<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Combo King</title>
	<link>http://www.boardgamegeek.com/boardgame/22721</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 03:37:19 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 03:37:19 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Combo King - 6p games - 2 [session report]s</title>
	<description>&lt;b&gt;Game #1&lt;/b&gt;&lt;br&gt;two 6p games we did.  This is pegged as a 2p-4p game, so right off the bat this was a variant.  Done to squeeze in the 2 extra players.  We passed the reference card that lists “special powers” (discard a card, add a dice card to an opponent’s hand, roll again, etc.) around as needed.  &lt;br&gt;&lt;br&gt;I figured there may be some uneventful downtime playing with so many players, but that wasn’t an issue for the most part.  It was interesting to see if the other players would roll what they needed to.  Assuming I’m p1, p6 (to the right me) tried 3 times to roll the “bookend” card 3 times, but wasn’t able to get it.  Not surprisingly since it calls for rolling 7 dice and getting 3 ones, 1 three, and 3 sixes.  Worth 7 chips and you get to reroll dice of your selection, but with only 3 rolls, it seemed to be a statistical crapshoot.  P5 played the “Avalanche” card.  Only p6 and p2 had to draw a card.  Pretty good since each player had to roll higher than a 3.&lt;br&gt;&lt;br&gt;I tried rolling “multiples of three” (With 5 dice, allowed to reroll certain dice, which in the end must add to any # divisible by 3 from 6 through 30.  Worth only 1 chip though &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;  Should’ve been 2 or 3 IMO) and gave up after my 2nd turn.  It took me 2 turns to get the “Two Pair: 2s and 5s” (With 5 dice, allowed to reroll certain dice, and worth 2 chips).  Then I tried the “Even Out” card, but after 3 rolls, I was out and p2 (player to my left) still had one die left that didn’t roll an even number.&lt;br&gt;&lt;br&gt;In the end p4 ended up finishing off his hand and won.  I still had the “Even Out”, “Multiples of Three”, and a 3rd card I can’t remember to finish off.  Overall, we used the “Extra Roll” (1 chip) a lot, and “Swap a card with any opponent” didn’t seem to slow him down p4.&lt;br&gt;&lt;br&gt;&lt;b&gt;Game #2&lt;/b&gt;&lt;br&gt;not many rounds of play this time either.  There was noticeable downtime (though nothing excruciating) again due to having extra players.&lt;br&gt;&lt;br&gt;P4 was poised to win this one as well.  That was certainly the sentiment when 1st, he kept paying one chip to “reroll the dice” across all of his turns, and after using that action several times per turn, managed to break even.  Secondly, someone paid 5 chips to do the “Force an opponent to draw a card” action on him.  &lt;br&gt;&lt;br&gt;In actuality, I could've won.  The plan was to get rid of my “hard sixes” card.  3 sixes with 5 dice, worth 4 chips.  3 tries, but no keeping die rolls.  That would’ve put me down to one card left where I could pay 9 chips to “eliminate a card”, specifically, that wretched “Bookend” card.  I ended up going from 13 to 10 chips since I kept using the “reroll” action.  Shortly, p4 ended up getting his hand down to one card and paid 9 chips to get rid of his last card.  Why didn’t I reroll one last time, from 10 chips down to 9 at a final stab for the win?  I didn’t feel lucky.  I figured my “luck quotient” would regenerate when (if apparently) the turn gone back around to me.  In hindsight, what I would’ve done differently was kept rerolling down to 5 chips.  Getting rid of that card would’ve gotten me back up to 9 chips in which I could’ve tossed my last card for the win.  That also would’ve left me with not a whole lot of money in the end, but eh, you figure in this game, someone else is bound to win sooner than you think, and sometimes you gotta really throw your luck out there and see if you can push ahead faster than everyone else.&lt;br&gt;&lt;br&gt;&lt;b&gt;final thoughts&lt;/b&gt;&lt;br&gt;I enjoyed this.  Very casual, not a whole lot of thinking required perse, mind you there are statistics to consider and who’s in the lead when paying for action cards that affect other players, but still, it can be fun.  The pure luck element would NOT get me coming back often to this game, which helps relates this game’s BGG 6.0 rating, but I wouldn’t go so far as to shun it completely.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2278268#2278268</link>
	<pubDate>2008-04-30T22:05:35+00:00</pubDate>
	<dc:creator>ackmondual</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		FYI, the Big House card has a green light &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic316367_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/316367</link>
	<pubDate>2008-03-28T08:15:02+00:00</pubDate>
	<dc:creator>ackmondual</dc:creator>
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	<title>Image</title>
	<description>
