<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Runebound - Midnight</title>
	<link>http://www.boardgamegeek.com/boardgame/19892</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 06 Sep 2008 13:13:37 -0500</lastBuildDate>
	<pubDate>Sat, 06 Sep 2008 13:13:37 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: midnight rules</title>
	<description>&lt;b&gt;Blue_rose wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Apart from the things already mentioned, the rules state that &quot;each hero who participated in the combat gains 4 experience points&quot;. If you follow this rule, also heroes who get knocked out would gain experience, which sounds really strange.&lt;/i&gt;&lt;br&gt;My interpretation of that is that they wanted to specify that you get 4 XP even though you never hit the bad guy even once. If you survive, you're good.&lt;br&gt;&lt;br&gt;Yes, I say &quot;if you survive&quot; because I think that the &quot;no reward if knocked out&quot; principle supercedes the rule point above. But I could be wrong.</description>
	<link>http://www.boardgamegeek.com/article/2544811#2544811</link>
	<pubDate>2008-08-11T14:16:07+00:00</pubDate>
	<dc:creator>LoneCleric</dc:creator>
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	<title>Thread: Re: Knocked out heroes</title>
	<description>As I read it, the rules are not alternate, but changes from the original rules. So, my understanding is that you follow the normal rules, except on the points that are called alternate rules.&lt;br&gt;&lt;br&gt;This means that a knocked out hero discards all wound and exhaust counters, and all goods, but you don't need to discard items.&lt;br&gt;&lt;br&gt;What I don't understand is the part about moving into towns. The rules doesn't mention a change from the original rules, but it seems strange that a hero would be moved into a town when knocked out, since an infiltration test is required before a hero moves into a town.</description>
	<link>http://www.boardgamegeek.com/article/2543155#2543155</link>
	<pubDate>2008-08-10T16:14:39+00:00</pubDate>
	<dc:creator>Blue_rose</dc:creator>
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	<title>Thread: Re: midnight rules</title>
	<description>I have also been wondering about this question. There is not a word in the rules about what happens if one or more heroes are knocked out when facing red challenges.&lt;br&gt;&lt;br&gt;Apart from the things already mentioned, the rules state that &quot;each hero who participated in the combat gains 4 experience points&quot;. If you follow this rule, also heroes who get knocked out would gain experience, which sounds really strange.</description>
	<link>http://www.boardgamegeek.com/article/2543143#2543143</link>
	<pubDate>2008-08-10T16:07:25+00:00</pubDate>
	<dc:creator>Blue_rose</dc:creator>
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	<title>Thread: Re: No Reprint?</title>
	<description>yeah this one hurts, im a collector, and have everything else, even have most home brew expansions printed, am designing two expansions, and I really want this box. It's kinda a shame it's suppose to not be very good, seems like its gonna be a worse pay out once i find it</description>
	<link>http://www.boardgamegeek.com/article/2526376#2526376</link>
	<pubDate>2008-08-04T03:49:08+00:00</pubDate>
	<dc:creator>bongloder</dc:creator>
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	<title>Thread: Re: No Reprint?</title>
	<description>I e-mailed FFG about this recently, through their website, and was told that they're not planning a reprint.</description>
	<link>http://www.boardgamegeek.com/article/2427724#2427724</link>
	<pubDate>2008-06-26T16:46:09+00:00</pubDate>
	<dc:creator>McCoy Pauley</dc:creator>
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	<title>Thread: Infiltration</title>
	<description>It doesnt say so but I was wondering if there is a stat modififer for infiltrating towns?  We played today and the non shadow player failed three out of three infiltrate rolls.&lt;br&gt;&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/2387566#2387566</link>
	<pubDate>2008-06-11T16:06:08+00:00</pubDate>
	<dc:creator>liberor13</dc:creator>
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	<title>Thread: Re: Knocked out heroes</title>
	<description>I read it as not being alternate rules, but modifications to the original rules. So you would still remove wounds and be moved to the nearest town.</description>
	<link>http://www.boardgamegeek.com/article/2351094#2351094</link>
	<pubDate>2008-05-29T09:56:07+00:00</pubDate>
	<dc:creator>broggi</dc:creator>
</item><item>
	<title>Thread: Re: No Reprint?</title>
	<description>Thoughthammer has it listed to be reprinted in 2008.  </description>
	<link>http://www.boardgamegeek.com/article/2137233#2137233</link>
