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<channel>
	<title>Game: Guerilla</title>
	<link>http://www.boardgamegeek.com/boardgame/274</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 12:20:55 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 12:20:55 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Can Guerilla play as a two-player game with no rules change?</title>
	<description>&lt;b&gt;West2 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It'll work, but much of the fun will vanish.  I think there was a two-player variant published in THE GENERAL...&lt;/i&gt;&lt;br&gt;&lt;br&gt;There is a solitaire and two player variant in the GENERAL Vol 29, No 6. (1995).&lt;br&gt;&lt;br&gt;2 player uses pretty much standard rules. There is a random draw of loyalty, so that bth players might be fighting for th sam side. When Revolution card is drwan, both players discard loyalty markers and and pick another at random. Game lasts once thru the deck.</description>
	<link>http://www.boardgamegeek.com/article/2720651#2720651</link>
	<pubDate>2008-10-12T02:36:57+00:00</pubDate>
	<dc:creator>Aussie550</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Half-page ad from 1994 issue of The General &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic330175_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/330175</link>
	<pubDate>2008-05-06T22:42:52+00:00</pubDate>
	<dc:creator>t_s_sullivan</dc:creator>
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	<title>Thread: Re: Garrison needed for destruction of rebel complex (8.71) ?</title>
	<description>Mmmh I need to check the rules. I was pretty sure of this, as I recall that you are not allowed to blow up a complex the same turn as you grab it...</description>
	<link>http://www.boardgamegeek.com/article/2191226#2191226</link>
	<pubDate>2008-03-28T14:11:55+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
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	<title>Image</title>
	<description>
		Side view of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic281857_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/281857</link>
	<pubDate>2007-12-23T20:13:38+00:00</pubDate>
	<dc:creator>nerotora</dc:creator>
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	<title>Thread: Re: Garrison needed for destruction of rebel complex (8.71) ?</title>
	<description>Sorry. Can't see why a garrison is needed to be able to destroy a complex.  You don't need to have a garrison with a complex to own it, so why should you need one to destroy it?  Nothing in the rules states this.</description>
	<link>http://www.boardgamegeek.com/article/1907593#1907593</link>
	<pubDate>2007-12-05T18:29:17+00:00</pubDate>
	<dc:creator>Polydor</dc:creator>
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	<title>Thread: Re: Complex cards</title>
	<description>A drawn complex can be garrisoned by any single government unit you have in play.  You many not use cards from your hand to garrison a newly drawn complex.  Rather you must wait until your next turn before deploying a garrison from your hand.</description>
	<link>http://www.boardgamegeek.com/article/1768637#1768637</link>
	<pubDate>2007-10-07T05:24:22+00:00</pubDate>
	<dc:creator>kimbo</dc:creator>
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	<title>Image</title>
	<description>
		Counter Sheet for Guerilla (OOP A-H Game) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250406_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250406</link>
	<pubDate>2007-09-24T00:39:02+00:00</pubDate>
	<dc:creator>uriel343</dc:creator>
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	<title>Thread: Re: Guerilla</title>
	<description>Request for rulebook&lt;br&gt;&lt;br&gt;I live in Hong Kong, bought this game in 1990's, but have lost the rule-book.  Can any boardgamer scan a copy of the rules and send it to me?  Thanks in advance.&lt;br&gt;&lt;br&gt;My email address is: lorryjin@yahoo.com</description>
	<link>http://www.boardgamegeek.com/article/1668249#1668249</link>
	<pubDate>2007-08-17T13:21:16+00:00</pubDate>
	<dc:creator>lawrence ho</dc:creator>
</item><item>
	<title>Thread: Re: Can Guerilla play as a two-player game with no rules change?</title>
	<description>It'll work, but much of the fun will vanish.  I think there was a two-player variant published in THE GENERAL...</description>
	<link>http://www.boardgamegeek.com/article/1296534#1296534</link>
	<pubDate>2007-01-25T00:04:32+00:00</pubDate>
	<dc:creator>West2</dc:creator>
</item><item>
	<title>Thread: Can Guerilla play as a two-player game with no rules change?</title>
	<description>I can never get three players together and I've been longing to give Guerilla a try.  I've looked through the rules and I just can't figure out why it couldn't work as a two-player game.  Am I missing something basic here?</description>
	<link>http://www.boardgamegeek.com/article/1296466#1296466</link>
	<pubDate>2007-01-24T23:31:34+00:00</pubDate>
	<dc:creator>Beery</dc:creator>