		top row... the only 'lightning round' cards in the whole deck (with the checkered flags).  Bottom row, unique cards with that # of rolls permitted &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic316361_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/316361</link>
	<pubDate>2008-03-28T08:00:58+00:00</pubDate>
	<dc:creator>ackmondual</dc:creator>
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	<title>Thread: Combo King... The lowdown</title>
	<description>Bizarrely, this is my first review on the 'Geek. I'm approaching 75 games in my collection and for whatever reason, Combo King has inspired me to write a review. &lt;br&gt;&lt;br&gt;My reviews all (will) cover several things: an overview of the game, the components and their quality, the ruleset and its clarity, the fun factor, value for the buck, and the lowdown.&lt;br&gt;&lt;br&gt;&lt;b&gt;Overview&lt;/b&gt;&lt;br&gt;&lt;br&gt;Combo King is a dice-rolling game where all players try to get rid of the cards in their hand (4-5 per player, depending on # of players) by successfully completing the required roll as described on each card. Players get chips when successfully completing a combo. Players may use the chips to roll again during a turn, take extra turns, force other players to draw cards, or discard a card. It is simple, fun, and fast-paced.&lt;br&gt;&lt;br&gt;&lt;b&gt;Components&lt;/b&gt;&lt;br&gt;&lt;br&gt;In the box, you'll find a deck of 60 cards, 8 dice, a rulebook(page), and 36 poker chips. I was quite impressed with the quality of all the components here. The box is small, but frankly larger than it could be. In my opinion, this is okay as long as it's not ridiculously large. In this case, it is not. The insert is well done and is lined with a felt-like substance. Although this is cool, they missed a tiny opportunity here; they could have left one side of the insert empty so that it could be used as a rolling tray. Nonetheless, it functions well. The dice are very large and feel good in your hands and roll really well. The cards are of decent quality; they aren't the thickest I've ever seen but are better for it as they shuffle really nicely. As they aren't used excessively, I'm sure they will last a very long time. The poker chips are the surprising inclusion here; they are chunky and fantastic. In many games at this price range, you'd expect mini poker chips or even Bingo-style chips, but not here. They are one of the reasons I bought the game as being a game designer, getting some nice components to 'borrow' for a prototype is handy.&lt;br&gt;&lt;br&gt;Components: 9 out of 10&lt;br&gt;&lt;br&gt;&lt;b&gt;Ruleset&lt;/b&gt;&lt;br&gt;&lt;br&gt;Not much to say here; the rules are short and clear. They comprise of a single double-sided page. During play, the only question that arose was if you are allowed an extra roll at any point during your turn, not just at the end. For instance, when attempting 'Avalanche', your three rolls have to each be lower than the previous. We surmised that, as it does not say that you *can't*, then you can. Otherwise, the rules are easy to understand and don't omit anything significant. They can be downloaded as a PDF here: &lt;a href=&quot;http://www.gamewright.com/gamewright/pdfs/Rules/ComboKing-RULES.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.gamewright.com/gamewright/pdfs/Rules/ComboKing-RULES.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.gamewright.com/gamewright/pdfs/Rules/ComboKing-RU...&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;Ruleset: 8 out of 10&lt;br&gt;&lt;br&gt;&lt;b&gt;Fun Factor&lt;/b&gt;&lt;br&gt;&lt;br&gt;Combo King's big attraction is likely this. It is simply FUN. It is not deep, nor strategic whatsoever. However, it offers quick bouts of tension on an ongoing basis; this is something many strategic, heavier games fail at. When you have 3 tries to roll a 'Full House' and you're on your last couple of dice and you've got one roll left... The tension is at its peak when all players are into the game. I suspect that Combo King would be even better as a 'beer and pretzels' game. I'm not condoning drunkenness as a prerequisite for the game, but I imagine its fun would be increased with a beer or two. I'll leave it at that. As for the number of players, the more the merrier. There is a deck of 60 cards and each player only has 4 or 5, with the possibility of using up to about 8 per game. There's no reason why this game couldn't play up to 8, really. All you'd need is about 8 more dice and possibly a few more poker chips. Even then, the extra dice wouldn't get used that often as there are quite few 'All' cards that would require the use of more than the 8 included dice. That being said, it would definitely be worth adding these dice as it would make the game even more fun. The downtime between turns is very short, so the impact would be low.&lt;br&gt;&lt;br&gt;Fun Factor: 8 out of 10&lt;br&gt;&lt;br&gt;&lt;b&gt;Value for the Buck&lt;/b&gt;&lt;br&gt;&lt;br&gt;I paid $15 Canadian at a brick &amp; mortar store here in Canada. I suspect buying from an online retailer in the US would be quite a bit less than that. For that price, the value of the game is undeniable, even for the components alone. Considering how many games it will take you to see and try all 60 of the combos, Combo King fares very well in the value department.&lt;br&gt;&lt;br&gt;Value for the Buck: 9 out of 10&lt;br&gt;&lt;br&gt;&lt;b&gt;The Lowdown&lt;/b&gt;&lt;br&gt;&lt;br&gt;For what it is - a fun, easy-to-play, quick game of dice - Combo King comes up sixes. It's worth your dollar and your time as a great filler or a beer 'n pretzels game to play with your buddies while watching the game.&lt;br&gt;&lt;br&gt;The Lowdown: 8.4 out of 10 (not an average)</description>
