<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Pocket Civ</title>
	<link>http://www.boardgamegeek.com/boardgame/28044</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 10:49:08 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 10:49:08 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Cutting counters... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic401840_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/401840</link>
	<pubDate>2008-11-25T20:32:24+00:00</pubDate>
	<dc:creator>mats77</dc:creator>
</item><item>
	<title>Thread: Re: Question about the tsunami event</title>
	<description>&lt;b&gt;Agro wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Amiguity continues...&lt;br&gt;Does then the Tsunami only decimate Tribes, Cities and Wonders ?&lt;br&gt;A flood (dryland Tsunami ?) decimates Farms and Creates Forests.&lt;br&gt;&lt;br&gt;Does a Tsunami decimate Farms as a flood would ? &lt;br&gt;and like-wise create a Forest in the active area ?&lt;br&gt;&lt;br&gt;&quot;Note: Flood can &lt;u&gt;become&lt;/u&gt; a Tsunami if ....&quot;&lt;/i&gt;&lt;br&gt;&lt;br&gt;So, you play out the Flood event (decimate farms and create forests) along with the Tsunami event?&lt;br&gt;&lt;br&gt;Also, I assume that you apply total Tsunami damage to EACH region, rather than spread it out betweeen all regions effected? For example: 14 points damage in region five and 14 points damage in region eight, and not 6 points damage in region five and 8 points damage in region eight.</description>
	<link>http://www.boardgamegeek.com/article/2851543#2851543</link>
	<pubDate>2008-11-24T02:18:25+00:00</pubDate>
	<dc:creator>finke67</dc:creator>
</item><item>
	<title>Thread: Re: Desert question</title>
	<description>thank you for the quick reply.</description>
	<link>http://www.boardgamegeek.com/article/2846807#2846807</link>
	<pubDate>2008-11-21T21:02:11+00:00</pubDate>
	<dc:creator>finke67</dc:creator>
</item><item>
	<title>Thread: Re: Desert question</title>
	<description>Deserts affect Bandits.  Otherwise, the answer to all your questions is yes.</description>
	<link>http://www.boardgamegeek.com/article/2846535#2846535</link>
	<pubDate>2008-11-21T19:35:39+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Desert question</title>
	<description>If I understand correctly, the deserts don't ever go away and they really only effect sandstorm events. Is that correct?&lt;br&gt;&lt;br&gt;I know that &quot;Irrigation&quot; reduces the impact of sandstorms, but can you build a farm in a region with a desert without &quot;Irrigation&quot;? &lt;br&gt;Can you build forests in a region with a desert? I think yes, with &quot;horticulture&quot;, but wanted to make sure.&lt;br&gt;&lt;br&gt;thanks</description>
	<link>http://www.boardgamegeek.com/article/2846333#2846333</link>
	<pubDate>2008-11-21T18:36:05+00:00</pubDate>
	<dc:creator>finke67</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>&lt;i&gt;My love for playing board games is, unfortunately, greater than other people’s ability to tolerate my presence&lt;/i&gt;&lt;br&gt;&lt;br&gt;Know that feeling.</description>
	<link>http://www.boardgamegeek.com/article/2845001#2845001</link>
	<pubDate>2008-11-21T08:52:27+00:00</pubDate>
	<dc:creator>lfwam</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>The cards aren't so bad.  I like the cards myself.  The problem is, if you don't know how the event is supposed to work, it is a pain to pick up and learn.  Some of the events are particularly involved.  &lt;br&gt;&lt;br&gt;That said, it's an awesome game.  </description>
	<link>http://www.boardgamegeek.com/article/2842546#2842546</link>
	<pubDate>2008-11-20T15:47:48+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>Great review for a great game! </description>
	<link>http://www.boardgamegeek.com/article/2841724#2841724</link>
	<pubDate>2008-11-20T08:00:35+00:00</pubDate>
	<dc:creator>Darkmot</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>I'm still in the process of writing up a review of the game. Yours was very bemusing. Though a little lacking in data. But thats ok. It served well to show what you liked and didnt about the game.&lt;br&gt;&lt;br&gt;As for the harshness of the events. Looking over the cards. M'thinks that is the point of the events. Theres allmost nothing good on the cards. Even the visitations can turn ugly all too readily. And they make even replays of the same map potentially very diffrent from one game to the next.</description>
	<link>http://www.boardgamegeek.com/article/2841721#2841721</link>
	<pubDate>2008-11-20T07:58:13+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>Very clever. &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/2841618#2841618</link>
	<pubDate>2008-11-20T06:15:47+00:00</pubDate>
	<dc:creator>Zelif</dc:creator>
</item><item>
	<title>Thread: Re: The Magic Event Cards say...Ask Again Later</title>
	<description>&lt;b&gt;revgiblet wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;(NOTE:  All card draws utilised by this review were genuine)&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, but were any cards harmed?&lt;br&gt;&lt;br&gt;Very nice review!  I enjoyed reading it.</description>
	<link>http://www.boardgamegeek.com/article/2841523#2841523</link>
	<pubDate>2008-11-20T04:59:03+00:00</pubDate>
	<dc:creator>Sigrdrifa</dc:creator>
</item><item>
	<title>Thread: The Magic Event Cards say...Ask Again Later</title>
