<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Lost Patrol</title>
	<link>http://www.boardgamegeek.com/boardgame/2268</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 03 Dec 2008 00:45:19 -0600</lastBuildDate>
	<pubDate>Wed, 03 Dec 2008 00:45:19 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Where are all the original copies of this game?</title>
	<description>Oh this is not a boardgame based on the Amiga game..... DAMN</description>
	<link>http://www.boardgamegeek.com/article/2876438#2876438</link>
	<pubDate>2008-12-02T21:28:05+00:00</pubDate>
	<dc:creator>Stradk</dc:creator>
</item><item>
	<title>Thread: Re: Where are all the original copies of this game?</title>
	<description>I think the game was originally only shipped to retailers as a free bonus (with Gobbos' Banquet)...</description>
	<link>http://www.boardgamegeek.com/article/2876382#2876382</link>
	<pubDate>2008-12-02T21:16:33+00:00</pubDate>
	<dc:creator>Arthur_McGuire</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Lost Patrol with StarCraft flavor (firebat = sergeant and goliath = heavy weapons) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic404249_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/404249</link>
	<pubDate>2008-12-01T21:30:53+00:00</pubDate>
	<dc:creator>Aarontu</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The original scouts, mounted but unpainted &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic403583_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/403583</link>
	<pubDate>2008-11-30T11:14:12+00:00</pubDate>
	<dc:creator>carthaginian</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Everything inside my VHS box! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic403047_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/403047</link>
	<pubDate>2008-11-28T17:41:48+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		&quot;Come on! Keep moving!&quot; (my Aliens' version) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic403046_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/403046</link>
	<pubDate>2008-11-28T17:40:01+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		my printed copy &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic399458_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/399458</link>
	<pubDate>2008-11-20T01:19:25+00:00</pubDate>
	<dc:creator>dexblair</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		my printed copy &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic399457_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/399457</link>
	<pubDate>2008-11-20T01:18:46+00:00</pubDate>
	<dc:creator>dexblair</dc:creator>
</item><item>
	<title>Thread: Re: Where are all the original copies of this game?</title>
	<description>&lt;b&gt;Yugblad wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;Where are all the original copies of this game?&lt;/i&gt;&lt;br&gt;&lt;br&gt;One's in my office.&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Feel free to ship it to me. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2751597#2751597</link>
	<pubDate>2008-10-22T18:13:51+00:00</pubDate>
	<dc:creator>pekin2121</dc:creator>
</item><item>
	<title>Thread: Re: Where are all the original copies of this game?</title>
	<description>&lt;i&gt;Where are all the original copies of this game?&lt;/i&gt;&lt;br&gt;&lt;br&gt;One's in my office.&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2750533#2750533</link>
	<pubDate>2008-10-22T13:26:22+00:00</pubDate>
	<dc:creator>Yugblad</dc:creator>
</item><item>
	<title>Thread: Re: Where are all the original copies of this game?</title>
	<description>Me first! I don't even have the handmade version. &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/2749918#2749918</link>
	<pubDate>2008-10-22T05:09:35+00:00</pubDate>
	<dc:creator>djflippy</dc:creator>
</item><item>
	<title>Thread: Where are all the original copies of this game?</title>
	<description>The majority of the people I've seen posting have made their own copy, including myself. &lt;br&gt;&lt;br&gt;I'd love to get my hands on an original. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2749525#2749525</link>
	<pubDate>2008-10-22T02:21:28+00:00</pubDate>
	<dc:creator>pekin2121</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All the tiles and lurker counters. I put them on 3mil selfadhesive floor tile and cut them out. I used the urban tile set from the file section. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic383288_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/383288</link>
	<pubDate>2008-10-14T06:40:34+00:00</pubDate>
	<dc:creator>Howitzer_120mm</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My storage solution for a PnP game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic383287_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/383287</link>
	<pubDate>2008-10-14T06:39:36+00:00</pubDate>
	<dc:creator>Howitzer_120mm</dc:creator>
</item><item>
	<title>Thread: Re: Box front illustration - I'd love to hear about its history</title>
	<description>I know there are some professional (you have to pay for the service) services online that will match exact elements of pictures by scouring the internet for similar elements.  It's mostly used by ad companies and others to see if their illustrations and photographs have been used by others illegally or just to see how &quot;viral&quot; a certain image has become.  &lt;br&gt;&lt;br&gt;I wonder if there is anything like this on a free/shareware basis...?   Worth a google or two.&lt;br&gt;&lt;br&gt;EDIT:   Here's one &lt;A target='_blank' href=&quot;http://tineye.com/login&quot; rel=&quot;nofollow&quot;&gt;http://tineye.com/login&lt;/A&gt;&lt;br&gt;&lt;br&gt;They have an offer for an free invite to the beta here: &lt;A target='_blank' href=&quot;http://tineye.com/signup&quot; rel=&quot;nofollow&quot;&gt;http://tineye.com/signup&lt;/A&gt;&lt;br&gt;&lt;br&gt;I'll sign up to see if I can match this just for fun.  You should as well.  Don't know if it'll answer the larger questions but might prove interesting.&lt;br&gt;&lt;br&gt;&lt;b&gt;EDIT:   Ah... That was a bust.  Don't bother.&lt;/b&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2708907#2708907</link>
	<pubDate>2008-10-07T21:48:29+00:00</pubDate>
	<dc:creator>Nazhuret</dc:creator>
</item><item>
	<title>Thread: Re: Box front illustration - I'd love to hear about its history</title>