	<link>http://www.boardgamegeek.com/article/1989069#1989069</link>
	<pubDate>2008-01-08T17:47:28+00:00</pubDate>
	<dc:creator>Wrevilo</dc:creator>
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	<title>Image</title>
	<description>
		box insert &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic241957_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/241957</link>
	<pubDate>2007-08-28T18:37:09+00:00</pubDate>
	<dc:creator>laiernie</dc:creator>
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	<title>Image</title>
	<description>
		box contents &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic241955_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/241955</link>
	<pubDate>2007-08-28T18:35:31+00:00</pubDate>
	<dc:creator>laiernie</dc:creator>
</item><item>
	<title>Thread: Playing Solo</title>
	<description>I was sitting alone today for lunch and just happen to have Combo King with me.  I started messing around with the game and decided that this was actually enjoyable enough that you all might like to give it a try.&lt;br&gt;&lt;br&gt;&lt;b&gt;Setup:&lt;/b&gt;  Shuffle the cards and create a row of 10 face-up cards on the table.  Give yourself 1 chip to start.  Keep the rest of the cards as a draw pile and the remaining chips should be kept out for use in the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gameplay:&lt;/b&gt;  Select one card to attempt each turn and try to fulfill the requirements of that card (following the regular game rules.)  If you are successful, add the card to a pile of completed cards and collect the indicated number of chips.  If you are unsuccessful, add the card to a separate pile of failed cards and collect zero chips.&lt;br&gt;&lt;br&gt;&lt;b&gt;Special Rule: &lt;/b&gt; For cards that require 2 players or All players, roll with both hands against each other.  If your dominant hand wins you are successful, If your dominant hand loses you failed.&lt;br&gt;&lt;br&gt;&lt;b&gt;Cashing Chips:&lt;/b&gt;&lt;br&gt;&lt;font color='#0033CC'&gt;&lt;br&gt;1 Chip = Extra Roll:  Take an extra roll toward completing the active card.  No limit to the number of rolls as long as you have chips to pay.&lt;br&gt;&lt;br&gt;3 Chips = Try Again:  Attempt to beat the same Combo card again.&lt;br&gt;&lt;br&gt;5 Chips = Trash Card:  Select a card you haven’t attempted yet and put it on the bottom of the draw pile.  Replace it with the top card from the draw pile.&lt;br&gt;&lt;br&gt;7 Chips = Trade Card:  Select a card you haven’t attempted yet and exchange it for a card in your completed or failed pile.&lt;br&gt;&lt;br&gt;9 Chips = Free Completion:  Select a card you haven’t attempted yet and put it directly into the completed pile.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Game End:&lt;/b&gt;  When the entire row of 10 cards has been moved to one of the 2 piles, count up the piles.  If you have more completed cards than failed cards you win.&lt;br&gt;&lt;br&gt;&lt;b&gt;Additional Information:&lt;/b&gt;  If you find it too difficult to win, then adjust the number of starting chips.  Beyond this you can also challenge yourself to see how many chips you can end the game with while still winning.  Just have fun with it!</description>
	<link>http://www.boardgamegeek.com/article/1628086#1628086</link>
	<pubDate>2007-07-25T20:01:49+00:00</pubDate>
	<dc:creator>Blott</dc:creator>
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	<title>Thread: Re: More ways to use game chips?</title>
	<description>So, did you try it?</description>
	<link>http://www.boardgamegeek.com/article/1488717#1488717</link>
	<pubDate>2007-05-08T20:35:05+00:00</pubDate>
	<dc:creator>Chris Dorrell</dc:creator>
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	<title>Thread: Gambling Version</title>