	<pubDate>2008-03-06T15:18:22+00:00</pubDate>
	<dc:creator>Black Knight</dc:creator>
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	<title>Thread: Midnight Items vs Regular Items</title>
	<description>I know that when playing the Midnight rules, you keep the Midnight and &quot;base&quot; items separate.  However, has anyone tried adding the Midnight items into the main deck for non-Midnight games?  Are they priced appropriately, or is the power-to-cost ratio too disparate for this to really be &quot;fair&quot;?</description>
	<link>http://www.boardgamegeek.com/article/2082823#2082823</link>
	<pubDate>2008-02-14T19:02:53+00:00</pubDate>
	<dc:creator>sigmazero13</dc:creator>
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	<title>Thread: Re: Kael, son of Gurin?</title>
	<description>Okay, picked it up and tried him out, and let me say he's quite fun. Now before I get into it, let me point out that we use the market deck variant floating around on various Runebound fan sites where you divide the market deck into 4 stacks; weapons, armor, allies, and &quot;other&quot;. This helps Kael out in the same way it helps Steelhorns (Nothing sucks more than playing Steelhorns and drawing an ally every market step you take). I would never draw a weapon or armor card myself, but I'd keep an eye out for any 3 cost or less that someone else would pull but not pick up.&lt;br&gt;&lt;br&gt;While leveling, I kept his stats as even as possible and in the end I found +stamina to be much more important to him than +health. While many challenges could take a while to bring down, he hardly ever got damaged.  Later on when I was taking on blues and heading towards reds, I picked up an Orcish Boarbracer which really helped quite a bit.&lt;br&gt;&lt;br&gt;In the end, I'd say he's no worse off than any other character.  He may not be for everyone as he takes a little more patience to beat challenges, but I found him to be rather enjoyable.</description>
	<link>http://www.boardgamegeek.com/article/2023529#2023529</link>
	<pubDate>2008-01-21T18:56:00+00:00</pubDate>
	<dc:creator>Bishop084</dc:creator>
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	<title>Thread: Re: Kael, son of Gurin?</title>
	<description>I am picking up my copy of RB Midnight tonight, so I haven't had a chance to play with him yet but seeing his card online has really intrigued me. &lt;br&gt;&lt;br&gt;Firstly, I love the monk feel I get from him. I've played a fair amount of D&amp;D, and the monks have been one of my favorite classes since 3rd edition came out.&lt;br&gt;&lt;br&gt;After the initial joy wore off, I started thinking about how he would work in a regular game of Runebound, since that's likely where he'll see most of his use with my normal group. At first glance, he strikes me as someone that will take longer to kill something but probably won't take much damage along the way, with 4s in everything and the option to boost them to 7 right off the bat. Defender indeed.&lt;br&gt;&lt;br&gt;There's not much armor that will help him, with the Shell Shield and Leather Armor being about it. A few weapons can come in handy, such as the Black Dagger, Fang Dagger, and Dragontooth Hammer. Even the Scorpion Sting, an item I would normally ignore, might see some use with him.&lt;br&gt;&lt;br&gt;After that, allies and arifacts should round him off nicely. My theory is to try and keep his stats as even as possible, and get a stamina upgrade or two to keep the +3s coming. I think he'll be fun character to play.</description>
	<link>http://www.boardgamegeek.com/article/2020023#2020023</link>
	<pubDate>2008-01-19T21:22:36+00:00</pubDate>
	<dc:creator>Bishop084</dc:creator>
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	<title>Thread: Re: Movement Dice in Towns</title>
	<description>&lt;i&gt;Disclaimer&lt;/i&gt;: I haven't played Midnight yet, though I've read the rules. Several times.&lt;br&gt;&lt;br&gt;A general principle of Runebound is that you never &lt;i&gt;have&lt;/i&gt; to move. You're not forced to use all your dice in the basic game, nor are you forced to spend them all in Midnight.</description>
	<link>http://www.boardgamegeek.com/article/2004055#2004055</link>
	<pubDate>2008-01-14T01:05:48+00:00</pubDate>
	<dc:creator>LoneCleric</dc:creator>
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	<title>Thread: Movement Dice in Towns</title>
	<description>Can you enter a market step (and therefore add to the market pile) AFTER using dice in town to heal and/or barter.&lt;br&gt;&lt;br&gt;OR if you use these dice are u obliged to use the rest of them to move OUT of town?</description>
	<link>http://www.boardgamegeek.com/article/2003606#2003606</link>
	<pubDate>2008-01-13T20:59:29+00:00</pubDate>
	<dc:creator>mikecl</dc:creator>
</item><item>
	<title>Thread: !</title>
