk Road is set along the historic trade route of the Far East.  The caravan travels from city-to-city, beginning its journey in Changan and concluding thousands of miles later in Antioch.  With each city visited, players will select one of the action tiles, which will enable them to purchase, swap or sell commodities in various combinations.  Players best beware, however, as the dastardly thief can foil one’s plans, while the Grand Vizier can grant great wealth to the player with the most of the commodity he seeks.  &lt;br&gt;&lt;br&gt;After selecting the caravan leader via a quick auction mechanism, that player moves the caravan to a city that falls next along one of two paths.  He selects and executes an action tile at that location.  Then, the caravan leader keeps one of the turn tokens, and passes the remainder to the player of his choice.  That player then chooses a tile and executes its action before passing the remaining tokens onto another player of his choice.  This continues until no further turn tokens remain.  The one player who did not receive an action tile receives the caravan leader token and begins the next turn.  This “choosing the next player” mechanism is highly original, and can help serve as a method to reign in the current leader.  There is the potential for one player to be constantly targeted, but in practice, wise players will choose to target the perceived leader rather than constantly abuse one player.&lt;br&gt;&lt;br&gt;The action tiles are the heart of the game.  Some will allow a player to trade one type of commodity for others, sometimes on a favorable 1-for-2 basis, while others will allow a player to sell or purchase commodities.  When selling, the first good is sold for 4 silver, while each subsequent good is sold for one less.  Purchasing works in the opposite direction.  A maximum of four goods can be sold or purchased per tile.  &lt;br&gt;&lt;br&gt;•	The game continues until the caravan reaches Antioch, whereupon victory points are earned for commodities, commodity majorities, and coins.  &lt;br&gt;&lt;br&gt;Resource management is important, particularly in the timing of the conversion of cash into commodities, and back into cash.  Cash is needed early in the game for the acquisition of commodities, but in the second-half of the game, but conservation of cash is more important as the game enters the second half.  Whenever a player can sell commodities, or trade one for two, it is a wise course of action.&lt;br&gt;&lt;br&gt;While the decisions to be made along the way are not often taxing or difficult, one does derive the feeling that your actions are responsible for your ultimate fate, and that wise moves at the right time will spell the difference.  Some of a player’s plans can be hindered by the passing of the turn order tokens, and a perceived front-runner will likely be passed-by when passing the turn tokens.  However, the clever balancing mechanism of making this overlooked player the caravan leader on the following turn appears to be ample compensation.&lt;br&gt;&lt;br&gt;Silk Road is a game of decisions and resource management that is easy to learn and play.  The rules fit easily on the front and back of a single page, and the game plays to completion in just over an hour.  While the system includes familiar mechanisms such as quick auctions, it also has some clever and fresh innovations.  It is a game that can be played and enjoyed by both families and serious gamers, which is a big plus.  I’m happy to see this entertaining game finally published.&lt;br&gt;&lt;br&gt;The caravan was led along the Silk Road by Sheila, Ray, Elena, Gail and me.  I managed to capture a narrow victory over Gail.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Finals:  Greg 38, Gail 35, Sheila 26, Ray 23, Elena 22&lt;br&gt;&lt;br&gt;Ratings:  Gail 7.5, Greg 6.5, Sheila 6.5, Ray 6.5, Elena 5&lt;/b&gt;&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/1151989#1151989</link>
	<pubDate>2006-11-01T20:58:12+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: [Review] Silk Road</title>
	<description>	I enjoy teaching ancient Chinese history to my students, if only for the fact that I don’t remember it being taught to me in high school – all I recall is talk about the Great Wall.  So I was pleased to see a game that focused on the Silk Road of the Han Dynasty – one of the major trade routes of the first millennium.  Silk Road (Z-man Games, 2006 – Ted Cheatham and Bruno Faidutti) was also high on my interest list if only for the combination of designers – Mr. Faidutti, who has designed some classic games such as Citadels, and Ted Cheatham, one of the biggest game enthusiasts I’ve ever met.&lt;br&gt;&lt;br&gt;	Upon playing the game, I was really surprised at the smooth, flowing sensation the game produced.  There is none of Bruno’s classic chaos (well, maybe the thief), and it includes a good mechanic to force players to get involved, rather than take a more benign role.  Silk Road is probably overpriced for the components you get, but it is a good solid game – nothing fantastic or new, but more of a nice easy-going experience.  &lt;font color='#FF0000'&gt;I enjoy the aspect of bidding in this version; and while I feel that replayability won’t offer too many different choices, it’s certainly a nice medium weight game for occasional play.