	<description>&lt;b&gt;carthaginian wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...and looking more closely yet, at least 3 guys are the same in both illustrations : the knife guy, the guy with the winged logo on its belt, and the guy who is pointing his gun to the right (hidden under the title in the top picture)...&lt;/i&gt;&lt;br&gt;&lt;br&gt;Wow, good call.  That's... Kind of weird.  I've never noticed that an illustration had cut and pastes of the characters or other elements in them before.  I had always been under the impression that GW took great pride in assembling unique scenes for their box fronts.  Sure, the composition has always been of a theme (large &quot;stack&quot; of guys in a desperate situation aiming everywhere at once with looks of grim determination etc) but the individual elements have always seemed unique.&lt;br&gt;&lt;br&gt;I would also like to know what the original box illustration was used for if not for LP and if the box back pic was just some random fluke or was to be used for a later printing / edition.&lt;br&gt;&lt;br&gt;I know a girl that knows a guy that knows some guys that work at GW... Maybe he could ask.&lt;br&gt;Long shot to be sure but worth a try.</description>
	<link>http://www.boardgamegeek.com/article/2708904#2708904</link>
	<pubDate>2008-10-07T21:45:47+00:00</pubDate>
	<dc:creator>Nazhuret</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>The game is all about earning the right to make that one roll in the end at the dropships (against 6 lurkers) &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2708841#2708841</link>
	<pubDate>2008-10-07T21:20:09+00:00</pubDate>
	<dc:creator>Materu</dc:creator>
</item><item>
	<title>Thread: Re: Box front illustration - I'd love to hear about its history</title>
	<description>&lt;b&gt;Nazhuret wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I know I've seen the top picture on other GW products before though I'm having a devil of a time remembering where.&lt;br&gt;For some reason I want to say it was on Necromunda but I don't think that's actually correct.  It must be the city / industrial landscape in the background that makes me think that.&lt;br&gt;&lt;br&gt;As for the second picture I'm pretty positive this is the first time I've ever laid eyes on it.  That's saying a lot since much of the artwork for all of their games was used over and over again and I've been a fan of the company since about '89 or so.  &lt;br&gt;&lt;br&gt;It definitely looks like an illustrations specifically made for this game.&lt;br&gt;&lt;br&gt;Very interesting...&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;...and looking more closely yet, at least 3 guys are the same in both illustrations : the knife guy, the guy with the winged logo on its belt, and the guy who is pointing his gun to the right (hidden under the title in the top picture)...</description>
	<link>http://www.boardgamegeek.com/article/2708835#2708835</link>
	<pubDate>2008-10-07T21:17:59+00:00</pubDate>
	<dc:creator>carthaginian</dc:creator>
</item><item>
	<title>Thread: Re: Box front illustration - I'd love to hear about its history</title>
	<description>I know I've seen the top picture on other GW products before though I'm having a devil of a time remembering where.&lt;br&gt;For some reason I want to say it was on Necromunda but I don't think that's actually correct.  It must be the city / industrial landscape in the background that makes me think that.&lt;br&gt;&lt;br&gt;As for the second picture I'm pretty positive this is the first time I've ever laid eyes on it.  That's saying a lot since much of the artwork for all of their games was used over and over again and I've been a fan of the company since about '89 or so.  &lt;br&gt;&lt;br&gt;It definitely looks like an illustrations specifically made for this game.&lt;br&gt;&lt;br&gt;Very interesting...&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2708818#2708818</link>
	<pubDate>2008-10-07T21:11:05+00:00</pubDate>
	<dc:creator>Nazhuret</dc:creator>
</item><item>
	<title>Thread: Box front illustration - I'd love to hear about its history</title>
	<description>I discovered that my copy of Lost Patrol had an interesting feature : the box front is : &lt;br&gt;<![CDATA[<div style=''><a href="/image/380828"><img src="http://images.boardgamegeek.com/images/pic380828_t.jpg" border=0></a></div>]]>&lt;br&gt;but the &lt;i&gt;representation&lt;/i&gt; of the box front at the back of the box is&lt;br&gt;<![CDATA[<div style=''><a href="/image/380830"><img src="http://images.boardgamegeek.com/images/pic380830_t.jpg" border=0></a></div>]]>&lt;br&gt;which is more in keeping with the jungle theme of the game&lt;br&gt;&lt;br&gt;what happened?&lt;br&gt;&lt;br&gt;1) I have a &quot;hybrid&quot; copy, made of two different print runs? somehow I doubt it, since it seems it's a game that wasn't printed in great numbers&lt;br&gt;&lt;br&gt;2) GW planned on having a &quot;jungle&quot; illustration but for some reason (delays, quality) it never went through and forgot to fix the back of the box?&lt;br&gt;&lt;br&gt;3) the second printing would have had a &quot;jungle&quot; illustration?&lt;br&gt;&lt;br&gt;was this illustration employed somewhere else?&lt;br&gt;&lt;br&gt;if the author of the game has any answer he is allowed to publish I'd love to hear about it - sheer curiosity.</description>
	<link>http://www.boardgamegeek.com/article/2706948#2706948</link>
	<pubDate>2008-10-07T11:10:23+00:00</pubDate>
	<dc:creator>carthaginian</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Closeup of the representation of the box on the back - The Illustration is different : existing version? &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic380830_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/380830</link>
	<pubDate>2008-10-07T10:14:54+00:00</pubDate>
	<dc:creator>carthaginian</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Straight back shot &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic380829_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/380829</link>
	<pubDate>2008-10-07T10:11:56+00:00</pubDate>
	<dc:creator>carthaginian</dc:creator>
</item><item>
	<title>Thread: Re: Scoring system</title>