	<description>It's been more than a year since you wrote these strategy tips, but they've been helpful to me!  And I like the game.</description>
	<link>http://www.boardgamegeek.com/article/2003284#2003284</link>
	<pubDate>2008-01-13T18:00:51+00:00</pubDate>
	<dc:creator>mikecl</dc:creator>
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	<title>Thread: Re: Kael, son of Gurin?</title>
	<description>Excellent explaination!&lt;br&gt;I haven't followed the Midnight RPG this is great background info.&lt;br&gt;thanks ..... taz</description>
	<link>http://www.boardgamegeek.com/article/1998803#1998803</link>
	<pubDate>2008-01-11T17:05:37+00:00</pubDate>
	<dc:creator>tazbro</dc:creator>
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	<title>Thread: Re: Kael, son of Gurin?</title>
	<description>Kael is a Defender. In D&amp;D Midnight, the Defender is a monk-type character, one who learned to fight with his body instead of weapons, because weapons are prohibited by Izrador and his legates, and anyone carrying them will be arrested, if not slain outright. Since the Dorns of the North were the first bulwark against the dark forces, they've suffered the most and are now a broken people. Some, however, still carry hope, however tenuous it might seem.&lt;br&gt;&lt;br&gt;So carry this setting to Runebound: Midnight, and this Dorn Defender character doesn't really use weapons or armour so as not to attract attention to himself, yet he's far from harmless.</description>
	<link>http://www.boardgamegeek.com/article/1998642#1998642</link>
	<pubDate>2008-01-11T16:32:41+00:00</pubDate>
	<dc:creator>columbob</dc:creator>
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	<title>Thread: Re: Can it be played as a stand alone game ?</title>
	<description>&lt;b&gt;willdesigns wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thanks a lot man, I like the midnight story more than runebound one and thought this might be a good introduction to the system, but eventhough bits can be replaced, a deck is improvable. A pity. &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;lol just get the 2nd edition main set along with Midnight for pete's sake :P</description>
	<link>http://www.boardgamegeek.com/article/1965386#1965386</link>
	<pubDate>2007-12-30T08:51:37+00:00</pubDate>
	<dc:creator>SanguinousRex</dc:creator>
</item><item>
	<title>Thread: Re: Kael, son of Gurin?</title>
	<description>Well, I just got Midnight myself, and I haven't played with that character yet. But as I looked at the new characters, this one indeed made me ponder...&lt;br&gt;&lt;br&gt;I guess that if I ended up with Kael in regular Runebound, I would simply pump up his magical abilities, try to buy some interesting runes (his card doesn't mention those), and get me some nice allies to handle the range/melee parts. That might just do the trick. &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1958413#1958413</link>
	<pubDate>2007-12-26T21:34:31+00:00</pubDate>
	<dc:creator>LoneCleric</dc:creator>
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	<title>Thread: Kael, son of Gurin?</title>
	<description>Still haven't got a chance to play a match with my Runebound Midnight expansion so I don't know if this is a stupid question. When looking through the hero cards yesterday I couldn't really get Kael's skill that will clear all weapon/armor texts if they cost 4 or more. This would mean that those weapons became a total waste? (Except that they're still worth goods?) But are the items in Midnight so much cheaper than in the original Runebound? Because weapons/armor worth 4 or less in the original Runebound is quite worthless. But I haven't flipped through all the items in Midnight yet so I don't know (want to save it until I play for real).&lt;br&gt;&lt;br&gt;And also, if the item prices really differ that much, would this hero be unusable in the original Runebound? Or do you just have to change that number to something else (any suggestions?)?&lt;br&gt;&lt;br&gt;Thanks in advance!&lt;br&gt;/Pada</description>
	<link>http://www.boardgamegeek.com/article/1821971#1821971</link>
	<pubDate>2007-10-30T18:40:58+00:00</pubDate>
	<dc:creator>Padachan</dc:creator>
</item><item>
	<title>Thread: Re: Can it be played as a stand alone game ?</title>
	<description>Thanks a lot man, I like the midnight story more than runebound one and thought this might be a good introduction to the system, but eventhough bits can be replaced, a deck is improvable. A pity. &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/1813898#1813898</link>
	<pubDate>2007-10-27T01:43:18+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
</item><item>
	<title>Thread: Re: Can it be played as a stand alone game ?</title>