&lt;/font&gt;&lt;br&gt;&lt;br&gt;	A map shows twenty different cities that are aligned along the Silk Road, starting from Chang’An and concluding in Antioch.  Cities have one or two arrows extending towards the next city, allowing choices to be made as the caravan moves along the trail.  A large token is placed in Chang’An to represent the caravan, and piles of action tiles are randomly placed on the board, with one less than the number of players placed in each city.  Half of the cities are colored orange and get orange tiles; the others are purple, where the purple tiles are placed.  Each player is given one gold coin (worth five silver coins) and five silver coins, three random resource cubes (white – ivory; blue – silk; yellow – jewels; brown – dried fruits; and red – spices) and a shield to hide them behind.  A random player is given a caravan leader pawn and as many turn tokens as there are players, minus one.  The first round is ready to begin.&lt;br&gt;&lt;br&gt;	In each round, starting with the player to the left of the person with the caravan leader, each player must either bid higher than the previous person or pass.  Once this is done, the caravan leader can either accept the money offered by the highest bidder, giving them the token or pay the same amount to that person, giving them the token.  The caravan leader then moves the caravan pawn on the board to one of the next possible cities.  The player then takes one of the action tiles in that city and either utilizes the action or discards the tile, passing the caravan pawn and all of the turn tokens except one.  This continues until all players but one have taken an action – leaving no action tiles on the city.  The next round then begins, following the same pattern.&lt;br&gt;&lt;br&gt;	The action tiles are:&lt;br&gt;- Trade one specific type of good for two other specific goods (this can be done twice by the acting player.)&lt;br&gt;- Buy as many goods of a specific type as the player wants to, paying 1 silver for the first, two silver for the second, etc.&lt;br&gt;- Steal one good randomly from behind another player’s screen.&lt;br&gt;- Barterer:  This tile can be kept and used in a later city, allowing the player to discard it to take two tiles and actions, keeping two players from completing an action that city.&lt;br&gt;- Switch up to two goods of any kind for two goods of a player’s choice.&lt;br&gt;- Same as above, but up to four goods&lt;br&gt;- Sell as many goods of a specific type as the person wants, receiving four silver for the first good, three for the second, two for the third, and one for every one after that.&lt;br&gt;- Crook:  This tile can be kept for a later turn and allows the player to change a goods type on an action tile to a different type.&lt;br&gt;- Grand Vizier:  The player who chooses this tile picks a good type.  All players reveal as many of that type of cubes as they want to, with the player who has the highest receiving six silver, and the player with the second most receiving three.  A cube of this type is then placed on the tile to show that the Grand Vizier can not be used for that specific type of good for the remainder of the game.&lt;br&gt;&lt;br&gt;	Some cities have an extra action tile imprinted onto the board.  When a player chooses to go there, the first player may take that action along with one other action tile.  The game continues until the caravan reaches Antioch, at which point the game ends, and all players score their points.  Each silver coin is worth one point; gold coins are worth five points, cubes are worth one point, and the player with the most goods tokens in each type receives two points.  The player with the most points is declared the winner!&lt;br&gt;&lt;br&gt;Some comments on the game…&lt;br&gt;&lt;br&gt;1.)  Components:  The large square box feels lighter than it looks – mostly because there really isn’t that much there – well, not enough to warrant the large box.  The coins are nice wooden discs that are easy to handle and use, although there’s really not enough of them for a five or six player game; we constantly had to make change to keep from running out of silver coins and finally resorted to using the turn tokens (large orange discs) as “10” value coins.  Speaking of the turn tokens, they felt a bit unnecessary; and as I said, we simply use them for money now.  I also wish that the caravan leader token wasn’t the exact same large wooden token as the caravan itself – people kept grabbing the caravan token by accident.  Still, the rest of the components are nice – the board is a longer thin one, the action tokens are easy to read and understand – with pictorial references that make sense, the cubes are colorful and easy to handle, and the player shields are handy to hide one’s money.  My only concern is that the price seems to outweigh the components inside.&lt;br&gt;&lt;br&gt;2.)  Rules:  There is only one sheet of rules, on both sides, and it is accurate and clear.  A few details are not addressed, such as what one does when a certain amount of cubes is run out of (tough luck), and what happens in a Grand Vizier tie (hooray for everyone), but most of these are common sense and can be worked out, although they should have been included in the basic rule set.  