<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Entdecker</title>
	<link>http://www.boardgamegeek.com/boardgame/200</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 07 Sep 2008 18:48:32 -0500</lastBuildDate>
	<pubDate>Sun, 07 Sep 2008 18:48:32 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Overview &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic355975_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/355975</link>
	<pubDate>2008-07-28T19:45:11+00:00</pubDate>
	<dc:creator>henk.rolleman</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Box cover from Mayfairkosmos &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic337148_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/337148</link>
	<pubDate>2008-05-28T07:55:19+00:00</pubDate>
	<dc:creator>Emil 109</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Game play, Dutch version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic287712_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/287712</link>
	<pubDate>2008-01-08T20:37:31+00:00</pubDate>
	<dc:creator>margaretha</dc:creator>
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	<title>Thread: Re: Question on unplayable &quot;?&quot; tiles</title>
	<description>We play it that way too.  It also makes sense - if you don't &lt;u&gt;go&lt;/u&gt; there (because the tile is unplayable), you don't &lt;u&gt;encounter&lt;/u&gt; the storm, natives, pirates, ruins or gold.</description>
	<link>http://www.boardgamegeek.com/article/1936857#1936857</link>
	<pubDate>2007-12-16T09:06:27+00:00</pubDate>
	<dc:creator>smithnewz</dc:creator>
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	<title>Thread: Re: Land Ho! Sailing the seven seas with the Settlers' guy.</title>
	<description>&lt;b&gt;NateStraight wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;...this is not just a Carcassonne clone or spin-off...&lt;/i&gt;&lt;br&gt;&lt;br&gt;It sure isn't.  Entdecker was released YEARS before Carcassonne.  &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1936794#1936794</link>
	<pubDate>2007-12-16T07:32:02+00:00</pubDate>
	<dc:creator>Kevin_Whitmore</dc:creator>
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	<title>Thread: Re: Discovery questions</title>
	<description>Your questions are mostly answered by the rules that (ii) a tile can only be placed on a &lt;u&gt;free&lt;/u&gt; side of the space the ship is standing (ie, there must be no 'existing' tile there, and (iv) the ship must then be moved on to the circle in &lt;u&gt;the newly placed tile&lt;/u&gt;.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;What happens if the ship sails off the edge of the board, i.e. the newly placed discovery tile connects to one of the board edge starting spots? Does that players turn end immediately?&lt;/i&gt;&lt;br&gt;The ship cannot sail off the board.  If the new tile also permits another sea route, then play could continue, but not if the board-edge circle is all there is.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;Also what happens when a new exploring tile meets/intersects with an existing explored tile?&lt;/i&gt;&lt;br&gt;See above - the ship cannot continue on to an already 'existing' tile.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;If the next player to go has no &quot;already discovered spaces&quot; to start his turn from, can he choose a new starting spot anywhere along the board edge?&lt;/i&gt;&lt;br&gt;Yes.  A player starting his turn can always choose to start from a board-edge circle.  I agree the rules don't make this so easy to find.  But they do state that at the beginning of a turn the ship is placed by the player on an already &lt;u&gt;discovered&lt;/u&gt; space, and the areas where the board-edge circles are referred to as &lt;u&gt;discovered&lt;/u&gt; side areas. &lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1936685#1936685</link>
	<pubDate>2007-12-16T05:27:22+00:00</pubDate>
	<dc:creator>smithnewz</dc:creator>
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	<title>Thread: Land Ho! Sailing the seven seas with the Settlers' guy.</title>
	<description>&lt;b&gt;Overview&lt;/b&gt;&lt;br&gt;&lt;br&gt;Entdecker is a relatively light exploration game from Settlers' creator, Klaus Teuber. Rumor has it that it was once supposed to be part of a massive three-part game with Settlers and another of Teuber's games (&lt;a class='gamelink' target='_blank' href=&quot;/game/66&quot;&gt;Löwenherz&lt;/a&gt;, I believe), but it stands on its own merits just fine. In the game, you will be sailing with your fellow players on a majestic clipper ship hoping to strike it rich with your new discoveries. Exotic fruits and vegetables, greedy pirates, deadly storms, and unpredictable natives will all have their part to play in your adventure, albeit in a rather abstracted way. Don't come looking for a very richly themed experience here, but the basic mechanics do invoke a sense of exploration and pride in your discoveries. &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/68248"><img src="http://images.boardgamegeek.com/images/pic68248_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;br&gt;&lt;br&gt;The basic mechanic of the game is a blind-draw from a tile-bag. But first, in a nod to Settlers' resource acquisition mechanic, you'll have to finance those tile draws. Like in Settlers, everyone will benefit from the resources you produce on your turn, with the amount of the benefit controlled randomly, this time by a spinner to Settlers' dice. The difference is that, while in Settlers each player might get different resources, everyone will always get the same amount of gold from each spin to finance their explorations. After you've spun and everyone's adjusted their balance, you get to decide how far you want to voyage. You'll pay up-front one gold for each tile you wish to draw from the bag, knowing full well that you may not be able to use them all and may have to cut your journey short due to unforeseen circumstances. Knowing how many to draw is a key element of the decision-making in the game, as you'll have to pay for settling on the new islands with the same gold reserve you use to pay for exploring them.