	<description>You need the market deck from the base game...&lt;br&gt;You also use: Adventure counters, experience markers, wound and fatigue tokens, doom tokens, undefeated challenge tokens and 2d10 dice.  Yeah, pretty much every token from the base game you use.&lt;br&gt;&lt;br&gt;Perhaps you could substitute the tokens and dice, but not the market deck.</description>
	<link>http://www.boardgamegeek.com/article/1813311#1813311</link>
	<pubDate>2007-10-26T21:51:47+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
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	<title>Thread: Can it be played as a stand alone game ?</title>
	<description>I was wondering if this game could be played as a stand alone. I see it has a new map, new characters, new cards.&lt;br&gt;&lt;br&gt;What other elements that are in runebound are necesary for this game to be a stand alone ?&lt;br&gt;&lt;br&gt;Thanks &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/1813247#1813247</link>
	<pubDate>2007-10-26T21:26:21+00:00</pubDate>
	<dc:creator>willdesigns</dc:creator>
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	<title>Thread: Re: Story Dice for Runebound: Midnight</title>
	<description>Sounds like an interesting idea.  &lt;br&gt;&lt;br&gt;I've been wanting to get all the different Runebound expansions so I can start to create hybrid games using the various mechanics just like you seemed to have described.</description>
	<link>http://www.boardgamegeek.com/article/1805777#1805777</link>
	<pubDate>2007-10-24T04:18:36+00:00</pubDate>
	<dc:creator>JazzeroKi</dc:creator>
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	<title>Thread: Re: Knocked out heroes</title>
	<description>Good question...&lt;br&gt;Certainly the hero doesn't move to the nearest town.&lt;br&gt;But it didn't make sense that the hero couldn't remove wounds, otherwise they would be knocked out perpetually.  So I play they remove wounds.&lt;br&gt;(It definitely isn't crystal clear from the rules, though, what exactly to do...unless I missed it somewhere).</description>
	<link>http://www.boardgamegeek.com/article/1769432#1769432</link>
	<pubDate>2007-10-07T21:16:37+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The expansion logo &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic253921_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/253921</link>
	<pubDate>2007-10-04T19:12:13+00:00</pubDate>
	<dc:creator>Urtur</dc:creator>
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	<title>Thread: Knocked out heroes</title>
	<description>Hello,&lt;br&gt;&lt;br&gt;I just bought Midnight Runeboud and read the rules, and I have one question.&lt;br&gt;As the consequences listed for a knocked out hero are &lt;i&gt;alternate&lt;/i&gt; rules, I suppose such a hero doesn't remove his wounds and doesn't automatically go to the nearest town. Is it correct ?</description>
	<link>http://www.boardgamegeek.com/article/1750219#1750219</link>
	<pubDate>2007-09-28T11:40:44+00:00</pubDate>
	<dc:creator>Kris</dc:creator>
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	<title>Thread: Re: No Reprint?</title>
	<description>&lt;b&gt;rcmoore4 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I think there's a reason there's no reprint scheduled.  It was too much of a departure from the core game, unlike IoD and SoAK.&lt;br&gt;&lt;/i&gt;&lt;br&gt;Totally Agree. It wasn't my favorite expansion either, but for those that like the Midnight RPG universe may want to pick it up if they get the chance.&lt;br&gt;&lt;br&gt;I am one of those have to have every expansion of a game types. So I wanted it, even though it will not get much play time.&lt;br&gt;&lt;br&gt;Goodluck,&lt;br&gt;Darrell</description>
	<link>http://www.boardgamegeek.com/article/1719536#1719536</link>
	<pubDate>2007-09-13T00:11:49+00:00</pubDate>
	<dc:creator>oculona</dc:creator>
</item><item>
	<title>Thread: Re: No Reprint?</title>
	<description>I think there's a reason there's no reprint scheduled.  It was too much of a departure from the core game, unlike IoD and SoAK.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1719274#1719274</link>
	<pubDate>2007-09-12T21:33:43+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
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	<title>Thread: Re: No Reprint?</title>
	<description>&lt;b&gt;oculona wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;If they are not planning on reprinting it, you may want to pick it.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I don't foresee either a run on the remaining Midnight expansions on the shelfs, nor a booming aftermarket for it...</description>
	<link>http://www.boardgamegeek.com/article/1718986#1718986</link>
	<pubDate>2007-09-12T19:40:45+00:00</pubDate>
	<dc:creator>CovertDad</dc:creator>
</item><item>
	<title>Thread: No Reprint?</title>