The game is much easier to teach than I expected, teenagers and adults took to it easily, and both games I’ve played have come to just over an hour.&lt;br&gt;&lt;br&gt;3.)  Auctions:  Some folk don’t like auction games, but in Silk Road, even though the auctions are important, they aren’t tiresome and repetitive.  Players can’t simply drop out of the bidding, because they may end up without an action tile!  One can afford to miss one or two action tiles over the course of a game, but missing more can be disastrous.  An interesting effect that occurs because of this happens when one player is being offered a bid that will drop them out of taking an action.  Is the amount of the bid worth them not doing anything that turn?  This decision process is my favorite part of the game and can be quite interesting later on.  Controlling what city the caravan goes can change the course of the game and help yourself while hurting others.  Short, important bidding is a nice addition to the game, especially when you consider the fact that you’re basically bidding away victory points.  I’ve seen a bid of “5”, but never anything higher, and usually bids end up at “3”.&lt;br&gt;&lt;br&gt;4.)  Thief:  This certainly feels like a Faidutti mechanic, as I’ve seen it in several of his other games, such as Dragon’s Gold; but it does help increase player interaction. This is good, because even though the auctions matter quite a bit to who doesn’t take a turn this round, the game still doesn’t always feel very interactive.  In fact, there are some who considered the theme to be a bit listless and dull; and while I disagree, I enjoyed the trading aspect in this game.  I certainly understand their point of view.  &lt;br&gt;&lt;br&gt;5.)  Fun Factor and Trading:  Players must control clever players, as trading is ALWAYS beneficial – getting two cubes for one, or four dollars for a cube you only paid one or two for.  That’s a cheery feeling, and even players who lose will end up with more than they started.  This, combined with the quick feel of the game (any longer and it might get monotonous) keeps the game enjoyable for me.  I liked the trading aspect with the game itself, even though it would have been interesting to make deals with other players.  What’s neat about Silk Road is that you can look farther ahead down the path and see which cities are coming up and plan your trading accordingly.  Buying two cubes for three silver and then trading them for four cubes, which you then sell two of for seven silver, gives one a bit of satisfaction and kept the game enjoyable for me.&lt;br&gt;&lt;br&gt;&lt;br&gt;6.)  Players:  I’ve seen some that think that the six player game is too chaotic.  I can understand that the three player game offers up some fairly deep strategy (it probably is the best number for Silk Road), but I just enjoyed the bidding process with six players and the slight trash talking that ensued during the process.  It was enjoyable, and the chaos wasn’t as bad (I didn’t even consider it chaos!), as I’ve read.&lt;br&gt;&lt;br&gt;	All in all, I found Silk Road to be an enjoyable game, although I fear that it may be forgettable in the long run.  It’s an interesting theme, but the theme isn’t deeply rooted enough into the gameplay to keep players’ attention for many games.  &lt;font color='#FF0000'&gt;Games tend to feel the same, even if they’re not, so Silk Road will remain a nice diversion for me.  I won’t hesitate to bring it out for non-gamers, as it’s very understandable, and there is a bit of strategy and long term planning in the game; not to mention a reasonable time limit.&lt;/font&gt;  It just lacks that spark of absolute fun that I’m looking for, so for now I’ll play it only occasionally.&lt;br&gt;&lt;br&gt;	Tom Vasel&lt;br&gt;	“Real men play board games”&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.thedicetower.com&quot; rel=&quot;nofollow&quot;&gt;www.thedicetower.com&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1149137#1149137</link>
	<pubDate>2006-10-31T10:19:44+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Re: First Impressions</title>
	<description>We've now played this with 3,4 and 5--multiple times with each--and I will say that the 3 player version is quite tense with much look-ahead and careful watch of what each player was doing/collecting.  Although the bids for caravan leader didn't really get high, there was almost always bidding--not just for control, but to squeeze cash from the current leader if you thought they wanted to keep the leadership.  I think 3 is the sweetspot!  5 was chaotic and no one really felt in control of their own destiny, a lot was trying to make do with what you were presented with little thought to screwage, or manipulating play to minimize your opponent's cashflow.  4 players was pretty decent as well, second only to 3, since it adds the &quot;no action&quot; for one player each turn--but this seemed to strongly favor those with superhuman memory, they had far more control over everyone else since they could truly optimize the screwage, while quietly advancing their own goals.&lt;br&gt;&lt;br&gt;We've been enjoying it quite a bit, but don't even bother with the money pieces...like with many games ever since I picked up the quality poker chip set.  There's just a cool factor to clacking poker chips and stacking/restacking them behind your screens &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1129028#1129028</link>