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/186265"><img src="http://images.boardgamegeek.com/images/pic186265_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;As you draw out your tiles, you'll see whether they can be played into the archipelago that you and your opponents have been slowly piecing together in jigsaw fashion. You get to pick where you start your voyage, but after that your fate is largely controlled by destiny and your tile draws. If the tile fits, you have to play it, even if it doesn't help your cause. At any time, you can stop and decide to settle on an island you've just discovered, throwing all your remaining tiles back in the bag, with no gold refund! Settling is important, though, as it is the main way to gain victory points in the game. The person with the strongest settlement on each island when it is fully explored will receive the lion's share of the points. To add some interest to this fairly basic tile-laying mechanic, there are some random event tiles mixed in with the standard tiles. If one of these is drawn and it can be played on the map, you have to encounter the event, good or bad. Events include pirates who'll steal your gold, storms that will abruptly end your voyage, and natives who will either welcome or shun you.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/186267"><img src="http://images.boardgamegeek.com/images/pic186267_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;After you begin to fill in the map, certain islands will become fully explored, at which point anyone with a settlement on the island will receive points based on the strength of their settlement. As you lay out your portion of the discovery, you'll want to decide whether to form small islands for yourself or attempt to rival your opponents' presence on the larger, higher-scoring islands. There is a significant bonus for being the strongest on an island, so it's worth your while to pick your fights wisely and not waste your very scarce resources. Like &lt;a class='gamelink' target='_blank' href=&quot;/game/822&quot;&gt;Carcassonne&lt;/a&gt;, any control markers you place on a feature on the map will remain there until it is completed. Your supply of pieces is much more limited in this game than it is in Carcassonne, however, so you must choose the very best places to deploy your forces. The board forms a very pretty picture of the full island chain as you eventually flesh out the map, but don't let that fool you into playing non-confrontationally or you'll likely lose.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/194122"><img src="http://images.boardgamegeek.com/images/pic194122_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;&lt;br&gt;There really is only one mechanic in this game, much like other tile-laying games such as &lt;a class='gamelink' target='_blank' href=&quot;/game/822&quot;&gt;Carcassonne&lt;/a&gt; or &lt;a class='gamelink' target='_blank' href=&quot;/game/559&quot;&gt;Metro&lt;/a&gt;. There is some interest in the area-control mechanic and the random events, but your turn will always simply be to draw so many tiles and lay them on the board. It can get a little repetitive, but it is a relatively relaxing process most of the time, much like Carcassonne. I've mentioned Carcassonne three times now, so I might as well admit it: this game is more like the other famous Klaus (Jurgen-Wrede) designer's hallmark game, Carcassonne, than it is like Klaus Teuber's famous Settlers. The overall feel of the game and general strategies are much the same between the two games. This could be a good or a bad thing, depending on how you look at it. On the one hand, this is not just a Carcassonne clone or spin-off like the nearly dozen games in the Carcassonne series. On the other hand, it may still feel like old hat all the same. I've considered a turn-timer or a random-event-triggering timer to add some pizazz to the experience.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/186269"><img src="http://images.boardgamegeek.com/images/pic186269_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Entdecker is a pleasant way to pass the time with a loved one or a few friends, but it's not a rip-roaring good time or a challenging mental exercise. It is what it is, a light game in the general family of Carcassonne and its kin. There is enough randomness in the gameplay to keep you coming back for more, but not enough to make you want to play the game every week. If you love tile-laying games, this is a good choice. If you want a feeling of exciting voyages across the sea to uncharted lands of wealth and plunder, you might want to look elsewhere, despite the dead-ringer theme.</description>
	<link>http://www.boardgamegeek.com/article/1936682#1936682</link>
	<pubDate>2007-12-16T05:19:27+00:00</pubDate>
	<dc:creator>NateStraight</dc:creator>
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	<title>Thread: Re: Friendly Natives?</title>
	<description>&lt;i&gt;Looking at a translation I see the discovery chip you get with the friendly natives says it can't be used for scoring purposes. What does that mean? I'm guessing it means it doesn't contribute to the score of that island, but that it still contributes to your total of discovery chips at the end of the game. Is that right? &lt;/i&gt;&lt;br&gt;We definitely play it so that, as you say, it doesn't contribute to the scoring for the island, but does contribute to the number of discovery chips at the end to determine the discovery bonus.  [And you can still play your wooden piece to make a claim for the island].&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;It appears to say that scouts can be reclaimed at any time, even if the island is not yet completed. Is this correct?&lt;/i&gt;&lt;br&gt;Well, the German rules say:&lt;br&gt;&lt;br&gt;'Ausnahme: Ein Kundschafter darf jederzeit zum Vorrat zurückgelegt werden'&lt;br&gt;&lt;br&gt;which translates to:&lt;br&gt;&lt;br&gt;'Exception: A scout may be put back to the supply at any time'&lt;br&gt;&lt;br&gt;So the answer to your question is 'yes', but I think it's dumb too.  I get that maybe you shouldn't have to run out of Scouts, but they obviously also leave the territory you left them on ...  And without needing the ship, no less!  &lt;br&gt;&lt;br&gt;Fortunately, it hasn't come up for us yet in play.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1936440#1936440</link>