	<description>This is a gambling version of Combo King I like to play with friends, the money value for the &quot;Pot filler&quot; and &quot;Chip Penalties&quot; can be adjusted to your liking.&lt;br&gt;&lt;br&gt;Rule Changes:&lt;br&gt;1.  Deal 7 cards each&lt;br&gt;2.  No discarding of card and picking up a new one after 2 failed   attempts.&lt;br&gt;&lt;br&gt;Each player puts in $1 dollar to the pot.&lt;br&gt;Game is played as normal, except for the above rule changes.&lt;br&gt;&lt;br&gt;When the game has been won the following &quot;Chip Penalties&quot; (20 cents per/chip) apply to the losers:&lt;br&gt;a)  20 cents for each chip they have left over&lt;br&gt;b)  20 cents for each chip the winner has left over&lt;br&gt;c)  20 cents each for the total chip value of the cards left in your hand.&lt;br&gt;&lt;br&gt;Example:&lt;br&gt;Player A wins the game with 3 chips left in his possession.&lt;br&gt;Player B has one card in his hand (&quot;Easy Straight&quot; - value 2 Chips)&lt;br&gt;Player B also has 3 chips left in his posession.&lt;br&gt;Player B must put in another $1.60 into the pot.&lt;br&gt;60 cents for winner's chips + 40 cents for left over card in hand +&lt;br&gt;60 cents for chips still in posession.&lt;br&gt;&lt;br&gt;After each player has payed their penalties, the winner collects the pot!</description>
	<link>http://www.boardgamegeek.com/article/1459628#1459628</link>
	<pubDate>2007-04-23T05:53:33+00:00</pubDate>
	<dc:creator>Tony11</dc:creator>
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	<title>Thread: Re: Discard after the first failed attempt</title>
	<description>Interesting!  Please let us know when you've posted it.&lt;br&gt;&lt;br&gt;Sounds like for a non-gambling &quot;family&quot; version, the goal is to not only go out of all your cards, but also finish with the most chips?  If you get rid of all your cards first, could someone else (with more chips) still win?</description>
	<link>http://www.boardgamegeek.com/article/1416548#1416548</link>
	<pubDate>2007-03-28T19:38:12+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Thread: Re: Discard after the first failed attempt</title>
	<description>Hi Steve,&lt;br&gt;I think you have a very valid point for making the game flow a lot easier, when playing the game as just a filler.&lt;br&gt;Although a friend and I played my game as a gambling for money game the other night and we completely scrapped the discard rule because we had penalties attached to what cards you were caught with at the end of the game. (Chip values were 20 cents each) &gt; &quot;Big Spenders&quot; - &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;I have always found the stategy to get rid of a hard card was to build chips by completing easy cards, therefore using those chips to either get extra rolls or swapping the hard card with your opponent.&lt;br&gt;Anyway, thanks for your comments as Combo King has evolved over the years due to constructive imput like yours. I will post this gambling variation soon as it was a lot of fun.&lt;br&gt;All the Best&lt;br&gt;Tony Richardson&lt;br&gt;Inventor</description>
	<link>http://www.boardgamegeek.com/article/1415488#1415488</link>
	<pubDate>2007-03-28T10:15:07+00:00</pubDate>
	<dc:creator>Tony11</dc:creator>
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	<title>Thread: Discard after the first failed attempt</title>
	<description>This game has a lot of appeal as a family and/or casual game.  The bits are great (nice dice, a large variety of cards, chips), the rules are simple, and you can get it for less than ten bucks online.  &lt;br&gt;&lt;br&gt;But so far I've found that the game can get very frustrating.  Early in the game when you have few if any chips, and faced with a handful of cards where you just need to roll lucky without any decision on your part, this turns into a dicefest without any of the qualities of games like Can't Stop or To Court the King.&lt;br&gt;&lt;br&gt;There is a provision in the rules whereby you can discard &amp; redraw a card, but only after two failed attempts, AND you have to use an entire turn to perform the discard &amp; redraw.  So that's three turns wasted by a difficult card.  I'm getting frustrated just thinking about it &lt;img src=&quot;http://files.boardgamegeek.com/images/mad.gif&quot; alt=&quot;:angry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Why not let a player discard and redraw any time they have failed to score a card?  That way they get to say &quot;good riddance&quot; to the card, and get the chance to try something else.  They still have the same number of cards in their hand so they haven't improved their chances of winning (except to hopefully draw a better card), and they are not required to discard if they want to make another try at the card in a future turn.&lt;br&gt;&lt;br&gt;This might also work with a 2- or All-player card.  If anyone wins chips from the card, it is discarded.  If the person who played the card did not get any chips from the card, they draw a new card.</description>
	<link>http://www.boardgamegeek.com/article/1402944#1402944</link>
	<pubDate>2007-03-21T16:48:52+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Thread: Re: More ways to use game chips?</title>
	<description>Just realized you could call your idea the &lt;b&gt;Chips for Pips&lt;/b&gt; variant &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1402917#1402917</link>
	<pubDate>2007-03-21T16:38:09+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Thread: Re: More ways to use game chips?</title>