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	<title>Thread: Re: Complex cards</title>
	<description>Yeah, that would make sense but I just can find it on the rulebook, it only says that you can garrison the newly acquired complex with troops you have ALREADY in play!&lt;br&gt;Thanks anyway!</description>
	<link>http://www.boardgamegeek.com/article/1262900#1262900</link>
	<pubDate>2007-01-08T14:02:47+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
</item><item>
	<title>Thread: Re: Complex cards</title>
	<description>As far as I know (now I can rely only to my memory) You can attach a soldier and a leader from Your hand right after You drew the complex card.</description>
	<link>http://www.boardgamegeek.com/article/1252181#1252181</link>
	<pubDate>2007-01-02T15:27:16+00:00</pubDate>
	<dc:creator>Glorius</dc:creator>
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	<title>Thread: Complex cards</title>
	<description>What happens when you draw a Complex Card?&lt;br&gt;Can you garrison it with soldiers from your hand?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1214705#1214705</link>
	<pubDate>2006-12-08T20:09:20+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
</item><item>
	<title>Thread: Re: Garrison needed for destruction of rebel complex (8.71) ?</title>
	<description>Yep, and it cost an action.&lt;br&gt;If u play ARMS CACHE, however, u can do it even the SAME turn that is captured.</description>
	<link>http://www.boardgamegeek.com/article/1214678#1214678</link>
	<pubDate>2006-12-08T20:02:30+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
</item><item>
	<title>Thread: Re: Garrison needed for destruction of rebel complex (8.71) </title>
	<description>&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt; Why...&lt;i&gt;'soitenly'!&lt;/i&gt; I mean, unless you've &lt;font color='#FF0000'&gt;&quot;lit the fuse&quot;&lt;/font&gt; and it doesn't &lt;i&gt;'fizzle'&lt;/i&gt; out in the meantime, right?&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1084373#1084373</link>
	<pubDate>2006-09-18T21:33:25+00:00</pubDate>
	<dc:creator>GROGnads</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic147001_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/147001</link>
	<pubDate>2006-09-18T01:51:58+00:00</pubDate>
	<dc:creator>BadPritt</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Rules djungle &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic147000_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/147000</link>
	<pubDate>2006-09-18T01:34:24+00:00</pubDate>
	<dc:creator>BadPritt</dc:creator>
</item><item>
	<title>Thread: Garrison needed for destruction of rebel complex (8.71) ?</title>
	<description>Do you need to have a garrison in a complex to destroy it for rebel scoring according to rule 8.71 &quot;DESTRUCTION&quot; ?&lt;br&gt;&lt;br&gt;&lt;br&gt;BadPritt &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/1082480#1082480</link>
	<pubDate>2006-09-17T13:32:28+00:00</pubDate>
	<dc:creator>BadPritt</dc:creator>
</item><item>
	<title>Thread: Re: revolution card</title>
	<description>&lt;b&gt;robartin wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;...It provides incentive for all players to keep the game relatively balanced between rebels and government until the revolution occurs.  Of course, the mercenary is trying to do just the opposite without being too obvious about it. &lt;/i&gt;&lt;br&gt;The mercenary is doing exactly the same - if one side wins by 25 or more faction points his player points are halfed. So basicly the revolution card tends to make everybody play like the mercenary till it finaly appears, I think.&lt;br&gt;&lt;br&gt;BadPritt &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/1082423#1082423</link>
	<pubDate>2006-09-17T10:41:45+00:00</pubDate>
	<dc:creator>BadPritt</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic135607_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/135607</link>
	<pubDate>2006-07-22T19:05:17+00:00</pubDate>
	<dc:creator>broken_halo20575</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>One of the most underrated games in the old Avalon Hill collection IMO. </description>
	<link>http://www.boardgamegeek.com/article/997936#997936</link>
	<pubDate>2006-07-20T18:57:04+00:00</pubDate>
	<dc:creator>Bordgamer</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>Nice game, and yes there's a sort of new version on WWII, but never had the chance to try Combat Soldiers yet.</description>
	<link>http://www.boardgamegeek.com/article/988669#988669</link>
	<pubDate>2006-07-14T09:28:01+00:00</pubDate>
	<dc:creator>RolloTommasi</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>Good review.  Glad you enjoy the game.  It is a fun game - definitely underrated here.  If only the rulebook were not so bad!</description>
	<link>http://www.boardgamegeek.com/article/987449#987449</link>
	<pubDate>2006-07-13T17:29:12+00:00</pubDate>