	<pubDate>2007-12-16T00:37:46+00:00</pubDate>
	<dc:creator>smithnewz</dc:creator>
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	<title>Thread: Re: Question on unplayable &quot;?&quot; tiles</title>
	<description>I don't know if there is such a clarification for the original game.  In &lt;a class='gamelink' target='_blank' href=&quot;/game/1334&quot;&gt;Entdecker: Exploring New Horizons&lt;/a&gt; (aka &lt;i&gt;Neuen Entdecker&lt;/i&gt;), the rules specifically state that if an event tile can not be legally placed, then the tile is discarded and the event is &lt;b&gt;not&lt;/b&gt; resolved.</description>
	<link>http://www.boardgamegeek.com/article/1623182#1623182</link>
	<pubDate>2007-07-23T18:40:58+00:00</pubDate>
	<dc:creator>GaryP</dc:creator>
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	<title>Thread: Re: Question on unplayable &quot;?&quot; tiles</title>
	<description>I have no idea what the official rule is, but we play that the event doesn't happen unless the tile plays.</description>
	<link>http://www.boardgamegeek.com/article/1623122#1623122</link>
	<pubDate>2007-07-23T18:13:38+00:00</pubDate>
	<dc:creator>NateStraight</dc:creator>
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	<title>Thread: Question on unplayable &quot;?&quot; tiles</title>
	<description>So if a player is placing a tile, and draws a &quot;?&quot; tile, and it is unplayable, does the effect of the event tile still occur. Now in some cases, this wouldn't make any sense, but in others, (Storm, Pirate, Gold), it would make a big difference, potentially ending a player's turn. </description>
	<link>http://www.boardgamegeek.com/article/1623118#1623118</link>
	<pubDate>2007-07-23T18:11:19+00:00</pubDate>
	<dc:creator>Windopaene</dc:creator>
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	<title>Image</title>
	<description>
		2 Player game, Completed game board. My win by 5 points. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic225397_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/225397</link>
	<pubDate>2007-07-01T23:25:54+00:00</pubDate>
	<dc:creator>Liggur</dc:creator>
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	<title>Thread: Discovery questions</title>
	<description>4 of us played this for the first time this evening and a few questions arose.&lt;br&gt;&lt;br&gt;&lt;br&gt;What happens if the ship sails off the edge of the board, i.e. the newly placed discovery tile connects to one of the board edge starting spots? Does that players turn end immediately?&lt;br&gt;&lt;br&gt;Also what happens when a new exploring tile meets/intersects with an existing explored tile?&lt;br&gt;&lt;br&gt;If the next player to go has no &quot;already discovered spaces&quot; to start his turn from, can he choose a new starting spot anywhere along the board edge?</description>
	<link>http://www.boardgamegeek.com/article/1579257#1579257</link>
	<pubDate>2007-06-28T00:46:36+00:00</pubDate>
	<dc:creator>Liggur</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic194144_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/194144</link>
	<pubDate>2007-03-14T17:23:38+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic194143_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/194143</link>
	<pubDate>2007-03-14T17:22:56+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Image</title>
	<description>
		a dead end on last night game (not enought tiles to fill the islands) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic194122_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/194122</link>
	<pubDate>2007-03-14T15:02:33+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Thread: Re: Friendly Natives?</title>
	<description>We used the friendly natives as placing a scout on the island then when the island completes we used it to score in the discovery chips.  We just played the game for the first time yesterday, so maybe we read that wrong.</description>
	<link>http://www.boardgamegeek.com/article/1384658#1384658</link>
	<pubDate>2007-03-12T22:02:04+00:00</pubDate>
	<dc:creator>lordzogat</dc:creator>
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	<title>Image</title>
	<description>
		The Entdecker tiles &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic193489_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/193489</link>
	<pubDate>2007-03-12T03:23:38+00:00</pubDate>
	<dc:creator>lordzogat</dc:creator>
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	<title>Thread: Re: Old Entdecker with some New rules</title>
	<description>&lt;b&gt;Kevin_Whitmore wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;2.  Discovery Chits.  We've developed the following rules.&lt;br&gt;&lt;br&gt;A&gt;  When Friendly Natives give you a chit, you receive victory points equal to the value.&lt;br&gt;&lt;br&gt;B&gt;  At the end of the game every player receives a single victory point for each chip held.&lt;br&gt;&lt;br&gt;C&gt;  The player with the most Discovery Chips receives a 2 victory point bonus.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Ah! We'd also started using the A and B parts of your tweak, but not the final part C. I may try that soon. One other one I've experimented with is adding another restriction to getting a chit. You know there's always been the restriction that more than a scout must be present on the discovered island to yield a chit. I've tried also requiring the island to be at least three tiles in size to yield a chit. This is inspired by Carcassonne's scoring limit on 2-tile cities (their points aren't doubled), and comes from the same rationale: making it hard or impossible for a single player to swoop in and make a big score (tiny island+discovery chit) before any opponent has an opportunity to join in on their turn. Thematically, I like to explain it that you need an island of sufficient size to have a valuable native plant, and you need some sort of permanent building (fort or settlement) to profit from it.