	<description>I noticed in the new catalog from Fantasy Flight Games that Midnight was not listed. &lt;br&gt;It had all the other expansions listed as well as the upcoming Frozen Waste expansion, so I am assuming they are not going to reprint it in the near future.&lt;br&gt;&lt;br&gt;If they are not planning on reprinting it, you may want to pick it.&lt;br&gt;&lt;br&gt;Goodluck,&lt;br&gt;D</description>
	<link>http://www.boardgamegeek.com/article/1718976#1718976</link>
	<pubDate>2007-09-12T19:35:15+00:00</pubDate>
	<dc:creator>oculona</dc:creator>
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	<title>Thread: Re: how is it with 1 player?</title>
	<description>Check out Mr Skeletor's guide to using the Midnight components for solo Runebound:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/122763&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/122763&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1572988#1572988</link>
	<pubDate>2007-06-25T06:15:33+00:00</pubDate>
	<dc:creator>sbszine</dc:creator>
</item><item>
	<title>Thread: Re: how is it with 1 player?</title>
	<description>I also play Runebound almost exclusively solo. From what I have seen here, Midnight does not work well as a solo game. It has a large emphasis on character/player interaction.</description>
	<link>http://www.boardgamegeek.com/article/1572924#1572924</link>
	<pubDate>2007-06-25T05:02:44+00:00</pubDate>
	<dc:creator>Mondior</dc:creator>
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	<title>Thread: how is it with 1 player?</title>
	<description>I play Runebound 2e solitaire and this is the only big expansion I don't have. Is it possible to play Midnight solitaire? And is it worth it?</description>
	<link>http://www.boardgamegeek.com/article/1572815#1572815</link>
	<pubDate>2007-06-25T03:24:45+00:00</pubDate>
	<dc:creator>Friendless</dc:creator>
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	<title>Thread: Re: Runebound First Play and Initial Impressions</title>
	<description>i was extremely disappointed with the game and i know how you feel in every respect!</description>
	<link>http://www.boardgamegeek.com/article/1553225#1553225</link>
	<pubDate>2007-06-15T02:42:48+00:00</pubDate>
	<dc:creator>astroboyzero</dc:creator>
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	<title>Thread: Re: Patrols too powerful?</title>
	<description>I've been trying to search for an answer on this board, hopefully it wasn't asked already...&lt;br&gt;&lt;br&gt;I was playing a solo game to learn the rules of Midnight and I came across a situation where the Night King had the option of pummeling the hero with multiple patrols. The first patrol caught up with him and killed him and the threat went up. The second patrol also had the terrain dice available to catch up with him, but I wasn't sure if patrols could occupy the same space and kill the same hero more than once in a single turn. &lt;br&gt;&lt;br&gt;Since it was only one hero versus the Night King and the threat was already at 5 with Jahzir, I decided not to allow it. But is this a legitimate move? Can the Night King pummel a hero with more than one patrol in the same space to get more threat rolls?</description>
	<link>http://www.boardgamegeek.com/article/1491355#1491355</link>
	<pubDate>2007-05-10T00:34:33+00:00</pubDate>
	<dc:creator>Blood Demon</dc:creator>
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	<title>Thread: Re: how is it with 2 players?</title>
	<description>&lt;b&gt;anto wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi&lt;br&gt;&lt;br&gt;I play Runebound (2th Ed.)  always with two players to cut down playing time &lt;br&gt;and I like it quite a bit. Now I start looking into the big boxes expansions &lt;br&gt;and I wonder if someone who played the Midnight exp. with two players could &lt;br&gt;share her/his experience/thoughts about how does it play with two players, &lt;br&gt;e.g. one player as the night king and the other one as (lonely) hero. &lt;br&gt;&lt;br&gt;thanks&lt;/i&gt;&lt;br&gt;&lt;br&gt;The single hero will get creamed. &lt;br&gt;The better option is to automate the night king (you can find different ways to do it on here) and both of you play heroes, trying to beat the 'game'. </description>
	<link>http://www.boardgamegeek.com/article/1414779#1414779</link>
	<pubDate>2007-03-28T00:34:41+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: how is it with 2 players?</title>
	<description>Hi&lt;br&gt;&lt;br&gt;I play Runebound (2th Ed.)  always with two players to cut down playing time &lt;br&gt;and I like it quite a bit. Now I start looking into the big boxes expansions &lt;br&gt;and I wonder if someone who played the Midnight exp. with two players could &lt;br&gt;share her/his experience/thoughts about how does it play with two players, &lt;br&gt;e.g. one player as the night king and the other one as (lonely) hero. &lt;br&gt;&lt;br&gt;thanks</description>