	<dc:creator>robartin</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>My game group used to play this excellent game regularly. We haven't played in many years as other newer games have taken it's place. Also, it has been re-themed and re-released as Combat Soldiers: In The Battle of the Bulge(Lost Battalion Games). I've not played, but I'm very interested in trying it out. There is a nice breakdown of the differences/ similarities between the two games in the Combat Soldiers listing. &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/thread/30586&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/thread/30586&lt;/A&gt; </description>
	<link>http://www.boardgamegeek.com/article/987324#987324</link>
	<pubDate>2006-07-13T16:19:01+00:00</pubDate>
	<dc:creator>allismom3</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>Thanks Mark for your kind words!&lt;br&gt;I really suggest you to give it another try, I think GUERILLA can be both enjoyed as a &quot;light&quot; card wargame ( a là UP FRONT ) and as a &quot;moderate-heavy&quot; eurogame.&lt;br&gt;Some rules need to be clarified, though; the rulebook is still &quot;old-fashioned AH style&quot; and not really &quot;euro&quot; style.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/987264#987264</link>
	<pubDate>2006-07-13T15:50:56+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
</item><item>
	<title>Thread: Re: Give it a try!</title>
	<description>Nicola,&lt;br&gt;&lt;br&gt;Your written English is very good, (better than many native English speakers/writers).&lt;br&gt;&lt;br&gt;Thanks for that summary of Guerilla. It has been many years since I have played and now you make me want to dig it out of my collection and give it a try again.  I did enjoy it initially, I think too many other new games hit our tables around that time so it only was played less than a handful of times.</description>
	<link>http://www.boardgamegeek.com/article/987251#987251</link>
	<pubDate>2006-07-13T15:42:51+00:00</pubDate>
	<dc:creator>Beyak</dc:creator>
</item><item>
	<title>Thread: Give it a try!</title>
	<description>I am a former ASL fan ( ASLholic? It can be worse than drugs if played on a campaign level! ) and UP FRONT fanatic, I am shocked by the low rating of GUERILLA. C'mon, it's very cheap to get via ebay ( 8 euro plus shipping, that was my case ) and I am sure you won't regret the money spent.&lt;br&gt;GUERILLA scales very well from 3 to 6 players, and after several games played I think it's a sort of mix between UP FRONT and BANG!, a borderline game, not a wargame but similar to eurogames, though.&lt;br&gt;Weird, huh?&lt;br&gt;No player eliminations, fixed number of actions ( 2 per person ) and short playing time ( at least in 3-4 players matches when only one deck is used ) like most of your beloved eurogames out there, but hey, the theme is warfare actions in the middle of the &quot;classical&quot; banana republic revolution.&lt;br&gt;Each player gets a secret loyalty marker at the start that can be REBEL or GOVERNMENT; the player(s) will get all the points accumulated during the rounds if their faction is victorious at the very end, otherwise they will get their points halved! &lt;br&gt;The game flow is the following:&lt;br&gt;2 actions per player and that includes:&lt;br&gt;-withdrawing or deploying units&lt;br&gt;-attacking with a stack an enemy unit, complex or stack ( note that rebel units can only attack government units and viceversa ) &lt;br&gt;-try to assassinate a leader&lt;br&gt;-use a complex &quot;special power&quot;&lt;br&gt;-discard up to 4 cards&lt;br&gt;-trade cards (!)&lt;br&gt;-refill hand&lt;br&gt;&lt;br&gt;Points are earned by eliminating units and destroying/controlling complexes at the end of the game.&lt;br&gt;&lt;br&gt;That is the core of the game, but i will now underline WHAT makes this little gem so shining!&lt;br&gt;&lt;br&gt;-the bluff component: who's supporting who? Who should I trust? In a 4-5-6 players game you will have allies but which ones? &lt;br&gt;-1 hour playing time for 3-4 players game, a little more for 5-6. Even in 3 this game rocks!&lt;br&gt;-no player eliminations and fast paced turns! &lt;br&gt;-good quality cards, both sturdy and eyecandy&lt;br&gt;-the mercenary rule! In 3 and 5 players games one player is ( secretly ) the mercenary, and his/her job is to keep the final score of the rebel/government balanced: he gets all of his/her points if at the end of the game the 2 factions are divided by not more then 24 points.  &lt;br&gt;&lt;br&gt;&lt;br&gt;And now for the downsides:&lt;br&gt;&lt;br&gt;-Classic Avalon Hill rule booklet: short but TERRIBLE! Find help here on BGG to enlighten that dreary compendium! Even worse than the UP FRONT rules! &lt;br&gt;-Too many counters, most of them are even useless. &lt;br&gt;-Some of the cards are not self-expanatory, at least for the first times you need to keep the dreaded rule booklet handy.&lt;br&gt;-The Revolution card. This single card it's an oddball: the player who draws it CAN exchange ( without seeing them ) two loyalty counter, including its own. One need to refocus his/her startegy anew, and sometimes can be too late! &lt;br&gt;&lt;br&gt;Well, that's it. I rate this game a solid 8, it's fast, fun and deep enough for me! &lt;br&gt;Nick&lt;br&gt;&lt;br&gt;PS. I hope my written english is not so bad, and feel free to ask questions about GUERILLA!   &lt;br&gt;&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/986735#986735</link>