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;D&gt;  In case of an absolute tie, we allow both players to draw a Discovery Chip.  However, only the chips with the highest value is used to increase the island score.  (This may be an official rule.)&lt;/i&gt;&lt;br&gt;&lt;br&gt;It is.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;3.  We observe a limit of 12 gold per player.  (Mark might do this too.)  The New Entdecker removes any limit on cash held.  We like the limit, as it keeps the players in closer contact with each other.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Agreed. I also just like the little pegboards for keeping the money, and those top-out at 12. So, I just kept that same limit.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;4.  I'm unclear if this is a variant or the rule...  We insist that a Captain decide if they plan to settle on a coastline when they discover the coastline.  If they attempt to sail on, and fail, we do NOT allow them to settle on the island they failed to move away from.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I think this is an ambiguity that has always been part of the game. I play the way you do, describing the opportunity to build a scout/fort/settlement as a decision that must be made immediately after &lt;i&gt;sailing&lt;/i&gt; to a new location. But I know others (such as Mark Jackson) prefer the more forgiving interpretation.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;5.  One other rules we've ported over from the new game...  If the draw stacks are depleted before the map is finished (due to lots of discards) shuffle the discard deck and continue until the map is completed.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah, I think you have to do that. It's unfortunate that both editions of the game have this possibility.</description>
	<link>http://www.boardgamegeek.com/article/1367703#1367703</link>
	<pubDate>2007-03-02T19:05:59+00:00</pubDate>
	<dc:creator>MarkEJohnson</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187113_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187113</link>
	<pubDate>2007-02-18T18:36:26+00:00</pubDate>
	<dc:creator>ralfchr</dc:creator>
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	<title>Image</title>
	<description>
		I snatched this timer from another game because it looked so beautiful alongside Entdecker's old world art; I'm considering using it in a variant to trigger additional game events (similar to the special tiles). &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic186269_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/186269</link>
	<pubDate>2007-02-15T15:54:10+00:00</pubDate>
	<dc:creator>NateStraight</dc:creator>
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	<title>Thread: Re: missing chit, is it important?</title>
	<description>I wouldn't worry about it. I don't recall ever having played a game where all the counters were taken anyway, and the distribution of numbers are more equal now. I doubt anyone would notice it is gone.&lt;br&gt;&lt;br&gt;5 (1)&lt;br&gt;7 (2)&lt;br&gt;5 (3)&lt;br&gt;2 (4)</description>
	<link>http://www.boardgamegeek.com/article/1108727#1108727</link>
	<pubDate>2006-10-04T05:20:44+00:00</pubDate>
	<dc:creator>Great Dane</dc:creator>
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	<title>Thread: Re: inventory - need a circular chit</title>
	<description>Thanks!  I feel better.&lt;br&gt;&lt;br&gt;Although I also noticed that this game sells on ebay.de for like 1-3 EUR each.  I may as well bid on one, and just pay to have the single chit sent in the mail for next to nothing.&lt;br&gt;&lt;br&gt;Ryan</description>
	<link>http://www.boardgamegeek.com/article/1108446#1108446</link>
	<pubDate>2006-10-04T01:40:33+00:00</pubDate>
	<dc:creator>facesnorth</dc:creator>
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	<title>Thread: Re: inventory - need a circular chit</title>
	<description>It's not crucial at all.  Some of the chits are out of play each game.  Missing one just changes the distribution slightly, and since you're not missing one of the 4 point chits (the smallest grouping) I doubt you'll even notice.</description>
	<link>http://www.boardgamegeek.com/article/1108427#1108427</link>
	<pubDate>2006-10-04T01:14:42+00:00</pubDate>
	<dc:creator>TheCat</dc:creator>
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	<title>Thread: missing chit, is it important?</title>
	<description>Guys, sorry for the repost, but now that it's off the front screen I'm afraid I won't get an answer.&lt;br&gt;&lt;br&gt;I'm missing the 3pt Ananas circular counter from Goldsieber's version of Entdecker.&lt;br&gt;&lt;br&gt;How important is this?  How much will it affect gameplay?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Ryan</description>
	<link>http://www.boardgamegeek.com/article/1107576#1107576</link>
	<pubDate>2006-10-03T17:16:26+00:00</pubDate>
	<dc:creator>facesnorth</dc:creator>
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	<title>Thread: Re: inventory - need a circular chit</title>
	<description>Thanks, Richard.&lt;br&gt;&lt;br&gt;3pt Ananas is the one I'm missing.&lt;br&gt;&lt;br&gt;How crucial is this to the game?&lt;br&gt;&lt;br&gt;Anybody want to sell me the single chit?&lt;br&gt;&lt;br&gt;Ryan</description>
	<link>http://www.boardgamegeek.com/article/1106953#1106953</link>
	<pubDate>2006-10-03T05:00:36+00:00</pubDate>
	<dc:creator>facesnorth</dc:creator>
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	<title>Thread: Re: inventory - need a circular chit</title>