	<link>http://www.boardgamegeek.com/article/1414396#1414396</link>
	<pubDate>2007-03-27T21:42:07+00:00</pubDate>
	<dc:creator>anto</dc:creator>
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	<title>Thread: Re: how does point value of black mirror affect red challeng</title>
	<description>Indeed it is. The other 2 big boxed expansions are much closer to the base game. </description>
	<link>http://www.boardgamegeek.com/article/1344805#1344805</link>
	<pubDate>2007-02-17T13:04:17+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: Re: how does point value of black mirror affect red challenges?</title>
	<description>I read the rules again after calming myself from the excitement of playing the game...so the number on the black mirror increases the life of the challenge by an equal amount. sigh...it is really a world away from runebound 2nd ed.</description>
	<link>http://www.boardgamegeek.com/article/1334608#1334608</link>
	<pubDate>2007-02-12T06:43:41+00:00</pubDate>
	<dc:creator>kaizer9</dc:creator>
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	<title>Thread: how does point value of black mirror affect red challenges?</title>
	<description>either i missed this or i didn't understand it but how does the point value of the black mirror affect the red challenge? thanks!</description>
	<link>http://www.boardgamegeek.com/article/1334319#1334319</link>
	<pubDate>2007-02-12T02:20:13+00:00</pubDate>
	<dc:creator>kaizer9</dc:creator>
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	<title>Thread: Story Dice for Runebound: Midnight</title>
	<description>After playing a few games with the new (and Brilliant!!) desert expansion, I've been thinking of adding the story dice to the other games as well.  The one I think it would work best for is Midnight, allowing a group to completely take out the overlord player and make movement more interesting. &lt;br&gt; &lt;br&gt;For Example: &lt;br&gt; &lt;br&gt;In addition to rolling for your terrain type to shop or heal, a player who doesn't encounter an adventure or visit a town, must now roll a story dice at the end of their movement.  Each terrain symbol generates a different story event and may be encountered in any order the player wishes.  See below: &lt;br&gt; &lt;br&gt;Mountain: Dwarf Supply Depot: You uncover a cash of goods hidden for supporting the rebellion.  Gain 2 goods. &lt;br&gt; &lt;br&gt;Forest: Elven Scouts: You are temporarily joined by a group of elven rebels who assist you in your next fight.   Your hero gains +4 mind and plus 1 range damage on your next turn. &lt;br&gt; &lt;br&gt;Road: Secret Paths: Gain 2 additional movement points on your next turn. &lt;br&gt; &lt;br&gt;River: Dark Tidings: Spawn a Patrol token in the nearest evil Fortress.  If all patrols are in play, the Night Lord's power increases one rank instead.  If the Nightlord is at power level 4 and all patrols are in play, then this symbol has no effect. &lt;br&gt; &lt;br&gt;Swamp: Misdirection: Move one patrol 3 spaces in any direction, ignoring terrain. &lt;br&gt; &lt;br&gt;Hill: Costy Delay: Your next challenge has one additional health. &lt;br&gt; &lt;br&gt;Plains: Spotted!: Roll 5 movement dice for the nearest patrol and move it towards your hero.  &lt;br&gt; &lt;br&gt;Suggestions welcome!   &lt;br&gt; &lt;br&gt;Judd &lt;br&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1332052#1332052</link>
	<pubDate>2007-02-10T00:21:38+00:00</pubDate>
	<dc:creator>Warbringer25</dc:creator>
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	<title>Thread: Avg. number of turns and probability Q's</title>
	<description>So, I recently traded for Runebound, after I decided that I really like the system. Solo, it is very cool, but the Doom Track time limit mechanism is horrible. It doesn't take into account traveling time, or time at the markets, so it breaks the game. Enter Runebound:Midnight. The time limit mechanism here, the Threat track, works perfectly solo. What I'm trying to find out is the average number of turns, so I can gauge whether I got lucky/unlucky during a particular game.&lt;br&gt;&lt;br&gt;It works like this:&lt;br&gt;&lt;br&gt;1. End of each turn, roll 2d10.&lt;br&gt;2. Add number of tokens in Threat pool (starts at zero), and compare to Threat difficulty. (Typically 16)&lt;br&gt;3. If roll is equal or greater than threat difficulty, advance Threat level by 1 and remove all tokens from Threat pool.&lt;br&gt;4. If Threat level is 10, game over. (Starts at zero.)&lt;br&gt;5. If roll is less than Threat difficulty, add a token to Threat pool.&lt;br&gt;&lt;br&gt;Can anyone tell me avg. number of turns for varying numbers of Threat difficulty (12-20) and standard deviation, if possible? I am curious how much this can vary from the average.&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;Luke</description>