	<description>&lt;b&gt;i7dealer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I can't get my friends to play anymore since the marines have never won in the 8 times we played.  It's very sad.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I look at it a different way. I played for the first time yesterday and I think I'll keep wanting to play just for the chance that I can say I one as the marines. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2685788#2685788</link>
	<pubDate>2008-09-29T16:47:31+00:00</pubDate>
	<dc:creator>pekin2121</dc:creator>
</item><item>
	<title>Thread: Re: Specialists</title>
	<description>&lt;b&gt;fixpix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;First of all I rethemed my homemade variant for a modern military urban setting. And to go with this I'm trying to find a more customisable aproach on the way the marines play the game. So instead of the current squad I'm thinking you could start with 1 leader, 3 marines and replace the heavy gunner with any of the following specialists:&lt;br&gt;&lt;br&gt;&lt;b&gt;Sniper&lt;/b&gt;: Can fire in any hex in his line of sight&lt;br&gt;&lt;b&gt;Recon1&lt;/b&gt;: Shuffle the target building (the pod tile) with the last 5 tiles&lt;br&gt;&lt;b&gt;Recon2&lt;/b&gt;: Can move off roads (like the lurkers) but can only make one move action during his turn. Only usable as active skill, so if he's pushed back for example he complies with the standard rules.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;So, Recon2 can step off the square and re-appear on another square the next turn?      I'm sure it's clear as bell to some people, but I'm confused as to what advantage this would give the team?  Sorry.  &lt;br&gt;&lt;br&gt;&lt;b&gt;fixpix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;b&gt;Scout1&lt;/b&gt;: Decreases the range at which old tiles disapear to 1, not 2&lt;br&gt;&lt;b&gt;Scout2&lt;/b&gt;: Can move without penalty through tangleweed and while in a tile with tangleweed he provides +1 bonus to other marine's roll&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Now that's a winner.  That rotten tanglefoot has been a pain to many a Jarhead for me.&lt;br&gt;&lt;br&gt;&lt;b&gt;fixpix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;b&gt;Spec Ops&lt;/b&gt;: Hits on 5 and 6&lt;br&gt;&lt;b&gt;Elite&lt;/b&gt;: Can trade 1 combat die for +2 bonus to the other rolls (i.e. fire 2D6 with +2 bonus or 1D6 with +4 bonus to hit instead of 3D6)&lt;br&gt;&lt;b&gt;Veteran&lt;/b&gt;: Roll 3D6 for the ambush score where he is present&lt;/i&gt;&lt;br&gt;&lt;br&gt;Excellent additions.&lt;br&gt;&lt;br&gt;Do you play it with one of each in the team?  The team make up is two Recon, two Scouts, 1 SpecOps, 1 E, 1 V?</description>
	<link>http://www.boardgamegeek.com/article/2636476#2636476</link>
	<pubDate>2008-09-10T22:44:44+00:00</pubDate>
	<dc:creator>Armydillo978</dc:creator>
</item><item>
	<title>Thread: Re: Scoring system</title>
	<description>I'm surprised this question went unanswered for so long.  I like the idea of a scoring system since the actual goal of the game seems near impossible.  I think I worked out the best possible chances the marines have to win is a 1/3rd chance (best case) at winning the last fight needed to get into the escape pod.&lt;br&gt;&lt;br&gt;So why not give the marine 20 points for winning + 5 for each marine?  That should make it hopefully more close to even.  I can't get my friends to play anymore since the marines have never won in the 8 times we played.  It's very sad.</description>
	<link>http://www.boardgamegeek.com/article/2610285#2610285</link>
	<pubDate>2008-09-02T14:51:26+00:00</pubDate>
	<dc:creator>i7dealer</dc:creator>
</item><item>
	<title>Thread: Re: I once was lost...</title>
	<description>&lt;b&gt;Hex_Enduction_Hour wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hey Mosse and FNH! &lt;br&gt;Love the site and Podcast pertaining to Lost Patrol.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2556318#2556318</link>
	<pubDate>2008-08-14T19:21:50+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item><item>
	<title>Thread: Re: I once was lost...</title>
	<description>Hey Mosse and FNH! &lt;br&gt;Love the site and Podcast pertaining to Lost Patrol.&lt;br&gt;&lt;br&gt;Note: I believe 'Hulkskulker' is the wonderful person who first uploaded the directions and game components.&lt;br&gt;I downloaded and printed LP about five years ago as it looked superb. If I recall correctly, it was Hulkskulker who was responsible for keep this OOP game alive even back then.&lt;br&gt;Here is his site and in the Downloads section, is the L.P. file.&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.geocities.com/hulkskulker/&quot; rel=&quot;nofollow&quot;&gt;http://www.geocities.com/hulkskulker/&lt;/A&gt;&lt;br&gt;&lt;br&gt;I've only played it solo, but I really like the atmosphere and play mechanics with tile-laying.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2556107#2556107</link>
	<pubDate>2008-08-14T18:16:48+00:00</pubDate>
	<dc:creator>Hex_Enduction_Hour</dc:creator>
</item><item>
	<title>Thread: Re: Specialists</title>
	<description>Andrei, these are great Ideas &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;  I haven't tried them all yet, but the ones I have worked well, cheers!&lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2360397#2360397</link>
	<pubDate>2008-06-01T23:35:55+00:00</pubDate>
	<dc:creator>Toedash</dc:creator>
</item><item>
	<title>Thread: Re: Ideas about an alternate game with Lost Patrol rules?</title>
	<description>Slime...I just read that while I was eating...disgusting! BUT great idea though! &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;I'd go with the Aliens...the jungle could be the colonists base and u gotta get thru it to the escape ship etc...! U can easily add more things to the mission...like finding a kid or a scientist etc...&lt;br&gt;&lt;br&gt;Has anyone ever played LP but with double the number of tiles and have 2 teams of 5 dudes? ( I just wondered...might try it meself!) &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2232912#2232912</link>
	<pubDate>2008-04-15T01:52:22+00:00</pubDate>
	<dc:creator>Dirty Harry</dc:creator>
</item><item>
	<title>Thread: Re: It's supposed to be hard for the Space Marines!</title>