	<description>5 @ 1 pt (Guave, Papaya, Maracuja, Agave, Brotfrucht)&lt;br&gt;7 @ 2 pt (Vanille, Gurke, Melone, Paprika, Erdnuß, Avocado, Kürbis)&lt;br&gt;6 @ 3 pt (Kakao, Tomate, Kautschuk, Bohne, Tabak, Ananas)&lt;br&gt;2 @ 4 Pt (Mais, Kartoffel)</description>
	<link>http://www.boardgamegeek.com/article/1106934#1106934</link>
	<pubDate>2006-10-03T04:44:08+00:00</pubDate>
	<dc:creator>RPardoe</dc:creator>
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	<title>Thread: inventory - need a circular chit</title>
	<description>I purchased an unpunched copy of Goldsieber's Entdecker on German ebay quite a few months back, and JUST got the chance to open it up and learn the rules.&lt;br&gt;&lt;br&gt;However, I noticed one of the round chits was missing (with papaya, etc).  There are the only things that were punched, so I couldn't even tell you where on the sprue it originated, or which one I am missing.  &lt;br&gt;&lt;br&gt;I would appreciate an inventory of the 20 circular counters, and please let me know how you think it will affect gameplay to be missing one.  (does anybody have extas?)&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;Ryan</description>
	<link>http://www.boardgamegeek.com/article/1106906#1106906</link>
	<pubDate>2006-10-03T04:23:26+00:00</pubDate>
	<dc:creator>facesnorth</dc:creator>
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	<title>Thread: Re: Old Entdecker with some New rules</title>
	<description>I just recently bought New Entdecker, and I was wondering what you thought would be the ideal way of incorporating some of the old rules into the new game. I'd like to try playing without the jungle exploration, just to see how it affects gameplay.</description>
	<link>http://www.boardgamegeek.com/article/981659#981659</link>
	<pubDate>2006-07-10T05:29:53+00:00</pubDate>
	<dc:creator>kifty</dc:creator>
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	<title>Thread: Re: Differences between versions?</title>
	<description>Personally, I like the Goldsieber edition, but prefer to play with a few of the rules from the Kosmos rules set.  Mark Johnson posted a great article about this here on BGG.  I suggest looking through the archives and following his instructions.&lt;br&gt;&lt;br&gt;Subjectively, I like the artwork of the Goldsieber edition better.  The woodcut-style illustration on the board is great.  I feel the tiles are nicely illustrated, but honestly not as thick as you might guess.  (Certainly Carcassonne has better quality tiles.)  I feel the slightly smaller grid of the Goldsieber edition is better.  It is still big enough that you have room to explore.  When I played the Kosmos/Mayfair game I felt the game ran significantly longer.  A nit of mine with the Kosmos edition, is the idea that a known land feature can be placed on the board at the start of the game.  For me,  this doesn't work thematically.  &lt;br&gt;&lt;br&gt;As mentioned in Mark Johnson's article, I like retiring the original spinner from the first game and replacing it with the gold die.  I also like using the mix of face-up tiles for a higher price.  Although I would credit Manu for this variant, as it was around long before Herr Teuber put it in his revision.&lt;br&gt;&lt;br&gt;The removal of the fruits and vegetable markers from the original game, and the replacement of them with the huts, is the largest change between the two games.  I dislike the huts.  In my opinion, they trivialize the focus of the game, which is exploring the mapscape.  The amount of points awarded by the huts is significant, and overshadow the points derived from the first hour of the Kosmos game.  In contrast, the Goldsiber game is comfortably completed within 1 hour.&lt;br&gt;&lt;br&gt;A friend of mine, who owns the Mayfair edition, carefully examined my Goldsieber edition.  He marked the original grid size on his larger Mayfair grid.  Then he recreated his own homemade set of the fruits and vegetable markers.  By limiting the counter mix to 1 settlement, 2 forts and 3 scouts; he can now play either way - or any mix in between.</description>
	<link>http://www.boardgamegeek.com/article/980953#980953</link>
	<pubDate>2006-07-09T03:57:42+00:00</pubDate>
	<dc:creator>Kevin_Whitmore</dc:creator>
</item><item>
	<title>Thread: Re: Scoring an Island</title>
	<description>&lt;br&gt;Thanks for your reply.  I read somewhere also that if there is a tie&lt;br&gt;then you take the highest number chit and that is used to add to the total island score and each of the players that tied keep their chit.&lt;br&gt;&lt;br&gt;Glad you had the official rules.  I have the new version of Entdecker&lt;br&gt;and tweaked it to play like the old one and it works very well,  just&lt;br&gt;needed to clairify this rule.&lt;br&gt;&lt;br&gt;Bob</description>
	<link>http://www.boardgamegeek.com/article/979745#979745</link>
	<pubDate>2006-07-07T18:44:41+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
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	<title>Thread: Re: Question on scoring at the end of the game</title>
	<description>I have the original game and understand German, so here is a fresh translation:&lt;br&gt;&lt;br&gt;&lt;font color='#CC0000'&gt;[At the end of the game] is a &lt;b&gt;Discovery Bonus&lt;/b&gt; awarded to the player who has the &lt;b&gt;most&lt;/b&gt; Discovery chits. This player may move his score marker as many spaces forward as he has Discovery chits.&lt;br&gt;&lt;br&gt;Has more players the same highest number of chits may they all move forward.&lt;/font&gt;</description>
	<link>http://www.boardgamegeek.com/article/979463#979463</link>
	<pubDate>2006-07-07T15:13:05+00:00</pubDate>
	<dc:creator>Great Dane</dc:creator>
</item><item>
	<title>Thread: Re: Scoring an Island</title>
	<description>Hi,&lt;br&gt;You get one chit.&lt;br&gt;&lt;br&gt;Indeed, the largest discoverer gets a chip, regardless the number of units on the island. More than one chip are awarded only when there is a tie.&lt;br&gt;&lt;br&gt;Bye. </description>
	<link>http://www.boardgamegeek.com/article/979237#979237</link>