	<link>http://www.boardgamegeek.com/article/1278434#1278434</link>
	<pubDate>2007-01-16T02:07:46+00:00</pubDate>
	<dc:creator>boomtron</dc:creator>
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	<title>Thread: Re: What's needed from Runebound?</title>
	<description>At minimum you need:&lt;br&gt;Item cards.&lt;br&gt;General counters.&lt;br&gt;Dice. &lt;br&gt;&lt;br&gt;Board also helps but isn't nessasary. </description>
	<link>http://www.boardgamegeek.com/article/1234096#1234096</link>
	<pubDate>2006-12-19T23:27:46+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: Re: What's needed from Runebound?</title>
	<description>I played Runebound-Midnight once and it requires (at the least) the entire item deck, as well as the general pieces (fatigue, health, experience markers).&lt;br&gt;&lt;br&gt;I will say it plays quite a bit differently and is also much harder--our normal Runebound group was quite shocked &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt; Having most of the Midnight RPG material, I will say it does a fairly good job of making it feel like Midnight.</description>
	<link>http://www.boardgamegeek.com/article/1233872#1233872</link>
	<pubDate>2006-12-19T21:29:59+00:00</pubDate>
	<dc:creator>Feralkoala</dc:creator>
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	<title>Thread: What's needed from Runebound?</title>
	<description>I have Runebound and enjoy it, and a member of my gaming group has expressed some interest in picking up Midnight. But does Midnight really require Runebound to play? Being able to play Midnight sans Runebound would be a big convincing tool in having somebody that doesn't own Runebound picking it up... what of Runebound is required for Midnight? &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1233808#1233808</link>
	<pubDate>2006-12-19T20:52:22+00:00</pubDate>
	<dc:creator>MattShepherd</dc:creator>
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	<title>Thread: Re: Patrols too powerful?</title>
	<description>You all know that you start with ONE Patrol for each TWO Heroes on the board?&lt;br&gt;The first post sounded like he was starting with two or more patrols but maybe I'm getting it wrong.&lt;br&gt;In a two player game the thing is that the Night King is not getting a lot of money,that's only 3 Gold per round (when the heroes are level 1)&lt;br&gt;and you have to pay 5 gold to spawn a patrol.&lt;br&gt;That means in your game by the time you had 4 patrols on the board the heroes should have been advanced and therefore should have been able to fight off the patrols.&lt;br&gt;Generally the patrols are not too powerful,so keep on spawning.&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1204998#1204998</link>
	<pubDate>2006-12-04T10:44:45+00:00</pubDate>
	<dc:creator>KiwiKhan</dc:creator>
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	<title>Thread: Re: Short &amp; Snappy: Runebound - Midnight</title>
	<description>&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Skelebones flogging my limelight again? That bastard.&lt;br&gt;Nice review but you forgot to mention the BEST part of the expansion - the threat track, which is WAY better then the lame 'timer' that is included in the base game. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Oh damn... sorry about that!&lt;br&gt;&lt;br&gt;Well, I kinda thought that the threat track was included in &quot;winning and losing conditions&quot;, especially the latter. Or at least that was the idea. But you are right in that it could have used a separate mention.&lt;br&gt;&lt;br&gt;&lt;i&gt;Additionally, the new threat track is an excellent way to limit the length of the game and set a time pressure upon the players.&lt;/i&gt;&lt;br&gt;&lt;br&gt;There! &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/1170846#1170846</link>
	<pubDate>2006-11-13T08:35:34+00:00</pubDate>
	<dc:creator>Gargoyle</dc:creator>
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	<title>Thread: Re: Short &amp; Snappy: Runebound - Midnight</title>
	<description>&lt;b&gt;Gargoyle wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I think Skelebone's suggestion for Night King player's influence roll works best. His variant is worth checking out for other details as well. He has pretty good ideas for including patrols in the game:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/107177&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/107177&lt;/A&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Skelebones flogging my limelight again? That bastard.&lt;br&gt;Nice review but you forgot to mention the BEST part of the expansion - the threat track, which is WAY better then the lame 'timer' that is included in the base game. </description>
	<link>http://www.boardgamegeek.com/article/1170651#1170651</link>