	<description>Thanks very much for the comment, Jake! Many people start into a game expecting everything to be &quot;fair&quot;- an entirely subjective concept which has no basis in reality. Just a suggestion- could GW put Lost Patrol on their Specialist website as a download? Or maybe Fantasy Flight could pick it up under their new agreement with GW? I admit I haven't even played the game- I just found out about it 30 minutes ago here on BoardGameGeek- but given the overwhelmingly positive comments, you designed a real winner of a quickie game here. The more people who know about it, the more people can enjoy it. And of course, the more good karma you get so you can come back as an even mightier gamer in your next incarnation! Thanks much!&lt;br&gt;&lt;br&gt;Bruce</description>
	<link>http://www.boardgamegeek.com/article/2228974#2228974</link>
	<pubDate>2008-04-13T14:14:24+00:00</pubDate>
	<dc:creator>Weevil</dc:creator>
</item><item>
	<title>Thread: Scoring system</title>
	<description>We all know that without some rules tweaking the marines are in for a hot day in hell, and the chances are they won't make it. However, this should be no problem as long as there is an even number of games played, with players switching the roles of marines and lurkers. &lt;br&gt;The question is, how to score the difference? It would be wise to take into account the number of revealed tiles and the number of marines killed, so perhaps the first approximation of what the players add to their score after a game finished could look like this:&lt;br&gt;[c]&lt;br&gt;Lurker player: number of unplayed tiles left + 1 pt for each marine killed&lt;br&gt;Marine player: 5 pts for every marine alive (+1/10/100 pts for victory?)&lt;br&gt;[/c]&lt;br&gt;What's your opinion?</description>
	<link>http://www.boardgamegeek.com/article/2222569#2222569</link>
	<pubDate>2008-04-09T06:59:42+00:00</pubDate>
	<dc:creator>Longshanx</dc:creator>
</item><item>
	<title>Thread: Re: Specialists</title>
	<description>Strangely enough we have come up with some exactly similar ideas.&lt;br&gt;&lt;br&gt;Sniper - Can fire in LOS (line of sight)&lt;br&gt;Scout - move through tangleweed without having to roll.&lt;br&gt;        The scout rolls 2D6 when attacking due to lighter weaponry.</description>
	<link>http://www.boardgamegeek.com/article/2132106#2132106</link>
	<pubDate>2008-03-04T19:28:26+00:00</pubDate>
	<dc:creator>Cyberchrist</dc:creator>
</item><item>
	<title>Thread: Re: Specialists</title>
	<description>Sounds good!  I am all for getting more out of this great game! I like your ideas, and will try a couple of them out the next time I drag the game to the table...</description>
	<link>http://www.boardgamegeek.com/article/1981195#1981195</link>
	<pubDate>2008-01-05T20:20:18+00:00</pubDate>
	<dc:creator>volnon</dc:creator>
</item><item>
	<title>Thread: Specialists</title>
	<description>First of all I rethemed my homemade variant for a modern military urban setting. And to go with this I'm trying to find a more customisable aproach on the way the marines play the game. So instead of the current squad I'm thinking you could start with 1 leader, 3 marines and replace the heavy gunner with any of the following specialists:&lt;br&gt;&lt;br&gt;&lt;b&gt;Sniper&lt;/b&gt;: Can fire in any hex in his line of sight&lt;br&gt;&lt;b&gt;Recon1&lt;/b&gt;: Shuffle the target building (the pod tile) with the last 5 tiles&lt;br&gt;&lt;b&gt;Recon2&lt;/b&gt;: Can move off roads (like the lurkers) but can only make one move action during his turn. Only usable as active skill, so if he's pushed back for example he complies with the standard rules.&lt;br&gt;&lt;b&gt;Scout1&lt;/b&gt;: Decreases the range at which old tiles disapear to 1, not 2&lt;br&gt;&lt;b&gt;Scout2&lt;/b&gt;: Can move without penalty through tangleweed and while in a tile with tangleweed he provides +1 bonus to other marine's roll&lt;br&gt;&lt;b&gt;Spec Ops&lt;/b&gt;: Hits on 5 and 6&lt;br&gt;&lt;b&gt;Elite&lt;/b&gt;: Can trade 1 combat die for +2 bonus to the other rolls (i.e. fire 2D6 with +2 bonus or 1D6 with +4 bonus to hit instead of 3D6)&lt;br&gt;&lt;b&gt;Veteran&lt;/b&gt;: Roll 3D6 for the ambush score where he is present</description>
	<link>http://www.boardgamegeek.com/article/1981014#1981014</link>
	<pubDate>2008-01-05T18:25:26+00:00</pubDate>
	<dc:creator>fixpix</dc:creator>
</item><item>
	<title>Thread: Re: Ideas about an alternate game with Lost Patrol rules?</title>
	<description>&lt;b&gt;talismanisland wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; I'd also need to come up with a replacement for the Tangleweed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; Here's an idea:SLIME!!! Lots of it. Green, gooie, ickie, like in ALIENS,  with bodies in it, with open eyes and screaming mouths.....(calming a little, taking a breath). So sticky that you must roll 4+ to unstuck. (And when you get out you get -2 on Sneak because you make squeshy noises from the goo on your boots, but that may be a little too much &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; ) (taking breath again)</description>
	<link>http://www.boardgamegeek.com/article/1833216#1833216</link>
	<pubDate>2007-11-03T18:33:16+00:00</pubDate>
	<dc:creator>scivias</dc:creator>
</item><item>
	<title>Thread: Re: Are there any new tile layouts?</title>
	<description>And as promised, the pictures:&lt;br&gt;&lt;br&gt;<![CDATA[<div style='display:inline;'><a href="/image/261859"><img src="http://images.boardgamegeek.com/images/pic261859_t.jpg" border=0></a></div>]]> <![CDATA[<div style='display:inline;'><a href="/image/261861"><img src="http://images.boardgamegeek.com/images/pic261861_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;They are supposed to wear Desert Equipment, but I painted them with gray/blue colors that give them a more &lt;i&gt;Aliens look&lt;/i&gt;. For stability and clarity I glued them on plastic chips in different colors (heavy, marine, sergeant).&lt;br&gt;&lt;br&gt;For the Aliens (I mean Lurkers), I used black plastic chips with one &quot;radar&quot; side, when they lurk, and one alien side when they ambush. Ah, the box is a VHS video box, very easy to insert a picture of the game, very cheap and very resistant!&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1809256#1809256</link>
	<pubDate>2007-10-25T15:25:53+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Thread: Re: End game rules ?</title>