	<pubDate>2006-07-07T09:42:45+00:00</pubDate>
	<dc:creator>dimarco70</dc:creator>
</item><item>
	<title>Thread: Question on scoring at the end of the game</title>
	<description>&lt;br&gt;Wondering if someone out there who has a copy of the original rules&lt;br&gt;to Entdecker can tell me if at the end of the game it is the person&lt;br&gt;who has the most number of discovery chits that gets a bonus equal to the total number of their chits or does each player get a bonus equal to their number of chits?&lt;br&gt;&lt;br&gt;I have seen this rule described both ways on the net and would love to get an official ruling.&lt;br&gt;&lt;br&gt;Thanks.&lt;br&gt;&lt;br&gt;Bob</description>
	<link>http://www.boardgamegeek.com/article/979222#979222</link>
	<pubDate>2006-07-07T09:17:40+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
</item><item>
	<title>Thread: Scoring an Island</title>
	<description>&lt;br&gt;If I complete an island have have 2 forts on the Island,&lt;br&gt;do I get one discovery token or two?&lt;br&gt;&lt;br&gt;&lt;br&gt;Bob</description>
	<link>http://www.boardgamegeek.com/article/979116#979116</link>
	<pubDate>2006-07-07T05:11:59+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
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	<title>Thread: Re: Friendly Natives?</title>
	<description>One more translation question.  It appears to say that scouts can be reclaimed at any time, even if the island is not yet completed.  Is this correct?</description>
	<link>http://www.boardgamegeek.com/article/967458#967458</link>
	<pubDate>2006-06-26T17:52:53+00:00</pubDate>
	<dc:creator>JasonRMax</dc:creator>
</item><item>
	<title>Thread: Friendly Natives?</title>
	<description>Looking at a translation I see the discovery chip you get with the friendly natives says it can't be used for scoring purposes.  What does that mean?  I'm guessing it means it doesn't contribute to the score of that island, but that it still contributes to your total of discovery chips at the end of the game.  Is that right?</description>
	<link>http://www.boardgamegeek.com/article/966540#966540</link>
	<pubDate>2006-06-25T19:40:07+00:00</pubDate>
	<dc:creator>JasonRMax</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>&lt;br&gt;Guess it comes down to whether the tweaking works well enough that you are getting a game better then both the original and&lt;br&gt;new one or would the tweaks be awkward to the extent that I should just buy the old one?&lt;br&gt;&lt;br&gt;Bob</description>
	<link>http://www.boardgamegeek.com/article/926254#926254</link>
	<pubDate>2006-05-23T22:14:34+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>I've tried the tweaked version once or twice. It seemed to work pretty well. That was a couple years ago, though; my memory's a bit rusy. But I don't recall any big problems.</description>
	<link>http://www.boardgamegeek.com/article/925887#925887</link>
	<pubDate>2006-05-23T18:41:11+00:00</pubDate>
	<dc:creator>JazzFish</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>For what it's worth, I think the new Entdecker is a fine game as-is.</description>
	<link>http://www.boardgamegeek.com/article/925807#925807</link>
	<pubDate>2006-05-23T17:54:06+00:00</pubDate>
	<dc:creator>Getzen</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>Sorry, but I haven't tried the tweaks.  I just remember the website as a resource to use with the game.&lt;br&gt;&lt;br&gt;Edit:&lt;br&gt;I have played both games per the written rules.  I did enjoy both games.  I do think that the face-up tile purchase in New Entdecker and higher costs to start from more distant sides are good additions to the game.  But I did enjoy New Entdecker as written and haven't seen the need to reverse tweak the game.  (Of course, I do have some access to the old game also, so can just play that as needed if we wish to do so.)&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/925775#925775</link>
	<pubDate>2006-05-23T17:36:02+00:00</pubDate>
	<dc:creator>RPardoe</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>Here is a quote from a fellow gamer.   Is this an issue when&lt;br&gt;following this suggested tweak in the rules?&lt;br&gt;&lt;br&gt;Bob&lt;br&gt;&lt;br&gt;---------------------&lt;br&gt;&lt;br&gt;&lt;br&gt;Jeremy Avery&lt;br&gt;(familygaming)&lt;br&gt; &lt;br&gt;&lt;br&gt;  7 Played 1 time. Great improvement in rules over the orginal. I tried to tweak the Neuen rules to the old version of Entdecker, but it doesn't work because of the lack of space (smaller grid) and the lack of explorers and any way to make them worth more. Good game though with nice bits and beautiful theme. Good non-gamer appeal.  </description>
	<link>http://www.boardgamegeek.com/article/925642#925642</link>
	<pubDate>2006-05-23T16:07:25+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>&lt;br&gt;Thanks.&lt;br&gt;&lt;br&gt;Do you own the new version,  have you tried this tweak?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/925602#925602</link>
	<pubDate>2006-05-23T15:35:30+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
</item><item>
	<title>Thread: Re: Can the new version be tweaked to the old version?</title>
	<description>Take a peek at the last section of Steffan O'Sullivan's comments on both versions: &lt;A target='_blank' href=&quot;http://www.panix.com/~sos/bc/entdecker.html&quot; rel=&quot;nofollow&quot;&gt;http://www.panix.com/~sos/bc/entdecker.html&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/924875#924875</link>
	<pubDate>2006-05-22T23:28:16+00:00</pubDate>
	<dc:creator>RPardoe</dc:creator>
</item><item>
	<title>Thread: Can the new version be tweaked to the old version?</title>
	<description>&lt;br&gt;&lt;br&gt;I live in the US and I understand that only the new version of this&lt;br&gt;game is available which from the reviews I have read so far is&lt;br&gt;view by many as inferior.&lt;br&gt;&lt;br&gt;Wondering if there is a way to play the new version but tweak&lt;br&gt;it to play like the orginal?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Bob</description>