	<pubDate>2006-07-13T13:29:30+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
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	<title>Thread: Re: How many loyalty counters in 3??</title>
	<description>The first. </description>
	<link>http://www.boardgamegeek.com/article/973699#973699</link>
	<pubDate>2006-07-02T05:51:54+00:00</pubDate>
	<dc:creator>robartin</dc:creator>
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	<title>Thread: How many loyalty counters in 3??</title>
	<description>How many loyalty counters do you guys use in a 3 players game?&lt;br&gt;1 rebel 1 govnt 1 merc ?&lt;br&gt;or&lt;br&gt;2 rebels 2 govnt 1 merc?&lt;br&gt;&lt;br&gt;The rules doesn't really help! &lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/972273#972273</link>
	<pubDate>2006-06-30T11:20:38+00:00</pubDate>
	<dc:creator>nicktaruffi</dc:creator>
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	<title>Thread: Re: how does it play with 3 players?</title>
	<description>It plays well with three.  &lt;br&gt;&lt;br&gt;With any number, one oft under estimated facet of the game is trading.  Without trading, you can have runaway leader situations, especially with only three players.  So if you can't get the cards you need from the draw pile, trade with the other guy who's not winning.  The game will balance itself out in this way.</description>
	<link>http://www.boardgamegeek.com/article/783835#783835</link>
	<pubDate>2006-01-27T21:02:51+00:00</pubDate>
	<dc:creator>robartin</dc:creator>
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	<title>Thread: Re: how does it play with 3 players?</title>
	<description>I actually like it well w/3.  It's a little faster that way, if a little less competitive.</description>
	<link>http://www.boardgamegeek.com/article/783673#783673</link>
	<pubDate>2006-01-27T19:11:28+00:00</pubDate>
	<dc:creator>West2</dc:creator>
</item><item>
	<title>Thread: Re: Counter scan?</title>
	<description>Thank you!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/691000#691000</link>
	<pubDate>2005-11-12T00:41:38+00:00</pubDate>
	<dc:creator>mtgjudge</dc:creator>
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	<title>Thread: Re: Counter scan?</title>
	<description>The count I provided includes blank counters.  So I'd say it looks like you have the complete set of counters and tiles.  (The first time I counted the counters I came up with 87, but that seemed like a strange number, so I re-counted and accepted the 86 number, which may have been off by one...)  I think you are good to go.&lt;br&gt;&lt;br&gt;-- Kimbo&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/686621#686621</link>
	<pubDate>2005-11-08T13:39:42+00:00</pubDate>
	<dc:creator>kimbo</dc:creator>
</item><item>
	<title>Thread: Re: Counter scan?</title>
	<description>Thanks, Kimbo!&lt;br&gt;&lt;br&gt;I've got 28 tiles and 82 counters (plus 5 blanks - 4 small white and a medium black)...so am I to assume that I am missing four counters?  Can anyone confirm?&lt;br&gt;&lt;br&gt;Thanks again.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/686547#686547</link>
	<pubDate>2005-11-08T11:16:01+00:00</pubDate>
	<dc:creator>mtgjudge</dc:creator>
</item><item>
	<title>Thread: Re: Counter scan?</title>
	<description>Hi.&lt;br&gt;&lt;br&gt;I count 86 chits or counters and 28 tiles in my copy of Guerilla.&lt;br&gt;&lt;br&gt;-- Kimbo&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/686454#686454</link>
	<pubDate>2005-11-08T07:13:19+00:00</pubDate>
	<dc:creator>kimbo</dc:creator>
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	<title>Thread: Counter scan?</title>
	<description>Hey all!&lt;br&gt;&lt;br&gt;Does anyone out there have a counter scan or manifest for this game?  I bought a used copy off of ebay and the instructions only say &quot;one sheet of counters&quot; and I want to see if any are missing.  Even if anyone has the &quot;total number&quot; that should be there would be helpful.&lt;br&gt;&lt;br&gt;Thanks in advance,&lt;br&gt;&lt;br&gt;mtgjudge</description>
	<link>http://www.boardgamegeek.com/article/685110#685110</link>
	<pubDate>2005-11-07T01:09:09+00:00</pubDate>
	<dc:creator>mtgjudge</dc:creator>
</item><item>
	<title>Thread: Re: revolution card</title>
	<description>It is definitely annoying, but it is intended to be.  It provides incentive for all players to keep the game relatively balanced between rebels and government until the revolution occurs.  Of course, the mercenary is trying to do just the opposite without being too obvious about it. </description>
	<link>http://www.boardgamegeek.com/article/632068#632068</link>
	<pubDate>2005-09-22T21:29:24+00:00</pubDate>
	<dc:creator>robartin</dc:creator>
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	<title>Thread: Re: revolution card</title>