	<pubDate>2006-10-18T00:05:22+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Silk Road for 2 Player</title>
	<description>The changes are as follows:&lt;br&gt;1. Play with 3 tiles in each city - one player will get 2 tiles, the other will get the caravan leader token. &lt;br&gt;2. Pay the bank for the highest bid for caravan leader, keeps things more even, and higher bids than a lop-sided change each auction if you paid the other player.&lt;br&gt;3. Whoever doesn't get the next tile choice gets the caravan leader token, and is the starting player for the auction. &lt;br&gt;&lt;br&gt;that was all...works fine, feels like the reg. game, minus choosing who gets the next tile, just goes back and forth unless a barter tile was used. </description>
	<link>http://www.boardgamegeek.com/article/1120493#1120493</link>
	<pubDate>2006-10-12T02:16:29+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Re: Action tiles behind screen?</title>
	<description>Thanks Zev&lt;br&gt;&lt;br&gt;EV</description>
	<link>http://www.boardgamegeek.com/article/1118709#1118709</link>
	<pubDate>2006-10-11T04:45:03+00:00</pubDate>
	<dc:creator>erichv</dc:creator>
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	<title>Thread: Re: Insufficient Money in the Game?</title>
	<description>Since it's an apparent problem I think we'll just use our &lt;strike&gt;poker&lt;/strike&gt; 18xx chips, and not worry about the money running out.</description>
	<link>http://www.boardgamegeek.com/article/1116736#1116736</link>
	<pubDate>2006-10-10T05:21:51+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
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	<title>Thread: Re: Special Traders</title>
	<description>We played it as I mentioned.  Trade any color(s) for any color(s).&lt;br&gt;&lt;br&gt;On one turn I traded 2 white, 1 brown, 1 green for 2 yellow and 2 red.  Or you could trade 3 white and 1 red for 4 green.&lt;br&gt;Or 1 red, 1 white, 1 green, 1 yellow for 4 brown.&lt;br&gt;etc.&lt;br&gt;&lt;br&gt;Of course this all assumes you're using the 4-4 trader tile.  The same principle would apply to the 2-2 trader tile.&lt;br&gt;&lt;br&gt;The German and French rules in the box both jive with English rules also confirming you can trade 2 (or 4) cubes of your choice for 2 (or 4) cubes of your choice.</description>
	<link>http://www.boardgamegeek.com/article/1115676#1115676</link>
	<pubDate>2006-10-09T17:08:22+00:00</pubDate>
	<dc:creator>Walt Mulder</dc:creator>
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	<title>Thread: Re: First Impressions</title>
	<description>One issue I have had in two games I have played recently is that other players weren't paying attention.  I agree it is sometimes difficult to keep track of who is doing what but its part of the game.  When you have players who don't even try to do this it really can throw the game off.&lt;br&gt;&lt;br&gt;In the one game, we had one player who really didn't care one way or the other about the game.  He was reading something and would look up on his turn see what tiles were out there, make his move and go back to reading.  Needless to say, when it came time to pass the pawn or take actions like the thief, his actions made absolutely no sense.  He would pass the pawn to someone who would clearly benefit from a trade (people paying attention knew this because they saw some trades the player had made or a Grand Vizier round) or in one case stole a cube from me, the weakest player in the game.&lt;br&gt;&lt;br&gt;In the other game we were at a convention and one of the players was a dealer and he got called away a couple of times to care for some issues.  At one point he came back and passed the pawn to a player who had just made a big trade for blue cubes the previous turn.  There was a tile to sell blue cubes still left and he made a killing.  He also ended up winning the game.  Those of us who were paying attention would never have allowed this person to choose that tile.  I don't blame the guy because he had a business to run (outside of Silk Road!) but it really demonstrated how critical it is to try and keep track of what people are doing.&lt;br&gt;&lt;br&gt;I'm not going to claim to have the greatest memory in the world but I can generally keep track of people for a couple of turns prior and base my decisions on that information....and just a general feeling about who has been doing well.  If you read my strategy article, you will also see some thoughts I have about passing the pawn.</description>
	<link>http://www.boardgamegeek.com/article/1115486#1115486</link>
	<pubDate>2006-10-09T14:42:18+00:00</pubDate>
	<dc:creator>Samuraicat</dc:creator>
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	<title>Thread: Re: First Impressions</title>