	<link>http://www.boardgamegeek.com/article/924868#924868</link>
	<pubDate>2006-05-22T23:18:58+00:00</pubDate>
	<dc:creator>bobm174</dc:creator>
</item><item>
	<title>Thread: Re: Already discovered tiles</title>
	<description>No.&lt;br&gt;&lt;br&gt;The 2nd (or 3rd if the 2nd is unplayable) tile that was purchased must be connected to the 1st tile placed by you.  Once the ship is initially placed, it only moves to tiles positioned on unexplored spaces.&lt;br&gt;&lt;br&gt;Gg</description>
	<link>http://www.boardgamegeek.com/article/914583#914583</link>
	<pubDate>2006-05-15T03:05:39+00:00</pubDate>
	<dc:creator>Gamegrunt</dc:creator>
</item><item>
	<title>Thread: Already discovered tiles</title>
	<description>Played this for the first time and couldn't find the answer to this.  If you pay for three tiles, and you place the first tile down, and just move into it, and it is now connected to a line of 10 already discovered tiles with a white dotted line, can you travel through the 10 already discovered tiles, and then continue with you turn placing your last two tiles?</description>
	<link>http://www.boardgamegeek.com/article/914560#914560</link>
	<pubDate>2006-05-15T02:27:24+00:00</pubDate>
	<dc:creator>tomfisher</dc:creator>
</item><item>
	<title>Thread: Re: Entdecker vs. Oceania</title>
	<description>I have both and prefer Entdecker for the reasons mentioned but Oceania is something that is quick for just 2 players.&lt;br&gt;&lt;br&gt;Do you want just a snack for you and a friend? &lt;br&gt;or &lt;br&gt;Do you want a full meal with desert for you and 3 friends?</description>
	<link>http://www.boardgamegeek.com/article/909055#909055</link>
	<pubDate>2006-05-10T04:37:43+00:00</pubDate>
	<dc:creator>Inntrepid</dc:creator>
</item><item>
	<title>Thread: Re: Entdecker vs. Oceania</title>
	<description>Oceania is, on the other hand, an excellent solitaire game, and possibly worth buying for that reason alone.</description>
	<link>http://www.boardgamegeek.com/article/909034#909034</link>
	<pubDate>2006-05-10T04:01:16+00:00</pubDate>
	<dc:creator>UhhhClem</dc:creator>
</item><item>
	<title>Thread: Re: Entdecker vs. Oceania</title>
	<description>The old Entdecker is better but you still have to tweak it to make it good.</description>
	<link>http://www.boardgamegeek.com/article/909016#909016</link>
	<pubDate>2006-05-10T03:40:22+00:00</pubDate>
	<dc:creator>ixnay66</dc:creator>
</item><item>
	<title>Thread: Re: Entdecker vs. Oceania</title>
	<description>And, the old Entecker kicks the snot out of the new Entdecker. The huts are silly, and the &quot;known locations&quot; don't make any thematic sense either.</description>
	<link>http://www.boardgamegeek.com/article/908970#908970</link>
	<pubDate>2006-05-10T02:25:42+00:00</pubDate>
	<dc:creator>Windopaene</dc:creator>
</item><item>
	<title>Thread: Re: Entdecker vs. Oceania</title>
	<description>Entdecker is a far better game, and a far longer game.  It plays 2-4 and scales well.  It features income management, 3 types of units, and Hut Scoring in the case of the newer (&quot;Neuen&quot;) edition.  There's a risk taking element with specially marked tiles, and a player can obtain certain types of tiles for a fee.  One of the really nice features of the game are the bonus point tiles that can be used to set up a variety of scenarios. &lt;br&gt;&lt;br&gt;Two player (or solitaire) Oceania is played with cardboard scouts that are a very limited resource and must be managed carefully.  There is no money and &quot;reserve&quot; tiles are provided to fill in surrounded spaces.  A player can easily get stuck with unplayable tiles which result in negative points unless a scout is discarded to allow subsequent placement...a feature of Oceania that is, forgive the expression, &quot;all wet.&quot;&lt;br&gt;&lt;br&gt;Oceania is a light snack.  Entdecker is a five course dinner.&lt;br&gt;&lt;br&gt;I found a happy home for my Oceania.  You will have to pry my cold dead fingers from my copy of Entdecker to separate me from it.&lt;br&gt;&lt;br&gt;Gg</description>
	<link>http://www.boardgamegeek.com/article/908893#908893</link>
	<pubDate>2006-05-10T00:45:58+00:00</pubDate>
	<dc:creator>Gamegrunt</dc:creator>
</item><item>
	<title>Thread: Entdecker vs. Oceania</title>
	<description>I've also thought Endecker sounded like an intriguing game, but the cost has kept me away.  How does its little brother Oceania compare?  Is it worthwhile?  Thanks for youjr opinions!</description>
	<link>http://www.boardgamegeek.com/article/908876#908876</link>
	<pubDate>2006-05-10T00:25:31+00:00</pubDate>
	<dc:creator>mfischer</dc:creator>
</item><item>
	<title>Thread: Re: Session Report</title>
	<description>Hello Christopher,&lt;br&gt;&lt;br&gt;Are you playing Entdecker correctly?&lt;br&gt;&lt;br&gt;A tile must be placed if it can be placed.  If a tile has an event, the event occurs when you place the tile, not when you build on it.  You can only disregard an event if you don't place the tile.&lt;br&gt;&lt;br&gt;Sincerely,&lt;br&gt;Vitas Povilaitis</description>
	<link>http://www.boardgamegeek.com/article/856922#856922</link>
	<pubDate>2006-03-24T18:03:02+00:00</pubDate>
	<dc:creator>vitas</dc:creator>
</item><item>
	<title>Thread: Re: Paid for multiple tiles - 1st unplaceable - can still pl</title>