	<description>Aloah !&lt;br&gt;&lt;br&gt;Thank you for your helpful answer.&lt;br&gt;It can be really annoying, if your loyalty marker is changed.But at least you know the loyality of the player with whom you've changed the marker.&lt;br&gt;&lt;br&gt;&lt;br&gt;Greatz.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/631175#631175</link>
	<pubDate>2005-09-22T09:13:18+00:00</pubDate>
	<dc:creator>vietcong</dc:creator>
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	<title>Thread: Re: revolution card</title>
	<description>Simply exchange the loyalty markers, sight unseen, of the two players.  (Or simply tell two players to exchange their loyalty markers.) If they both happen to be of the same loyalty, nothing will change.  But if their loyalties actually change... well, that could really upset the apple cart!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/626900#626900</link>
	<pubDate>2005-09-19T03:26:02+00:00</pubDate>
	<dc:creator>kimbo</dc:creator>
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	<title>Thread: revolution card</title>
	<description>Aloah !&lt;br&gt;&lt;br&gt;When the revolution-card is drawn, the drawing player can decide whether the loyality markers of two players should be changed.But how to do that?&lt;br&gt;Must the choosen player show his loyality marker and the drawing player can give him a new loyality marker out of the box or are the loyality markers changed between the choosen players or how exactly is the revolution-card played?&lt;br&gt;&lt;br&gt;Thx and greatz. </description>
	<link>http://www.boardgamegeek.com/article/609570#609570</link>
	<pubDate>2005-09-03T09:37:15+00:00</pubDate>
	<dc:creator>vietcong</dc:creator>
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	<title>Thread: Re: Guerilla</title>
	<description>I just got the game off Ebay. I will scan the rule this weekend, then post it.</description>
	<link>http://www.boardgamegeek.com/article/576921#576921</link>
	<pubDate>2005-08-04T18:30:27+00:00</pubDate>
	<dc:creator>Mongolo</dc:creator>
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	<title>Thread: Guerilla</title>
	<description>I bougth the game in Ebay&lt;img src=&quot;http://files.boardgamegeek.com/images/arrr.gif&quot; alt=&quot;:arrrh:&quot; border=&quot;0&quot;&gt;. I had not the game with rule&lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;. I live in Brazil, one country some tomes placed in another galaxy (the Old World is very far)&lt;img src=&quot;http://files.boardgamegeek.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;. Please I would like to get a copy of rules&lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;. Where is it possible? (I saw in BBG, grognard, etc)&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/488594#488594</link>
	<pubDate>2005-05-05T17:17:02+00:00</pubDate>
	<dc:creator>hmakrakis</dc:creator>
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	<title>Thread: how does it play with 3 players?</title>
	<description>I read that this is best with 5.  &lt;br&gt;&lt;br&gt;How does it play with 3?  I tried it a number of years ago but don't recall the experience very well.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/464853#464853</link>
	<pubDate>2005-03-31T05:36:04+00:00</pubDate>
	<dc:creator>Lightstorm</dc:creator>
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	<link>http://www.boardgamegeek.com/image/72331</link>
	<pubDate>2005-03-16T16:12:08+00:00</pubDate>
	<dc:creator>Invité</dc:creator>
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	<title>Image</title>
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	<link>http://www.boardgamegeek.com/image/59063</link>
	<pubDate>2004-11-18T23:24:21+00:00</pubDate>
	<dc:creator>Gialmere</dc:creator>
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	<title>Thread: Guerilla Series Replay</title>
	<description>This is where you can post comments regarding our &quot;Series Replay&quot; of AH's GUERILLA, or request it in a different format.  The article itself is posted as a file for GUERILLA, as it is long...&lt;br&gt;&lt;br&gt;Check it out, enjoy, let me know what you think!&lt;br&gt;-Mark&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.west2productions.com/Gamers.htm&quot; rel=&quot;nofollow&quot;&gt;www.west2productions.com/Gamers.htm&lt;/A&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/56691#56691</link>
	<pubDate>2004-09-27T17:29:47+00:00</pubDate>
	<dc:creator>West2</dc:creator>
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	<title>Thread: User Review</title>
	<description>What a wonderful game!  I find the system pretty elegant, and the side-switching fog-of-war system interesting. This game is one of my favorites.&lt;br&gt;&lt;br&gt;Throughout the game, you are required to balance play for both the government and rebel factions, making this one of the few games where you not only get to play both sides of the table at once, but are actually almost required to do so!&lt;br&gt;&lt;br&gt;The game system opens up almost limitless possibilities and strategies, more of which are found the more you play the game - through the ability to play cards on other player&amp;#039;s deployments, the hidden nature of players&amp;#039; loyalties, and so forth.&lt;br&gt;&lt;br&gt;If you can find a copy of this gem, it is well worth your time!</description>