	<description>I have played two solo games without the exception allowing to start lurker stacks in the Dropship. Well, the first one the marines didn't even got to see the Dropship...&lt;br&gt;&lt;br&gt;But the second one they survived longer, and I think this variant adds a little more depth to the game. There was a long corridor, with one marine on one side and another one with sergeant and heavy weapon on the other. The aliens were concentrating on the latter group, having a hard time to kill them, and suddenly I realized there were few tiles left and decided to move the &quot;isolated&quot; marine in order to &quot;see&quot; the Dropship: without the exception the aliens only could get a group of 4 to the Dropship, so no &quot;automatic roll more than 6&quot;... though the aliens rolled a 6!!!&lt;br&gt;&lt;br&gt;But well, they killed the guy, the sergeant managed to survive and make his way to this side of the corridor, and he stood the last attack rolling a 6: my first marine's victory in 6 games!&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I'll try this small variant more, but I think it adds some strategy when reaching the last tiles: it becomes important where do you want to see the Dropship depending on the aliens distribution on the hulk, without the variant it doesn't matter, the end will be the same.</description>
	<link>http://www.boardgamegeek.com/article/1806138#1806138</link>
	<pubDate>2007-10-24T10:02:33+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Thread: Re: End game rules ?</title>
	<description>&lt;b&gt;franchi wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Luca, your +1 rule does not avoid the automatic &quot;roll more than 6&quot;.&lt;/i&gt;&lt;br&gt;Of course it doesn't avoit it, it simply makes it possible even without the Sergeant and/or heavy Trooper (or easier when you've them).&lt;br&gt;I'll have to try both it and the &quot;no spawn on Dropship&quot; one to choose which I like more.</description>
	<link>http://www.boardgamegeek.com/article/1784222#1784222</link>
	<pubDate>2007-10-15T11:33:50+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: End game rules ?</title>
	<description>I finished my home-made copy this weekend and gave it a try. And yes, with the rules &lt;i&gt;as they are written&lt;/i&gt; is almost impossible, and it doesn't feel good that the game resumes to an automatic &quot;roll more than 6&quot; for the marines in their last turn... I made one extra marine in case I lost one, but even using all of them I couldn't roll more than 6 in the last turn with the Sergeant. &lt;br&gt;&lt;br&gt;Luca, your +1 rule does not avoid the automatic &quot;roll more than 6&quot;. One easier house-rule would be to &lt;b&gt;ignore the exception allowing to start lurker stacks in the Dropship&lt;/b&gt;. This way the Ambush with score 6 in the last turn is still possible for the lurker player but not automatic, the scout can move their men in order to get to the Dropship when the lurker cannot move a stack of 6 to the tile. And both players have a chance!&lt;br&gt;&lt;br&gt;BTW, I try to move the Sergeant never alone (I can choose to lose another marine in the Ambushes) with the Heavy Trooper right behind, but the lurkers understand soon and go kill the Heavy Trooper!</description>
	<link>http://www.boardgamegeek.com/article/1784030#1784030</link>
	<pubDate>2007-10-15T06:12:14+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Thread: Re: End game rules ?</title>
	<description>Maybe a small house rule to &quot;fix&quot; the (unsatisfying) need of Sergeant or Heavy Trooper to win the game could be to give a +1 bonus to the Scouts on the Dropship tile (representing the motivation they get for being so close to the objective of their mission). &lt;br&gt;It could be cumulative with the bonus given by Sergeant and Heavy Trooper (making the game slightly easier if you manage to get there with the best guys) or not (thus just giving a chance to win to the standard Troopers).</description>
	<link>http://www.boardgamegeek.com/article/1783641#1783641</link>
	<pubDate>2007-10-14T23:44:50+00:00</pubDate>
	<dc:creator>Luke the Flaming</dc:creator>
</item><item>
	<title>Thread: Re: ambush rules</title>
	<description>Q: &quot;The lurker stack must be grown by 2, or can you choose to add just 1 counter?&quot;&lt;br&gt;&lt;br&gt;I think it always grows by 2.&lt;br&gt;&lt;br&gt;&lt;br&gt;Q: &quot;Drive back is optional, winning player can choose to leave opposing models/stack where they are.&quot;&lt;br&gt;&lt;br&gt;Correct&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1698507#1698507</link>
	<pubDate>2007-09-01T07:00:09+00:00</pubDate>
	<dc:creator>RichardV</dc:creator>
</item><item>
	<title>Thread: Re: Are there any new tile layouts?</title>
	<description>And the tiles look great! I wanted to make my own copy of Lost Patrol since long ago, and then I forgot, but this file has triggered my interest again. Indeed I don't like the GW figures, but with the Alien look of these tiles I am planning to buy these figures:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.plasticsoldierreview.com/Review.asp?manu=CAE&amp;code=H030&quot; rel=&quot;nofollow&quot;&gt;http://www.plasticsoldierreview.com/Review.asp?manu=CAE&amp;code...&lt;/A&gt;&lt;br&gt;&lt;br&gt;They are cheap (about 5 euros for the 42 figures) and have the Marine look of the Aliens (2) film. The bazooka can be the heavy weapon, the guy with his hand up the Sergent, and any other 3 the marines. And you can make 4 teams with one box! I'll post pictures in a few weeks (months?)...</description>
	<link>http://www.boardgamegeek.com/article/1694483#1694483</link>
	<pubDate>2007-08-30T06:44:20+00:00</pubDate>
	<dc:creator>franchi</dc:creator>
</item><item>
	<title>Thread: Re: Are there any new tile layouts?</title>
	<description>I see there is a Space Hulk version in the files section now.&lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;---MS</description>
	<link>http://www.boardgamegeek.com/article/1693997#1693997</link>
	<pubDate>2007-08-30T00:38:38+00:00</pubDate>
	<dc:creator>MoonSylver</dc:creator>
</item><item>
	<title>Thread: Re: Ideas about an alternate game with Lost Patrol rules?</title>
	<description>back to the thread's topic:&lt;br&gt;&lt;br&gt;&lt;b&gt;talismanisland wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'd need to make up some hex tiles using Space Hulk image, which I've tried and it's proving a little difficult to be honest. I'd also need to come up with a replacement for the Tangleweed.&lt;br&gt;&lt;br&gt;Anyone with an artistic bent fancy trying to make some hex corridor sets?&lt;/i&gt;&lt;br&gt;&lt;br&gt;i don't own space hulk anymore, but i discovered that some tile pics can be found here on bgg. i could easily translate the graphics to lost patrol hexes. &lt;br&gt;&lt;br&gt;just pm me or post here if you're still interested. &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1686689#1686689</link>