	<description>As another data point, I played this for the first time last week, with 5 players, and we also ran out of money, by quite a bit.  We had to use about 20 poker chips for the remaining silver.  That might have been partly due to the &quot;superfriendly ties&quot; rule for the Grand Vizier (we had many ties).&lt;br&gt;&lt;br&gt;My problem with 5 players is that it's too hard to pay attention to what everyone is doing let alone keep careful track of how much money and cubes everyone has.  This made the &quot;who goes next&quot; selection feel very random.  Most of the time we just ended up rationalizing our choices with &quot;you helped me most recently&quot; or &quot;I haven't helped you recently&quot;, which felt unsatisfying.  I could see this devolving into a negotiation/whining game.  I also considered having multiple auctions per turn to determine the turn order, but I think that would slow the game down too much.  My other thought was to play with open holdings, which might lead to analysis paralysis, but I'd like to try it that way.  Or else just try it with fewer players.</description>
	<link>http://www.boardgamegeek.com/article/1115430#1115430</link>
	<pubDate>2006-10-09T13:53:15+00:00</pubDate>
	<dc:creator>DougOrleans</dc:creator>
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	<title>Thread: Re: Special Traders</title>
	<description>&lt;i&gt; Neither the goods you trade nor the goods you trade for need be of the same kind.&lt;/i&gt;  &lt;br&gt;&lt;br&gt;could we get some examples of what this means?&lt;br&gt;&lt;br&gt;here's how we played it:&lt;br&gt;trade any 1 type of good (up to 4 cubes of that type) for any other type of the same amount of cubes. &lt;br&gt;&lt;br&gt;but if your answer is as stated, it sound as if it is:&lt;br&gt;trade any cubes (up to 4 cubes of any types) for any cubes of the same amount traded off.&lt;br&gt;&lt;br&gt;&lt;br&gt;Personally, I like the limiting factor of not getting your way so easily. Choices are harder if you have to plan beforehand, rather than just trade away 4 cubes of any type for 1 color or many of the same number. I would try to get maybe 2 of a kind, twice, so that I could use the traders coming up. e.g. trade 4 of any cubes for 2 red and 2 blue cubes, knowing the next stop has a trader for each that will trade these for 2 cubes each, using my barter tile of course. I would have 8 cubes after the two trade tiles, gaining a net of 4 cubes. &lt;br&gt;&lt;br&gt;That scenerio is not very limiting compared to:&lt;br&gt;say you don't have 4 cubes of one color, but you have 3 of one color that you don't think will be useful. You can take those 3 and exchange them for 3 of a useful color. When it reads &quot;up to 4&quot; I pretty much interpreted that as meaning up to 4 of the same color, which now I see is wrong. so, if you have 4 cubes at all, you might as well get exactly the mix you want of 4 cubes when you use the special traders. Right?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1115421#1115421</link>
	<pubDate>2006-10-09T13:44:54+00:00</pubDate>
	<dc:creator>ropearoni4</dc:creator>
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	<title>Thread: Re: Special Traders</title>
	<description>ooops - I had misread the question and my answer was wrong. Just edited it. Neither the goods you trade nor the goods you trade for need be of the same kind.</description>
	<link>http://www.boardgamegeek.com/article/1115152#1115152</link>
	<pubDate>2006-10-09T05:02:38+00:00</pubDate>
	<dc:creator>faidutti</dc:creator>
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	<title>Thread: Re: Special Traders</title>
	<description>Regarding 1, we played it wrong but played by the English rules which state &lt;i&gt;up to four goods of any kind for the same number of goods of your choice&lt;/i&gt;&lt;br&gt;&lt;br&gt;It does not state &quot;up to four goods of any &lt;b&gt;one &lt;/b&gt;kind...&quot; This can be interpreted to mean that you can trade any type(s) of goods for any other type(s) of goods.  I think the way it's played can make a big difference.</description>
	<link>http://www.boardgamegeek.com/article/1114978#1114978</link>
	<pubDate>2006-10-09T01:36:48+00:00</pubDate>
	<dc:creator>Walt Mulder</dc:creator>
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	<title>Thread: Re: First Impressions</title>
	<description>Paul thank you for the comments.  I also play tested mostly with more players and only a few times with 3 to make sure it worked.  Funny thing is I got the exact same comment from another gamer this weekend that he liked it best with 3 for the reasons you state.&lt;br&gt;&lt;br&gt;And, you mentioned money.  Running out of money with 6 can happen with the cash supplied with the game. This really depends on how the tiles come out and the path people take.  But, this is not a limiting factor in the game.....and, although you should not have to do this, we simply turn the used board tiles face down and use them as 1 silver each to pay out as needed.</description>
	<link>http://www.boardgamegeek.com/article/1114825#1114825</link>
	<pubDate>2006-10-08T21:31:48+00:00</pubDate>
	<dc:creator>tedcheatham</dc:creator>
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	<title>Thread: Re: Insufficient Money in the Game?</title>
	<description>Ah yes ... I would probably have realised this had I actually played the game. &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/1114590#1114590</link>
	<pubDate>2006-10-08T15:06:38+00:00</pubDate>
	<dc:creator>SteveK2</dc:creator>
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