	<link>http://www.boardgamegeek.com/article/17575#17575</link>
	<pubDate>2003-07-30T14:09:36+00:00</pubDate>
	<dc:creator>West2</dc:creator>
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	<link>http://www.boardgamegeek.com/image/15990</link>
	<pubDate>2002-12-17T14:11:24+00:00</pubDate>
	<dc:creator>Randy Cox</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Craig had never played this clever Avalon Hill revolution-themed card game set in the jungles of South America.  This nifty game has always been a favorite of mine, but the rules are a bit complex and fiddily.  Forewarned of Craig's desire to play, both Mark and I re-read the rules prior to our get-together. &lt;br&gt;&lt;br&gt;Although the game is loads of fun to play, its biggest problem is the complexity of the rules and the vast variety of cards and special actions which are present.  Remembering how each of these cards can be used and the myriad of special rules which surround them is quite the daunting task.  Thus, it is one of those games wherein unless you play very frequently, you must re-read the rules prior to each playing.  That's the main reason it doesn't get played more often with our group.&lt;br&gt;&lt;br&gt;From the get-go, Craig was king of the complexes.  He received numerous complexes in the early stages of the game and was extremely successful in defending them against our assaults.  My only force of note early in the game was a large rebel force, but I was forced to convert it to a government force by a nasty traitor.  Craig had figured that I was loyal to the rebels, so during the revolution he exchanged the loyalty markers of Ted and I.  In reality, I originally was loyal to the government and the exchange switched my loyalties to the rebels.  I was able to field another strong rebel force and began scoring points for both myself and the rebels.  I managed to capture two complexes, but fearful of losing them, I immediately destroyed them, grabbing the victory points.  &lt;br&gt;&lt;br&gt;As the game approached its conclusion, the rebels and government were just about even.  I managed to capture a complex from Craig's government forces despite -1 odds and promptly destroyed it, giving the rebels a few more points.  Craig was to have the final turn, and attacked Ted with a favorable +5 modifier.  Incredibly, he lost the battle.  When the final tally was counted, I had won a narrow victory over Craig.&lt;br&gt;&lt;br&gt;Finals:  Greg (rebel) 46, Craig (rebel) 44, Mark (government) 41 / 2 = 20, Ted (government) 34 / 2 = 17&lt;br&gt;&lt;br&gt;After examination of the alternative possibilities, if Craig's attack against Ted had succeeded, he would have won the game.  However, if my final unfavorable attack against Craig had failed, this would have meant a victory for the government, in which case Mark would have won!  It doesn't get much closer than this!&lt;br&gt;&lt;br&gt;Ratings:  Greg 7.5, Ted 7, Mark 7, Craig 6&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/15066#15066</link>
	<pubDate>2001-10-07T06:40:03+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Session Report</title>
	<description>It has been quite some time since we played this underrated card game from Avalon Hill.  I have always thought the game to be loads of fun and offering quite a few strategic options.&lt;br&gt;&lt;br&gt;For those unfamiliar with the game, players play both government and rebel forces concurrently, attempting to score victory points with both units.  Each player is secretly dealt a loyalty tile at the beginning of the game, either Government or Rebel (there is also a Mercenary tile if the game is played by an odd number of gamers).  At the end of a round, players get their full victory points earned IF and only IF the faction to which they are loyal earns the most victory points.  If not, then their victory points are halved.&lt;br&gt;&lt;br&gt;Unit and leader cards depict both forces and can be played as either, their orientation on the table determining which is in play at the current time. Units are rated in combat strength from 1 - 7, while leaders can be used to group units together into combat squads and to help (or sometimes hurt) their combat effectiveness by adding (or subtracting) a modifier from any attack or defense die rolls.&lt;br&gt;&lt;br&gt;There are also complex cards which offer special abilities to the player who controls them.  They also award  victory points at the end of a round to the player it is still in government possession, or points to the player and rebel faction if the rebels successfully destroy the complex.&lt;br&gt;&lt;br&gt;Further, there is a myriad of other cards which affect combat and/or play in some fashion.  