	<pubDate>2007-08-27T08:18:01+00:00</pubDate>
	<dc:creator>woodoo03</dc:creator>
</item><item>
	<title>Thread: Re: Are there any new tile layouts?</title>
	<description>I made an end tile with a Devilfish APC for my Tau Fire Warriors to look for. It would not be hard to do another vehicle, since I have the Gimp file  with the layer separations.&lt;br&gt;&lt;br&gt;Geekmail me if you want one (it'll have to be something with a sprite in Dawn of War, though I think Valkyrie dropships can be found when the IG produces things.&lt;br&gt;&lt;br&gt;--Donald</description>
	<link>http://www.boardgamegeek.com/article/1673679#1673679</link>
	<pubDate>2007-08-21T01:22:18+00:00</pubDate>
	<dc:creator>pigasuspig</dc:creator>
</item><item>
	<title>Thread: ambush rules</title>
	<description>Some rules qustions:&lt;br&gt;&lt;br&gt;  Stacking limit is only enforced at the end of the turn.&lt;br&gt;So on a tile with 4 lurkers I can add 4 extra lurkers during the lurker actions phase, totalling 8. And then move 2 tiles to a tile with scouts, removing 2 lurkers.&lt;br&gt;In the ambush phase I have an ambusch score of 6, or 7 if I would roll a 6.&lt;br&gt;&lt;br&gt;  Max ambush score lurkers is 7, for marines its 8.&lt;br&gt;If 7+ lurkers spring an ambush, the max ambush score is 6 (you can't roll a 7+)&lt;br&gt;If exactly 6 lurkers spring an ambush, the ambush score can be 7 if a 6 is rolled&lt;br&gt;&lt;br&gt;  The lurker stack must be grown by 2, or can you choose to add just 1 counter?&lt;br&gt;&lt;br&gt;  Drive back is optional, winnig player can choose to leave opposing models/stack where they are.&lt;br&gt;&lt;br&gt;Thanks.&lt;br&gt;&lt;br&gt;Tom&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1668892#1668892</link>
	<pubDate>2007-08-17T19:00:26+00:00</pubDate>
	<dc:creator>glynnyth</dc:creator>
</item><item>
	<title>Thread: Re: Quick Review - Lost Patrol</title>
	<description>My interpretation was that yes, a new stack can only be created on a path leading into the unknown. as they are coming out of the unknown parts of the jungle. &lt;br&gt;&lt;br&gt;That being said, you'll often run upto a corner, and bam, theres another corner, and the lurker player can drop 4 lurkers and move to ambush you. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1632215#1632215</link>
	<pubDate>2007-07-27T14:35:07+00:00</pubDate>
	<dc:creator>abodi</dc:creator>
</item><item>
	<title>Thread: Re: Quick Review - Lost Patrol</title>
	<description>Thanks for the play tips abodi, one question though.&lt;br&gt;The rules state 'a new lurker stack is placed on the end of any path where the tile leads off to the unknown so it can't be a dead-end'.&lt;br&gt;Does this mean that a NEW lurker stack can only be placed on a tile that has an open path?  Basically a tile that hasn't had another tile placed adjoiningly(sp?) to it?&lt;br&gt;I realize that lurkers counters may be added (grown)or picked up by moving over other lurker couters but I was wondering if a new stack could be created within the jungle or just on an edge of a jungle?&lt;br&gt;I have yet to play the game as I am still in the process of cutting tiles and painting miniatures but in reading the Start new Lurker Stack action rule it seemed a bit ambiguous.&lt;br&gt;thanks.</description>
	<link>http://www.boardgamegeek.com/article/1632095#1632095</link>
	<pubDate>2007-07-27T13:48:00+00:00</pubDate>
	<dc:creator>Roosterfish</dc:creator>
</item><item>
	<title>Thread: Quick Review - Lost Patrol</title>
	<description>Lost Patrol is a game that was published by Games Workshop in 2000 according to the information on BBG. It is now long OOP.&lt;br&gt;&lt;br&gt;Before I continue I will say that my exposure to this game is via a copy I made myself with the files available on BBG here. &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Components&lt;/u&gt;&lt;/b&gt;&lt;br&gt;The list of components for this game is indeed short, which is great, my print and play copy easily fits into a snaplock sandwich bag. Ultimate portability. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;Components include 30 hex tiles, 5 GW miniatures, 18 small round lurker tokens and I believe 3 dice.&lt;br&gt;&lt;br&gt;I have plenty of Warhammer 40,000 miniatures, so i could have used 5 of those but I chose to just print up and mount 5 marine tokens. this helps keep the size down.&lt;br&gt;&lt;br&gt;Overall the components look great in the pictures available, but it's also very easy to create some great looking components yourself.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Gameplay&lt;/u&gt;&lt;/b&gt;&lt;br&gt;I'll give a quick run down of the gameplay but i'm not going to go into too much detail as the rulebook is freely available here on BGG.&lt;br&gt;&lt;br&gt;Gameplay starts in a clearing with your 5 marines it. Other then this one tile, you may never have more then 3 marines at the end of your turn or bad things happen (they die/disappear)&lt;br&gt;&lt;br&gt;The 5 marine appear in the follow ranks and also listed is their abilities.&lt;br&gt;1x Sergent | attacks with 3d6 | adds +1 to dice rolls if in the ambush.&lt;br&gt;1x Heavy Weapons Guy | attacks with 6d6 | adds +1 to dice rolls if he isn't involved in the ambush but has line of sight of it.&lt;br&gt;3x scouts | attacks with 3d6 | no special ability in ambush.&lt;br&gt;&lt;br&gt;A round consists of the follow phases.&lt;br&gt;&lt;br&gt;1. move marines / attack with marines.&lt;br&gt;2. remove forests that are no longer in sight.&lt;br&gt;3. the lurker player draws tiles to fill up the new sections of forest that are viewable.&lt;br&gt;4. Lurker player does upto 3 actions, which is generally drop lurker tokens and move in for an ambush.&lt;br&gt;5. any marines in the same hex as lurker tiles means an ambush has been sprung.&lt;br&gt;&lt;br&gt;With attacking lurkers you need to be in the same has a the lurker pile, and you roll your dice, any 6's means a lurker dies.&lt;br&gt;With ambushes, the lurker rolls a die and the result is higher of &quot;the die roll&quot; or the &quot;amount or lurkers on the hex&quot;. the marines then roll 2d6 and take the higher of the 2, and add the two bonus's if applicable.