	<pubDate>2006-11-13T03:20:44+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: Re: How do Multiple Heroes fight against Red ones in Strongh</title>
	<description>&lt;b&gt;casterlyrock wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;Let's put the basic + expansion's allies in then!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well you can certainly do that. &lt;br&gt;The reason IIR that allies weren't in the midnight game was simply thematic - it's supposed to be an oppressive world were heroes are few and far between. </description>
	<link>http://www.boardgamegeek.com/article/1170522#1170522</link>
	<pubDate>2006-11-13T00:43:43+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: Re: How do Multiple Heroes fight against Red ones in Stronghold?</title>
	<description>&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;casterlyrock wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You are correct. &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;If that's right, I think I'd better use the original rule.&lt;br&gt;&lt;br&gt;It is same for using of Ally. I do not see any reason Midnight don't let the Allies join in.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Because there are no allies in the midnight market deck. &lt;/i&gt;&lt;br&gt;&lt;br&gt;Let's put the basic + expansion's allies in then!</description>
	<link>http://www.boardgamegeek.com/article/1170515#1170515</link>
	<pubDate>2006-11-13T00:32:51+00:00</pubDate>
	<dc:creator>casterlyrock</dc:creator>
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	<title>Thread: Re: How do Multiple Heroes fight against Red ones in Strongh</title>
	<description>&lt;b&gt;casterlyrock wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;MrSkeletor wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You are correct. &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;If that's right, I think I'd better use the original rule.&lt;br&gt;&lt;br&gt;It is same for using of Ally. I do not see any reason Midnight don't let the Allies join in.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Because there are no allies in the midnight market deck. </description>
	<link>http://www.boardgamegeek.com/article/1170511#1170511</link>
	<pubDate>2006-11-13T00:27:09+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Image</title>
	<description>
		The 8 new character cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic136989_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/136989</link>
	<pubDate>2006-07-29T14:06:29+00:00</pubDate>
	<dc:creator>Grimwold</dc:creator>
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	<title>Image</title>
	<description>
		Threat track, stronghold markers and other counters &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic136988_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/136988</link>
	<pubDate>2006-07-29T13:55:53+00:00</pubDate>
	<dc:creator>Grimwold</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A big box, for so few components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic136987_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/136987</link>
	<pubDate>2006-07-29T13:55:39+00:00</pubDate>
	<dc:creator>Grimwold</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic121124_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/121124</link>
	<pubDate>2006-03-18T23:44:16+00:00</pubDate>
	<dc:creator>LORDs_diakonos</dc:creator>
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	<title>Image</title>
	<description>
		Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic117709_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/117709</link>
	<pubDate>2006-02-26T15:45:34+00:00</pubDate>
	<dc:creator>not2fear</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Rules Booklet cover closeup &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic117711_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/117711</link>
	<pubDate>2006-02-26T15:37:38+00:00</pubDate>
	<dc:creator>not2fear</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		close up of figures 2 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic117696_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/117696</link>
	<pubDate>2006-02-26T15:15:01+00:00</pubDate>
	<dc:creator>not2fear</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Super close up of figures 1 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic117694_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/117694</link>
	<pubDate>2006-02-26T15:14:51+00:00</pubDate>
	<dc:creator>not2fear</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Overlay Board &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic117693_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/117693</link>
	<pubDate>2006-02-26T15:12:07+00:00</pubDate>
	<dc:creator>not2fear</dc:creator>
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