	<description>I like this idea for two reasons.&lt;br&gt;&lt;br&gt;First off, it brings in an excellent idea from another dice game that I am enjoying a lot lately, To Court the King.  There are several cards in that game which allow you to add or subtract pips from a die.&lt;br&gt;&lt;br&gt;Second, this game can get really frustrating.  Many of the cards are simply looking for a lucky roll.  Yes, I realize this is a dice game, and a few rolls that are completely lucky make for an exciting game, but there are just too many in this game, and it's easy to get frustrated.  Your idea about buying pips gives a player more control.  &lt;br&gt;&lt;br&gt;I'll give it a try.  Thanks for the suggestion!</description>
	<link>http://www.boardgamegeek.com/article/1402908#1402908</link>
	<pubDate>2007-03-21T16:35:19+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Image</title>
	<description>
		permission by &lt;A target='_blank' href=&quot;http://www.gamewright.com&quot; rel=&quot;nofollow&quot;&gt;http://www.gamewright.com&lt;/A&gt;  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic191670_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/191670</link>
	<pubDate>2007-03-05T23:12:57+00:00</pubDate>
	<dc:creator>ArtEmiSa64</dc:creator>
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	<title>Thread: Re: More ways to use game chips?</title>
	<description>Just played it tonight with my friend and my sister. We enjoy the game without making any complaints. Particularly my friend and I are quite picky on game design. We use chips quite differently. Though it is apparently the most effective way to cash chip is to re-roll, we do find it more critical or tactical important to use chips for swapping with or adding card to other player's hand.&lt;br&gt;&lt;br&gt;Like other similar games, fun actually comes from the frustration of failed attemps (of other players). And as you would have expected, the pip-adjustment variant reduce the actual fun. It definitely corrupt the balance of the cards. The variant seems cannot be applied without entirely revising the cards.&lt;br&gt;&lt;br&gt;Just had a discussion with my friend after reading your post. We do tend to cash chips for more interactive power generally to influence the leader. Being selfish without taking into account the leader issue in a multiplayer game (not just this game) would usually lead to apparent luck-driven results.&lt;br&gt;&lt;br&gt;Just my opinions. No sense of argue here. But my english is not so word. Please forgive (or advise) if the wordings are inappropriate. </description>
	<link>http://www.boardgamegeek.com/article/1351536#1351536</link>
	<pubDate>2007-02-21T17:49:30+00:00</pubDate>
	<dc:creator>tonyfung1205</dc:creator>
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	<title>Image</title>
	<description>
		back of german box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187713_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187713</link>
	<pubDate>2007-02-20T16:58:05+00:00</pubDate>
	<dc:creator>akwlinka</dc:creator>
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	<title>Image</title>
	<description>
		German Box Cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic187650_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/187650</link>
	<pubDate>2007-02-20T14:23:56+00:00</pubDate>
	<dc:creator>akwlinka</dc:creator>
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	<title>Thread: More ways to use game chips?</title>
	<description>We haven't played this that much yet but I'm beginning to doubt the play balance aspects of the chips.&lt;br&gt;&lt;br&gt;Issue 1:- The key difficulty we have is that to win lots of chips you need to be very lucky with your die rolls. This means that the less fortunate players not only have to sufffer the glee of the lucky ones but also then get hammered by their use of chips.&lt;br&gt;&lt;br&gt;It's the old problem of the rich getting richer, a feature which turns off non gamers who must form a large part of the audience this is aimed at.&lt;br&gt;&lt;br&gt;Issue 2:- Often we only get to use the extra roll and extra turn options as they're all we can afford.  This tends to solve my first issue but limits the value / interest of the chips.&lt;br&gt;&lt;br&gt;Don't get me wrong, this is a fun game and one not to be taken too seriously. The components are excellent and those I've introduced it to have enjoyed it. I just feel there's something not quite right about the way the chips are used.&lt;br&gt;&lt;br&gt;One idea I had is to have more ways of using lower numbers of chips. &lt;br&gt;&lt;br&gt;Say 1 chip to buy the right to adjust one die and 1 additional chip for each pip value of adjustment. In other words:-&lt;br&gt;&lt;br&gt;2 chips = change one die plus or minus one pip.&lt;br&gt;3 chips = change one die plus or minus two pips.&lt;br&gt;etc....&lt;br&gt;&lt;br&gt;This would add more interest, give more options and encourage the use of smaller numbers of chips. It would help my Issue 2 and mean players would tend not to store chips and use them for the more powerful options, thus helping Issue 1.&lt;br&gt;&lt;br&gt;I accept this would alter the game balance and make it easier to complete combinations. At the same time giving players a little bit more control would eliminate some of the frustration of repeated failed attempts.&lt;br&gt;&lt;br&gt;Just a thought - any comments?&lt;br&gt;&lt;br&gt;Chris&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1222308#1222308</link>