These add even more spice and options to the game.  These include Assassinations, Traitors, Ambushes, Arms Cache, etc.  There is also the dreaded Revolution card which enables a player to switch the loyalty markers of two players.  This can be devastating to a player if it ultimately forces him to halve his victory points (which is what happened to me in both of our rounds .... thanks, Jay!).&lt;br&gt;&lt;br&gt;Clyde Hayman, John Moore, Jay Ouzts, Eric Syrdal, Darren Arnold and I were the would-be rebels and government forces.  We opted to play through the deck twice before determining the victor.&lt;br&gt;&lt;br&gt;Guerilla is nearly always a spirited, lively affair with players constantly hammering at each other in attempts to earn victory points and steal the valuable complexes.  This match was no exception as we got into the spirit of the game by using really horrible Latin accents and breaking into occasional songs.  The most appropriate, of course, was the latest 'Gordita' Taco Bell song.&lt;br&gt;&lt;br&gt;In any case, John, Jay and I were leading the pack through most of the first round.  John was helped tremendously by two ill fated attacks made by Darren against his forces, both of which failed and earned John 27 victory points. Darren was continuously chided for his misguided generosity.&lt;br&gt;&lt;br&gt;Jay was dealt the Revolution card, and forced Eric &amp; I to switch loyalty markers.  This had the effect of ultimately halving my points, as I had been loyal to the rebels, but received Eric's government marker.  The rebels won round one convincingly, 146 - 56.  Arrggghhhh!&lt;br&gt;&lt;br&gt;John, meanwhile, aided heavily by Darren's pitiful attack attempts, went on a scoring spree, ending the round with an impressive 85 points.  Fortunately for us, John was loyal to the government, so his points were halved to 42 (we round down).&lt;br&gt;&lt;br&gt;Following Round 1, these were the scores and the player's loyalty:&lt;br&gt;&lt;br&gt;John (Government): 85/2=42&lt;br&gt;Jay (Rebel): 35&lt;br&gt;Eric (Rebel): 28&lt;br&gt;Darren (Rebel): 19&lt;br&gt;Greg (Government): 34/2=17&lt;br&gt;Clyde (Government): 16/2=8&lt;br&gt;&lt;br&gt;Round 2 begins anew as all cards are re-assembled and re-dealt.  New loyalty markers are also drawn.&lt;br&gt;&lt;br&gt;John was pretty much held at bay for most of Round 2.  I had pretty much figured out that he was loyal to the government forces so was hoping to lead the rebels to another victory (especially since I was loyal to the rebels).  I felt I had done a better job during round 2 of concealing my loyalty, but apparently I did too good a job as that evil, vile Jay Ouzts was again dealt the revolution card and to my surprise and chagrin, forced me to switch markers with John.  Oh, no!  Not John!  Now he would be rebel.  Since the revolution card doesn't appear until late in the game, this effectively threw the game to John.  Jay thought John was rebel and by forcing him to switch would have halved his points. Unfortunately for all of us (except John!), John was government and had his marker not been switched would have finished the game no better than third place.&lt;br&gt;&lt;br&gt;In any case, here were the Round 2 results, and then the totals:&lt;br&gt;&lt;br&gt;Darren (Rebel): 45 Total: 66&lt;br&gt;Jay (Rebel): 27 Total: 62&lt;br&gt;John (Rebel): 25 Total: 77&lt;br&gt;Greg (Govt.): 37/2=16 Total: 35&lt;br&gt;Clyde (Govt.): 36/2=16 Total: 26&lt;br&gt;Eric (Govt.): 0 Total:  28&lt;br&gt;&lt;br&gt;The game continues to prove very popular.  We really should play this one more.  The ratings:&lt;br&gt;&lt;br&gt;Jay 8, Greg 7, John 7, Darren 7, Eric 7, Clyde 6&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/11152#11152</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Plans were to complete our Machiavelli game of three weeks ago, but both Jon Comeuax and Bill Sanders were unable to attend, so the game has been placed on hold.  This did allow us, however, to play a few old favorites.&lt;br&gt;&lt;br&gt;It's been quite some time since this Avalon Hill card game has hit the table.  It has always been a personal favorite, as well as proven very popular with the rest of our group.  One problem with the game, however, is that the rules are long and can be a bit confusing.  It suffers from having so many different types of cards, each which has special powers and actions, that one must consult the rulebook often if the game isn't played on a regular basis.  With so many games to choose from each week, Guerilla doesn't make it to the table often enough to commit the rules to memory.&lt;br&gt;&lt;br&gt;In spite of this, however, the game is loads of fun to play.  For those unfamiliar with Guerilla, the setting is, of course, a banana republic somewhere in South America (where else??).  Each player simultaneously is playing both rebel and government forces, attempting to score points with both groups.  