&lt;br&gt;whichever team has the highest win and the losing team removes 1 token/model. the winner then chooses a hex for the losing team to fallback into.&lt;br&gt;&lt;br&gt;Basically it's a race to get to the last hex, which is a dropship.  The marine players do this by running around the forest and around corners, causing the forest to change around them. once they exhusted the first 29 tiles, the dropship is dropped, and they must make it to the dropship and survive.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Overall&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;I really like this game, Its quick, plays in less then 30mins, has alot of tension for the marine player, plays in a relatively small play area. It really is just a hoot to play.&lt;br&gt;&lt;br&gt;Only downside is the unbalanced nature of the game, coupled with the high luck factor, means the marines will lose more often then not.&lt;br&gt;while this can be a downside. it does make victory ever more sweet when achieved.&lt;br&gt;&lt;br&gt;Apparently this still appears on ebay and the likes. but if its outside your price range or you just can't fine a copy at all. you can create a great print and play version for very little money. (my copy was about $8 Australian) </description>
	<link>http://www.boardgamegeek.com/article/1631820#1631820</link>
	<pubDate>2007-07-27T10:05:45+00:00</pubDate>
	<dc:creator>abodi</dc:creator>
</item><item>
	<title>Thread: Re: I once was lost...</title>
	<description>Hi FNH1- caught your podcast on Lost Patrol.   Mosse, this game does look interesting, thanks for the session report. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1623176#1623176</link>
	<pubDate>2007-07-23T18:39:37+00:00</pubDate>
	<dc:creator>CJstratgamer</dc:creator>
</item><item>
	<title>Thread: Re: I once was lost...</title>
	<description>Hey Mosse, I checked out your link, your version of the game looks great!  &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/1622314#1622314</link>
	<pubDate>2007-07-23T07:37:19+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item><item>
	<title>Thread: I once was lost...</title>
	<description>Inspired by the new episode (&lt;i&gt;ep 5&lt;/i&gt;) of the &lt;a href=&quot;http://printandplay.mypodcast.com/2007/07/Episode_005_Lost_Patrol-29637.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Print and Play Podcast&lt;/a&gt; I decided to check out this old Games Workshop game &lt;b&gt;&lt;a class='gamelink' target='_blank' href=&quot;/game/2268&quot;&gt;Lost Patrol&lt;/a&gt;&lt;/b&gt;. &lt;br&gt;&lt;br&gt;I especially enjoyed the tips on the actual making of the game, as the host &lt;a href=&quot;http://www.boardgamegeek.com/user/FNH1&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;FNH&lt;/a&gt;, like me had printed the game on a black-and-white printer. His point was to use a coloring pen to color the bits and pieces afterwards. I found that &lt;a href=&quot;http://en.wikipedia.org/wiki/Highlighter&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;highlighter&lt;/a&gt; pens had the best result, as they didn't cover the shading created by the laser printer, but merely tinted it. Three hours later, my production was final, and for what it was worth - I was &lt;b&gt;very&lt;/b&gt; pleased with the result. Probably the best looking print-and-play game I've produced!&lt;br&gt;&lt;br&gt;The rules showed promise as well - a two-player, beer-and-pretzels, hack-n-slash shooter is just what I've been looking for! I'll have to wait for a face-to-face play before giving final judgement, but having now played a solo game I can safely say I've payed good money for worse.&lt;br&gt;&lt;br&gt;I lined up my Space Marine Scouts (&lt;i&gt;I printed out Patricks' paper minis, as linked from the Print and Play site&lt;/i&gt;) on the clearing and set foot. The Heavy Trooper remained in the clearing to provide cover fire as the rest of the posse split up into two groups exploring in different directions. As the evil Lurkers started showing up in great numbers the Heavy Trooper joined forces with one of the away team. I quickly decided to join the teams back together to avoid having anybody being lost in the jungle. The two troopers were intercepted by Lurkers, however, and failed to join up with their comrades. Before the Sarge and his men could come to the rescue one of the troopers lost his life in an ambush. His partner was driven further into the jungle and was eventually nowhere to be found.&lt;br&gt;&lt;br&gt;The remaining force - Sarge, the heavy gunner and a trooper picked a direction and set foot. Lurkers came from all directions but the valiant trio fought courageously and managed to advance in spite of heavy resistance. Finally, behind a curve they could see it! The sweet Dropship which would take them off this hostile planet of Maraz III. The trooper, providing firing cover from behind was caught up and lost his life on the home stretch. Sarge and his gunner ran up to the Dropship only to find it completely infested by Lurkers overpowering them six to two. The gunner couldn't get his long-range weapon to deliver in this close quarters combat, and Sarge witnessed his last surviving comrade being devoured by the Lurkers. He was driven back and took cover behind the bushes, where he was again ambushed by those nasty bastards.&lt;br&gt;&lt;br&gt;This time it was different however. Outnumbered six to one Sarge cocked his weapon and attacked. He managed to fight off the lurkers and advanced back towards the Dropship, where he again, outnumbered six to one fought off the critters, killing one and making the rest of them run away into the deep jungle. &lt;b&gt;Success!&lt;/b&gt; &quot;&lt;i&gt;I'm getting too old for this sh*t&lt;/i&gt;&quot;, thought the Sarge as he punched the LAUNCH-button and left the planet.&lt;br&gt;&lt;br&gt;This game shows great potential! I have to see how it works against another human being (&lt;i&gt;or my brother, whichever I can get to the table first...&lt;/i&gt;) first, but at least it has been worth the money! There are some really clever mechanics hidden here... I especially like how tiles disappear &quot;behind&quot; the troopers, but that they can nevertheless backtrack, and end up somewhere completely different - representing a &quot;living&quot; jungle. Initially I thought the Lurker player was way too powerful - but having now played a solo game, I don't think it's going to be a problem. Should there be balancing issues - small tweaks can easily fix it. One way would be that the Lurker can't start a new stack on a tile where there are Marines present.&lt;br&gt;&lt;br&gt;This sure is a great little game...&lt;br&gt;&lt;b&gt;&lt;i&gt;I'd pay for it...&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.imosse.net/index.php?s=ent_665&quot; rel=&quot;nofollow&quot;&gt;http://www.imosse.net/index.php?s=ent_665&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1621840#1621840</link>
