<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Runebound Second Edition</title>
	<link>http://www.boardgamegeek.com/boardgame/21523</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 05 Jul 2008 07:14:03 -0500</lastBuildDate>
	<pubDate>Sat, 05 Jul 2008 07:14:03 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: My group hates Arkham Horror..Will they Like Runebound?</title>
	<description>I don't think Runebound resembles Arkham Horror that much, but it does resemble Talisman a lot - and if you don't like that, you most likely won't like Runebound.</description>
	<link>http://www.boardgamegeek.com/article/2449840#2449840</link>
	<pubDate>2008-07-05T07:52:57+00:00</pubDate>
	<dc:creator>Young, rich and sexy</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>Yeah - thanks guys.  As Craig said PvP is rare especially since it usually degenerates into revenge killings - in this case the Ghost Armour did stop it in it's tracks!</description>
	<link>http://www.boardgamegeek.com/article/2445135#2445135</link>
	<pubDate>2008-07-03T03:06:00+00:00</pubDate>
	<dc:creator>Captain Noir</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>Nice one cheers guys. :)&lt;br&gt;We really don't tend to PvP in runebound anyway since the player that you want to tak down is often tougher than you and the rules for PvP are clunky to say the least.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2445119#2445119</link>
	<pubDate>2008-07-03T02:57:14+00:00</pubDate>
	<dc:creator>Torquemada</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>I concur.  Craig is correct and unfortunately you were s.o.l.:cry:</description>
	<link>http://www.boardgamegeek.com/article/2445002#2445002</link>
	<pubDate>2008-07-03T01:55:19+00:00</pubDate>
	<dc:creator>tombstone007</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>Craig is correct. If you PvP against someone with Spirit armor, you're screwed.</description>
	<link>http://www.boardgamegeek.com/article/2444971#2444971</link>
	<pubDate>2008-07-03T01:26:41+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>Your reply doesn't count mate!  Since it is the question that you and I both been talking about and disagreeing on!&lt;br&gt;&lt;br&gt;So everyone else is welcome to give opinion except you Torquemada ;-)&lt;br&gt;&lt;br&gt;Actually, it was a damned good win even if you used the Armour dodgily to avoid me whacking you.</description>
	<link>http://www.boardgamegeek.com/article/2444834#2444834</link>
	<pubDate>2008-07-02T11:51:20+00:00</pubDate>
	<dc:creator>Captain Noir</dc:creator>
</item><item>
	<title>Thread: Re: Ghost Armour - question in PvP</title>
	<description>They are all your enemy. So of course it will stop all attacks for the specified number of rounds. It sounds to me like you are just looking for ways to stop someone you were playing this game with, who is obviously a better player and went on to win, from using this armour in the spirit it was intended.&lt;br&gt;&lt;br&gt;Don't be bitter embrace your defeat and learn from it! :p&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2444782#2444782</link>
	<pubDate>2008-07-02T11:29:51+00:00</pubDate>
	<dc:creator>Torquemada</dc:creator>
</item><item>
	<title>Thread: Ghost Armour - question in PvP</title>
	<description>Help me out please guys and girls!&lt;br&gt;&lt;br&gt;&quot;Ghost Armour:  Before combat, activate and take X fatigue to test Spirit 15. If you succeed, your enemy’s damage is reduced to 0 in all phases for the first X rounds of combat.&quot;&lt;br&gt;&lt;br&gt;The question is that &quot;...your enemy's damage...&quot; implies singular enemy (otherwise it would be written as &quot;enemies&quot; wouldn't it?) so is it right to say that in a PvP battle, the Ghost Armour would only reduce the enemy Heroes damage to 0 but allies of the enemy Heroes still do normal damage?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2444761#2444761</link>
	<pubDate>2008-07-02T11:13:38+00:00</pubDate>
	<dc:creator>Captain Noir</dc:creator>
</item><item>
	<title>Thread: Re: Errors and things missing in the expansion rulebooks</title>
	<description>I just purchased the base game and I agree.  The rules are sloppy (look at all the posts on rules questions).  The website FAQ's are contradictory and incomplete.  From other threads it appears that the expansions suffer from the same problems.  &lt;br&gt;&lt;br&gt;I was hoping for Magic Realm light, but instead the incomplete rules make it a frustrating mess to me.</description>
	<link>http://www.boardgamegeek.com/article/2444617#2444617</link>
	<pubDate>2008-07-02T10:04:52+00:00</pubDate>
	<dc:creator>DOCTORDINK</dc:creator>
</item><item>
	<title>Thread: Re: Mr Skeletors Guide to playing Runebound Solo</title>
	<description>This probably isn't the most original idea, but I have a &quot;substitute&quot; for the Threat track used here.&lt;br&gt;&lt;br&gt;If you can remember the &quot;difficulty&quot; number you're using, you can keep track of the threat level rather easily with a d20 (preferably a Magic: The Gathering spindown d20) and a d10.&lt;br&gt;&lt;br&gt;At the start of the game, set the d20 to whatever difficulty you choose, and set the d10 to 10 -- or zero depending on the d10 you're using.&lt;br&gt;&lt;br&gt;When you make your Threat roll in step 6, merely look at the d20 you set aside to see what number you have to roll.  If you match or beat it, set the d10 to the next highest number (which will be one the first time, durrr...?) and reset the d20 to your difficulty level.  If you don't roll the required number, set the d20 to the next lowest number; this simulates the doom counter being added.&lt;br&gt;&lt;br&gt;When the d10 gets back around to zero/ten; matching the number on the d20 during your threat roll means time is up and you lose.&lt;br&gt;&lt;br&gt;And there you have it--the threat track effectively(?) replaced by two dice.  Any similarity to any previous suggestions is purely coincidental.  No animals were harmed making it; though I think my game board has a few extra cat hairs on it. :what:</description>
	<link>http://www.boardgamegeek.com/article/2433432#2433432</link>
	<pubDate>2008-06-29T05:21:57+00:00</pubDate>
	<dc:creator>Qslick</dc:creator>
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