However, each player is secretly loyal to only one side (this is determined by a chit draw at the beginning of the game) and will only receive his entire points scored IF the faction to which he is loyal scores the most points during the game.  Thus, a player can rack up a combination of rebel &amp; government points of, say, 50 points, but if he was secretly loyal to the government and the rebel faction scored the most points during the round, that player's 50 points is halved to 25 points.  Ouch.&lt;br&gt;&lt;br&gt;An important element in the game is keeping your loyalty secret from other players.  If they sense you are loyal to one particular side (let's say rebel), you will undoubtedly be set upon by the other players in efforts to destroy your rebel groups and holdings.  An even worse fate is the dreaded Revolution, which allows a player to switch any two player's loyalty chits.  Thus, if you were racking up those rebel points, imagine the shock when your chit is switched and you find yourself loyal to the government and your points are destined to be halved!&lt;br&gt;&lt;br&gt;Points are scored by eliminating opposing groups and controlling or destroying government complexes, depending upon your loyalty.  Combat is determined by the strength of the groups plus any leadership modifiers.&lt;br&gt;&lt;br&gt;Although American in nature, the game adds the always interesting 'limited' actions per turn mechanism which is familiar to many German style games.  Each turn, a player may perform only two actions out of a possible six.  Thus, it is very difficult to accomplish everything you wish to do in a turn.  Always some tough decisions on which actions to perform.&lt;br&gt;&lt;br&gt;There's a lot more chrome to the game than I'm describing here, but that's the gist of it.  It's a shame that this game didn't get more recognition, as it is a very good game which is always fun to play.  The wonderful artwork on the cards also certainly boosts the enjoyment level (as does the horrible Latino accents we use!).&lt;br&gt;&lt;br&gt;Guerilla is played in two rounds, which simply means you cycle through the deck twice.  Loyalty chits are redrawn for the second round.  The combatants in our saga were Ashtonio Arnoldo, Darren Arnoldo, Juan Moore, Eric Allemando and Greg Schloesser (I couldn't think of a good Latino version of my name ... but Rich Heli has suggested Gregorio Castillo!).&lt;br&gt;&lt;br&gt;Round 1 got off to an unusually calm and quiet start.  Players seemed more content to organizing their groups and cycling through cards. Early on, only the Banko d Nationale was fought over, changing hands from Ashtonio to me to Eric.  Midway through the round, both Juan and Ashtonio were still scoreless.  My score was depressingly low as I failed miserably on two attacks, both of which the odds were heavily in my favor.  Eric, meanwhile, was stunning us with his incredible die rolls, even calling the one number he needed to roll on a 10-sided die! To add to my misery, he successfully assassinated my best Government leader after being forced to roll a '9' or '10' twice!  I tried to convince everyone to quit the game and head to the casinos with Eric!&lt;br&gt;&lt;br&gt;Round 1 ended with the Government faction in control, 83 - 52.  This allowed Darren and I to keep our points, while everyone else was halved:&lt;br&gt;&lt;br&gt;Darren 32, Eric 21, Juan 17, Ashtonio 9, Greg 8&lt;br&gt;&lt;br&gt;Yes ... I only managed 8 points during the round.  Ouch.&lt;br&gt;&lt;br&gt;My strategy in round two was to attack on every turn in attempts to score as many points as possible.  I was secretly dealt the mercenary loyalty chip, which meant that I had to keep the spread of points between the government faction and rebel faction less than 25.  If I accomplished this, my points would not be halved.&lt;br&gt;&lt;br&gt;Attack I did ... early and often.  Fortunately, most of my opponents weren't too concerned with me due to my abysmal score in the first round.  About midway through the round, however, Juan, alarmed by my accumulating points, began beating the drums against me.  Fortunately, my deployed groups were very strong, so everyone was afraid to assault me.  When the Revolution card was revealed, Juan, who mistakenly believed I was loyal to the rebels, switched my marker with Ashtonio, who he had correctly figured was Government.  Well, I used the Government marker to its fullest capacity and went on a rebel killing spree.  Thus, when the round expired, I had amassed an impressive 64 victory points.  Juan and I were both government loyalist, thereby earning all of our points.&lt;br&gt;&lt;br&gt;2nd round:  Greg 64, Ashtonio 22, Juan 17, Eric 16, Darren 7&lt;br&gt;&lt;br&gt;Finals:  Greg 72, Darren 39, Eric 37, Juan 34, Ashtonio 31&lt;br&gt;&lt;br&gt;Ratings:  Ashton 9, Darren 8, Greg 7, John 7, Eric 7&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/11452#11452</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<link>http://www.boardgamegeek.com/image/876</link>
	<pubDate>2000-06-02T04:49:03+00:00</pubDate>
	<dc:creator></dc:creator>
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