	<pubDate>2006-12-13T11:23:06+00:00</pubDate>
	<dc:creator>Chris Dorrell</dc:creator>
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	<title>Thread: Re: Combo King -- Session Report</title>
	<description>&lt;b&gt;Maucoin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Greg,&lt;br&gt;&lt;br&gt;I just ordered this game and it sounds perfect for my group.  I look foward to playing it.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, I think you will enjoy it quite a bit.  </description>
	<link>http://www.boardgamegeek.com/article/1214510#1214510</link>
	<pubDate>2006-12-08T18:42:01+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: Combo King -- Session Report</title>
	<description>Greg,&lt;br&gt;&lt;br&gt;I just ordered this game and it sounds perfect for my group.  I look foward to playing it.</description>
	<link>http://www.boardgamegeek.com/article/1214484#1214484</link>
	<pubDate>2006-12-08T18:31:17+00:00</pubDate>
	<dc:creator>Maucoin</dc:creator>
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	<title>Thread: Combo King -- Session Report</title>
	<description>I must admit that I’m not very fond of most &lt;i&gt;GameWright&lt;/i&gt; games.  I find most of them to be very light, with some rough edges.  I am pleased, however, with their trend of re-printing established games such as &lt;i&gt;&lt;b&gt;Korsar (Loot)&lt;/b&gt;&lt;/i&gt; and &lt;i&gt;&lt;b&gt;Zum Kuckuck (Turn the Tide)&lt;/b&gt;&lt;/i&gt;.  I did spot Combo King, which is not a re-print, while visiting &lt;i&gt;&lt;b&gt;Scott Tullis’ &lt;/b&gt;&lt;/i&gt;home in Cincinnati, and was interested in giving it a try.  Much to my surprise, I quite enjoyed it and played it again later that same day.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Combo King &lt;/b&gt;&lt;/i&gt;is a dice-rolling game wherein players are attempting to roll various combinations in an effort to satisfy the requirements listed on the cards in their hands.  Each card will spell-out certain conditions, including the number of dice a player must roll, how many times he can roll the dice, if he can “save” any dice between rolls, and, of course, what result must be obtained.  There are dozens and dozens of cards, each with a different requirement.  If successful, the player discards the card and earns poker chips, with more chips being earned for the more difficult tasks.  If a player fails, he can try again on his next turn.  After two consecutive failures, the player may use his turn to discard the card and draw a replacement.  &lt;br&gt;&lt;br&gt;Poker chips can be used to re-roll dice, take another turn, force an opponent to draw another card, or even discard a card.  It takes only one chip to re-roll dice, but nine to discard a card.  Players must decide how best to utilize their chips during the course of the game.&lt;br&gt;&lt;br&gt;The game concludes when one player successfully accomplishes the requirements on all of his cards.  Since players only begin the game with four cards (in a four player game), this can occur fairly quickly.  A typical game takes 10 – 15 minutes to complete, which is just about the right amount of time for a dice-rolling game.&lt;br&gt;&lt;br&gt;Combo King is a fun, light filler that does give players some choices in regards to how to use their chips.  I find the various card requirements to be interesting, and it is fun to try to achieve the combinations listed.  The game won’t set the gaming world afire, but as a filler and a family game, it is quite good.&lt;br&gt;&lt;br&gt;Rhonda was the first to satisfy the requirements of her cards, capturing the victory.&lt;br&gt;&lt;br&gt;My rating:  6.5&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1121533#1121533</link>
	<pubDate>2006-10-12T18:14:24+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: The odds are fun with Combo King</title>