	<pubDate>2007-07-22T22:00:19+00:00</pubDate>
	<dc:creator>Mosse</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>OOPS&lt;br&gt;New stack 2 counters X 3 actions = 6 lurker counters.&lt;br&gt;my bad.</description>
	<link>http://www.boardgamegeek.com/article/1618784#1618784</link>
	<pubDate>2007-07-20T12:46:53+00:00</pubDate>
	<dc:creator>Roosterfish</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>actually I think the lurker stack dropped on the dropship tile is considered a new stack so it's only two counters.&lt;br&gt;also don't forget that every time a stack of lurkers moves to a new tile one lurker counter is removed from stack - per tile move.</description>
	<link>http://www.boardgamegeek.com/article/1618223#1618223</link>
	<pubDate>2007-07-20T01:32:53+00:00</pubDate>
	<dc:creator>Roosterfish</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>Hey! Your right I read the rule again, there is an exception for the dropship!  I've been playing it wrong! That makes it harder...&lt;br&gt;&lt;br&gt;So the scout moves troopers on kills any Lurkers already there, then 6 Lurkers get dropped in, they fight.  That means the Scout player HAS to roll six AND have the serg' or heavy weapons guy involved.&lt;br&gt;&lt;br&gt;Looking at those numbers I think I prefer my way, but theres no getting away from the fact I was doing it wrong.</description>
	<link>http://www.boardgamegeek.com/article/1617786#1617786</link>
	<pubDate>2007-07-19T20:44:07+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>The dropship tile is considered the only exception to the placement rule.  I guess it would make sense that you only place them on an open tile with no deadend, otherwise the marine scouts would have no chance.</description>
	<link>http://www.boardgamegeek.com/article/1617581#1617581</link>
	<pubDate>2007-07-19T19:24:07+00:00</pubDate>
	<dc:creator>Roosterfish</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>The rules do indicate that it must lead off into the unknown.  &lt;br&gt;&lt;br&gt;I think someone has commented here that they place lurkers on the last tile ( the dropship ) but I dont see how that can be done with the standard rules, as the path leads to the dropship but does not lead away into the unknown.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1617468#1617468</link>
	<pubDate>2007-07-19T18:30:46+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item><item>
	<title>Thread: Re: Lurkers on the defensive</title>
	<description>FH I have a question on placing new Lurkers?&lt;br&gt;The rules read &quot;Place them on the end of any path to form a new lurker stack.  The end of a path is a tile that leads off into the unknown, so it can't be a dead end tile.&quot;&lt;br&gt;Does this imply that a lurker stack can only be placed on a tile with an open side/trail?&lt;br&gt;Would it be legal to place a new stack on a tile that has adjoining tiles?&lt;br&gt;Am I reading too much into the rules?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1617397#1617397</link>
	<pubDate>2007-07-19T18:05:31+00:00</pubDate>
	<dc:creator>Roosterfish</dc:creator>
</item><item>
	<title>Thread: Lurkers on the defensive</title>
	<description>I was playing the Lurkers.&lt;br&gt;&lt;br&gt;In laying out the initial tiles I lucked out by being able to form a path loop.  The troopers split up into a group of three and two singles maximising the amount of jungle.  I countered by dropping new stacks down on each path.  The two single troopers joined up back in the clearing, the 3 group saw tangle weed ahead and backed up to try another path.&lt;br&gt;&lt;br&gt;In the next turn I eliminated a trooper.  They split into a group of three and a single.  The single pushed back along the first path.  I added to the lurkers in wait.  The 3 group tried a new path I lurked at the end.&lt;br&gt;&lt;br&gt;The 3 group pushed passed my lurkers and repulsed my attack.  But ha ha, they hit  a dead end!&lt;br&gt;&lt;br&gt;Meanwhile the single trooper kept dodging my attacks and opening new paths.  Slowly my lurkers started giving him cause for worry.  The troopers formed two pairs and set out in opposite directions. The board had dissolved into an almost single row of Hexes.&lt;br&gt;&lt;br&gt;This two path approach gave me the choices of splitting my attacks or concentrating.  I concentrated on one pair made an attack and took out another trooper.&lt;br&gt;&lt;br&gt;However the few lurkers I had on the remaining pair was not enough. They pushed forwards and the single Trooper dived into the clearing  opening up more paths which left only one spare tile.  I piled up my lurkers on the pair but they were pushed back and the pair moved into final hex!&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1616914#1616914</link>
	<pubDate>2007-07-19T14:35:11+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item><item>
	<title>Thread: Re: Are there any new tile layouts?</title>
	<description>It should be easy enough to make up some new tiles.  But what would you put on them?&lt;br&gt;&lt;br&gt;Old Ruins, marsh, quicksand, Giant Spider web?&lt;br&gt;&lt;br&gt;I can see that have a few more alterantive tiles that can be swapped in  could add some longevity.&lt;br&gt;&lt;br&gt;You'd have to be careful about and new effect that the tiles have because you might upset the balance of the game.&lt;br&gt;&lt;br&gt;However you could include tiles that not only make it harder for Troopers but harder for the Lurkers as well.  Tiles that Lurkers can not enter is a simple example.  Hmmm....</description>
	<link>http://www.boardgamegeek.com/article/1615615#1615615</link>
	<pubDate>2007-07-18T20:00:19+00:00</pubDate>
	<dc:creator>FNH1</dc:creator>
</item></channel></rss>