	<description>&lt;b&gt;Marx wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;What about the placing of scouts etc and the the ? tiles.&lt;br&gt;I have a translation of the rules but it's not too clear as to weather dropping off trooops and putting settlements stops your go.&lt;/i&gt;&lt;br&gt;&lt;br&gt;If you decide to stop and put a piece of wood on the table, you cannot sail any further and thus cannot draw any more tiles.&lt;br&gt;&lt;br&gt;&lt;i&gt;And I've allways carried on if you can't place a tile, your already penalised as you have to, effectivly, throw one gold into the discard box.&lt;/i&gt;&lt;br&gt;&lt;br&gt;You have to pay for all tiles prior to drawing the first one, so I'm not sure I understand this comment.&lt;br&gt;&lt;br&gt;Also, at the end of your move, if you've succesfully placed and moved onto any tile during your turn, you may pay for and place a piece of wood onto an island on the tile that you ship occupies - even if you also drew unplayable tiles before or after moving onto the tile.&lt;br&gt;&lt;br&gt;Here are a few scenarios that might help explain the rules:&lt;br&gt;&lt;br&gt;Scenario 1&lt;br&gt;Pay for three tiles.&lt;br&gt;Draw the first tile, play it, move your ship onto it.&lt;br&gt;Draw the second tile, it's unplayable.&lt;br&gt;Draw the third tile, play it, move your ship onto it.&lt;br&gt;Pay for and put down a piece of wood.&lt;br&gt;&lt;br&gt;Scenario 2&lt;br&gt;Pay for three tiles.&lt;br&gt;Draw the first tile, play it, move your ship onto it.&lt;br&gt;Draw the second tile, it's unplayable.&lt;br&gt;Draw the third tile, it's unplayable.&lt;br&gt;Pay for and put down a piece of wood on an island adjacent to the first tile.&lt;br&gt;&lt;br&gt;Scenario 3&lt;br&gt;Pay for three tiles.&lt;br&gt;Draw the first tile, play it, move your ship onto it.&lt;br&gt;Choose not to draw the second and third tiles.&lt;br&gt;Pay for and put down a piece of wood on an island adjacent to the first tile.&lt;br&gt;&lt;br&gt;Scenario 4&lt;br&gt;Pay for three tiles.&lt;br&gt;Draw the first tile, it's unplayable.&lt;br&gt;Draw the second tile, it's unplayable.&lt;br&gt;Draw the third tile, it's unplayable.&lt;br&gt;Your turn is automatically over.</description>
	<link>http://www.boardgamegeek.com/article/773981#773981</link>
	<pubDate>2006-01-20T16:51:25+00:00</pubDate>
	<dc:creator>TheCat</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Entdecker&lt;br&gt;&lt;br&gt;This was everyone’s (including mine) first game of Entdecker. I had played a couple of solo games at home to become familiar with the rules. I tried my best to explain these rules to Stephen and Robert. The rules, for those who know Carcasonne, are easily understood. There are some different restrictions on tile and unit placement than in Carcasonne, and there is an additional money element.&lt;br&gt;As we got started, I did what I usually do in Carcasonne, I placed a unit (Fort) on my first land tile, expecting that this island will eventually get explored and thus scored.&lt;br&gt;During Robert’s and Stephen’s turn I tried to give as many tactical hints as I could think of. And I believe that they profited from that. Stephen, however, was unable to score until about half way into the game. I’m sure that the random tile drawing had something to do with that, too.&lt;br&gt;One thing that Stephen and Robert did reluctantly is drawing event tiles. You pretty much have a 50:50 chance of drawing a good or bad tile, esp. in the beginning of the game. My drawing these tiles awarded my 3 bonus points twice and 3 gold. I did also draw a pirate tile but since I only had two gold left it didn’t hurt me much. I also drew the unfriendly natives twice. This didn’t affect me either because I just didn’t put any units on those tiles.  All in all I would highly recommend drawing event tiles, especially when you’re low on gold.&lt;br&gt;Toward the end of the game I was able to complete the huge middle island, the one on which I had placed the Fort during my first turn, and scored a whopping 26 points. This pulled me ahead quite a bit.&lt;br&gt;In the end, Robert and Stephen were able to make up some lost ground and didn’t fall behind too badly. Had the scoring track point markers, I would have kept track of the scores. But since it doesn’t I can just say that I was able to come in first (a terrible thing to do for the one who explained the game), Stephen was able to make second, and Robert got in third.&lt;br&gt;I enjoyed the game quite a bit and look forward to the next round.&lt;br&gt;Thanks to Robert and Stephen for playing.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/772692#772692</link>
	<pubDate>2006-01-19T19:33:01+00:00</pubDate>
	<dc:creator>flieger</dc:creator>
</item><item>
	<title>Thread: Re: &quot;Open Tiles&quot;</title>
	<description>Sorry guys, I figured it out.  This is the first time I'm playing this one.  It's Friday night and I am a little brain dead from work.</description>
	<link>http://www.boardgamegeek.com/article/746991#746991</link>
	<pubDate>2005-12-31T02:23:47+00:00</pubDate>
	<dc:creator>CaribbeanWayne</dc:creator>
</item><item>
	<title>Thread: &quot;Open Tiles&quot;</title>
	<description>When you choose &quot;open tiles&quot; on your turn it is my understanding you can choose them from any of the six piles?  In other words if I purchased one tile, may I look through several piles?&lt;br&gt;&lt;br&gt;Why then are the tiles numbered on the back?  I'm just not getting something here.&lt;br&gt;&lt;br&gt;Thanks for your help!</description>
	<link>http://www.boardgamegeek.com/article/746986#746986</link>
	<pubDate>2005-12-31T02:19:40+00:00</pubDate>
	<dc:creator>CaribbeanWayne</dc:creator>
</item><item>
	<title>Thread: Re: Differences between versions?</title>
	<description>So is there anyone that can say what the differences are between original and latest version with the huts? i own the newest and ppl say they like the original better. are the huts the only difference?</description>
	<link>http://www.boardgamegeek.com/article/740608#740608</link>
	<pubDate>2005-12-23T08:11:42+00:00</pubDate>
	<dc:creator>OtisBFilthy</dc:creator>
</item><item>
	<title>Thread: Re: Paid for multiple tiles - 1st unplaceable - can still pl</title>
	<description>What about the placing of scouts etc and the the ? tiles.&lt;br&gt;I have a translation of the rules but it's not too clear as to weather dropping off trooops and putting settlements stops your go.&lt;br&gt;&lt;br&gt;And I've allways carried on if you can't place a tile, your already penalised as you have to, effectivly, throw one gold into the discard box.</description>
	<link>http://www.boardgamegeek.com/article/700844#700844</link>
	<pubDate>2005-11-19T21:54:34+00:00</pubDate>
	<dc:creator>Marx</dc:creator>
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