	<description>Combo King is, from time to time, a game that makes you laugh. Sadly, what you are laughing at is someone else's failure.&lt;br&gt;&lt;br&gt;A failure of very little significance in the scheme of things, mind you. Which, I believe, is precisely what makes this game as fun as it is.&lt;br&gt;&lt;br&gt;You have these dice. A significant number, actually. Eight, to be precise. And you have these cards. And on these cards are somewhat Yahtzee-like tasks. A remarkable array of significantly different Yahtzee-like tasks. Like &quot;Use three dice and up to three rolls to get a multiple of five.&quot; And if you succeed in this task as described on a card that was in your hand and is now on the table, you get to get rid of the card, and you get chips. You get more chips, wouldn't you know, depending on the odds, you see, against your success. The first player who is out of cards wins.&lt;br&gt;&lt;br&gt;Amazing how different some of the cards are from each other, and how compelling it is to try to figure out the odds. Similarly intriguing is the fact that the chips you win can be used, don't you see, to purchase things like, say, another roll, or perhaps get another entire turn, or make one of your opponents pickup another card or trade a card with you or, well, you see, here you get to experience, in all its fullness, the &quot;screw&quot; if you'll excuse the expression, &quot;you effect.&quot; Again, the oppressed oppress the oppress giving themselves totally over to luck and vindication. It's great fun.&lt;br&gt;&lt;br&gt;original post: &lt;A target='_blank' href=&quot;http://majorfun.com/2006/07/combo-king.html&quot; rel=&quot;nofollow&quot;&gt;http://majorfun.com/2006/07/combo-king.html&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1112305#1112305</link>
	<pubDate>2006-10-06T12:22:11+00:00</pubDate>
	<dc:creator>majorfun</dc:creator>
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	<link>http://www.boardgamegeek.com/image/139569</link>
	<pubDate>2006-08-15T01:50:14+00:00</pubDate>
	<dc:creator>Boomer</dc:creator>
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	<link>http://www.boardgamegeek.com/image/139191</link>
	<pubDate>2006-08-13T23:40:53+00:00</pubDate>
	<dc:creator>Boomer</dc:creator>
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	<link>http://www.boardgamegeek.com/image/139190</link>
	<pubDate>2006-08-13T23:40:38+00:00</pubDate>
	<dc:creator>Boomer</dc:creator>
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	<title>Thread: Is this in stores yet?</title>
	<description>Has anyone seen this in stores yet?  I have been looking for it in Walmart and Target as they carry a good bit of the Gamewright line.  Will those store carry it?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/970301#970301</link>
	<pubDate>2006-06-28T19:17:54+00:00</pubDate>
	<dc:creator>robcannonsoftware</dc:creator>
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	<title>Thread: [Review] Combo King</title>
	<description>Occasionally, there is a game that I like, and I just can’t put my finger on the exact reason.  They may be full of things that I don’t like, such as excessive luck or no theme, but sometimes a game just manages to tickle my fancy in such a way that I’m glad to play it – at least every once in a while.  Combo King (Gamewright, 2006 – Tony Richardson) is one such game, a sort of Yahtzee clone that has a smidgen of strategy, a huge amount of luck but also that most important ingredient, “fun”.&lt;br&gt;&lt;br&gt;One thing that Combo King has going for it is a swift playing time, which keeps the game on my shelf as a “party card filler.”  It has variety, causes laughter (mostly at others’ bad rolls), and will feel like a familiar tune to those who are fans of Yahtzee or other dice rolling games.  Combo King is easy for families – all will quickly grasp the rules, and the cards are laid out in a nice, orderly fashion.  &lt;font color='#FF0000'&gt;This isn’t your complicated, strategy filled game, yet I found it slightly compelling nonetheless.&lt;/font&gt;  &lt;br&gt;&lt;br&gt;Each player (up to four) is dealt a certain amount of cards from a face down deck, depending on the number of players.  A pile of poker style chips are placed in the middle of the table, and one is given to each player.  Eight six-sided dice are also placed within reach of all players, and one player is chosen to go first.&lt;br&gt;&lt;br&gt;On a player’s turn, they simply play one of the cards from their hand and attempt to roll the combo on the card listed.  Each card has a different set of statistics, which tell the player these things:&lt;br&gt;-	How many dice they must roll (up to eight).&lt;br&gt;-	If any other players are involved.&lt;br&gt;-	How many rerolls, if any, a player may take.&lt;br&gt;-	If the player can put dice aside after each roll.&lt;br&gt;-	The amount of chips won if the card is completed.&lt;br&gt;The player then attempts the roll, and if successful, discards the cards and collects the chips won.  &lt;br&gt;&lt;br&gt;Examples of possible cards are…&lt;br&gt;-	All players roll one die as fast as they can.  The first player to roll a &quot;6&quot; gets a chip.&lt;br&gt;-	The player rolls five dice, with three re-rolls, trying to get two &quot;2&quot;s, and two &quot;5&quot;s.&lt;br&gt;-	The player rolls eight dice, with three re-rolls, trying to get four different pairs.&lt;br&gt;-	The player rolls five dice one time and must roll no sixes.&lt;br&gt;-	The player rolls four dice and sums the total, then rolls them again, rolling a higher sum, and finally rolls them a third time, with an even higher sum.&lt;br&gt;-	The player rolls five dice three times (keeping none), and must roll three of a kind.&lt;br&gt;-	The player rolls two dice, attempting to get a seven (three chances).&lt;br&gt;-	The player rolls six dice, with three re-rolls, attempting to get a &quot;straight&quot;.&lt;br&gt;&lt;br&gt;A player who does not successfully roll their goal cannot discard their card but must take it back into their hand.  The harder a player's goal, the more chips it is worth.  Chips can then be used to do a variety of things.&lt;br&gt;- One chip can be spent to re-roll the dice once.&lt;br&gt;- Three chips can be spent to take another turn.&lt;br&gt;- Five chips can be spent to force an opponent to draw another card.&lt;br&gt;- Five chips can be spent to swap a card with an opponent.&lt;br&gt;- Seven chips can be spent to swap a card for any discarded card.&lt;br&gt;- Nine chips can be spent to eliminate a card from your hand, without having to roll for it.&lt;br&gt;&lt;br&gt;Players can also skip their entire turn to get rid of one card from their hand, exchanging it with the top card from the draw pile.  They may only do this if they have attempted that particular card two times unsuccessfully.  Gameplay passes around the table until one player is out of cards - at which point they win the game.  &lt;br&gt;&lt;br&gt;Some comments on the game…&lt;br&gt;&lt;br&gt;1.)	Components:  The game comes with some large, casino-style, red six-sided dice that roll extremely well (although some players are convinced that they are loaded).  The cards are very well designed, using a hand with fingers showing (to indicate amount of re-rolls) a green or red circle (keep dice or not) and a pictorial depiction of exactly what the player is attempting to roll.  Everything is of the highest quality, especially the large chunky yellow and blue poker chips; and all fits nicely inside a felt (!) insert in a rather decent sized box.  &lt;br&gt;&lt;br&gt;2.)	Rules:  The rules are very self-explanatory, almost making the two-sided page included with the game superfluous.  The game is VERY easy to teach and learn - I've had almost no problems teaching the game to anyone.  The text on the cards is quite simple and very easy to understand - as long as one can read. (Youngest age is probably eight years old).&lt;br&gt;&lt;br&gt;3.)	Combos:  I like the variety of cards that one can draw, and how the number of chips matches how difficult the card is to accomplish.  Some of the combos are similar to the popular rolls in Yahtzee (such as the &quot;straight&quot;, or &quot;full house&quot;), while others expand on these concepts - such as &quot;Chip Bonanza&quot; - in which a player rolls eight dice (with three re-rolls allowed), and they must get five of a kind.  However, every extra die they roll (such as six of a kind), gives the player a bonus two chips.  Every game a player has new cards, so each game feels different - a good thing.&lt;br&gt;&lt;br&gt;4.)	Luck and Fun Factor:  Okay, a game about rolling dice is going to have lots of luck - surprise, surprise.  You might argue that there is some strategy in the game; and indeed it's important to know when to use your chips, but it's mostly luck.  Fun, simple luck, however - and I don't mind it, because it's quick.  And if a card is kicking your butt (I've seen someone fail a card six times in a row), you can always discard it and get a new one.  The game is fun to play, but the winner is decided by the dice.&lt;br&gt;&lt;br&gt;5.)	Time and Players:  The game is very quick, with most games lasting only twenty minutes or so.  The rules allow for up to four players, and the game even supports more (I've done it successfully with five); but it's best with two players as a quick game of diversion.  I've played dice rolling games by myself before, such as Yahtzee - and Combo King is no exception - a game which is simply a fun way to spend fifteen or twenty minutes.&lt;br&gt;&lt;br&gt;If you hate Yahtzee, Combo King isn't going to set your world on fire - nay, you'll probably dislike it just as much.  There may even be less strategy, although it's probably about the same.  &lt;font color='#FF0000'&gt;But Combo King has one thing most other dice games don't have - and that's diversity.&lt;/font&gt;  With sixty different cards, each game offers a different set of goals and objectives and manages to stay interesting in the meanwhile.  Again, looking over the rules of the game, I realize that it really shouldn't be my kind of game - not one that I would go steady with, anyway.  But I enjoy my flings with it enough to keep it on the shelves.&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;&quot;Real men play board games&quot;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.tomvasel.com&quot; rel=&quot;nofollow&quot;&gt;www.tomvasel.com&lt;/A&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/906638#906638</link>
	<pubDate>2006-05-08T14:05:52+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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