	<description>&lt;i&gt;Pocket Civ&lt;/i&gt; is a free, downloadable, solitaire Civilisation-building game.  It can be played in a component-lite version, which then means that everything that you need to play the game can fit in your pocket.  To be fair, some of these facts may be implied by the name of the game, but it is – after all – my job to make that which was already clear, obvious.&lt;br&gt;&lt;br&gt;So what now?  Well, to be honest, the most impressive thing about this game is the way that the Event Cards work.  They form the heart of both the game’s mechanics and its replayability.   They make it all tick over.  These cards do it all.  They dictate everything, from the specific events that come your way to the region of the map that they impact; from the size of the attacking Nordic tribe to the amount of gold that you manage to mine from a mountain.  You can even use them to randomly generate your world in the first place.  Amazingly, all of this information can be contained on a single card.  They are omnipotent totems, and were my fledging civilisation aware of their existence they would worship them and offer sacrifices to them.  Seeing as the Event Cards control every aspect of the game world, it seemed only fair to utilise their awesome powers for this review.  So behold!  The world’s first Event Card driven PocketCiv review! &lt;i&gt;[shuffles cards]&lt;/i&gt;&lt;br&gt;&lt;br&gt;So first thing’s first.  What do I like about this game.  Well, I can think of ...&lt;i&gt;[draws first card and checks red circle]&lt;/i&gt;...six very specific things that I like about it.&lt;br&gt;&lt;br&gt;Firstly, it’s free.  It’s not going to cost you anything more than a bit of printer ink, glue and cardboard to get this game up and running.  It does, however, cost you a bit of time.  Getting a game of &lt;i&gt;Pocket Civ&lt;/i&gt; requires a bit more than punching out a few cardboard tokens.  Though if you really want to minimise preparation time then go for the basic version – which leads nicely to my second positive comment.&lt;br&gt;&lt;br&gt;Secondly, flexibility is the name of the game.  Well, actually the name of the game is &lt;i&gt;Pocket Civ&lt;/i&gt; but you know what I mean.  I’m talking about the fact that it comes in two versions.  The basic version can be played with a piece of paper, a pencil and the deck of all-powerful Event Cards.  If you’re after a more polished version you can also print out a complete set of tokens, Advance cards and board pieces.  Although you can only really call the Deluxe version &lt;i&gt;Pocket Civ&lt;/i&gt; if you have very large pockets, it still only requires a small, clear flat space to play – which leads nicely to my third positive comment (wow, this is working well, isn’t it?)&lt;br&gt;&lt;br&gt;Thirdly, it really can be played anywhere.  As I said above, even the fully tooled-up Deluxe version only requires a small table (or the equivalent) to work.  Aeroplanes, doctor’s waiting rooms, libraries, on a police stakeout – you really, &lt;i&gt;really&lt;/i&gt; can play it anywhere.  Though I can confidently recommend that you don't play it while you’re in the middle of jury duty.  And here’s a comment that’s just going to make things worse - “Screw contempt of court!  I just drew &lt;i&gt;Flood&lt;/i&gt; and it's hit one of my coastal towns!”&lt;br&gt;&lt;br&gt;Fourthly, although there’s a two-player variant, a great solo game is the Holy Grail for many of us.  Although I talk confidently about my 'gaming group', I can't deny the truth.  My love for playing board games is, unfortunately, greater than other people’s ability to tolerate my presence.  This means that I’m often in the situation where I want a game of something, but have no-one to play it with (Yes, I am married, but my wife tends to freak out as soon as you suggest anything more complicated than &lt;i&gt;Uno&lt;/i&gt;).  To find a solo game that offers depth and replayability is a rare thing indeed, and &lt;i&gt;Pocket Civ&lt;/i&gt; certainly offers both of those.&lt;br&gt;&lt;br&gt;For my fifth point, I’d better mention the depth of the game.  It has depth and options.  It has tech trees, all of which give you some advantage in game terms.  And you have the freedom to pursue the development of these any way that you want.  I think that some people claim that some techs are almost compulsory, and therefore the game forces you down the same path each time that you play but I disagree.  Come on – you’re the only player.  No-one is forcing you to do anything.  I think that the reality is that some card events are so punishing that once you find a combination of techs that works well with your playing style then you become reluctant to deviate from that pattern.  But why not take a risk every now and then?  Why not try developing &lt;i&gt;Mythology&lt;/i&gt; as your first tech and see what happens.  Look, I’ll tell you what’ll happen in your first era...&lt;i&gt;[draws card and reads era one Event]&lt;/i&gt;...nothing.  See, nothing bad’s going to happen if you develop &lt;i&gt;Mythology&lt;/i&gt; first.  Or &lt;i&gt;Roadbuilding&lt;/i&gt;.  Give it a try!&lt;br&gt;&lt;br&gt;The final thing that I like about the game is the way that the Event Cards work.  It’s just such a great system.  The cards are bristling with possibilities, but without being too crowded.  Every game is different, every new game has new possibilities.  It’s difficult to describe exactly how they work without seeing them in action, but they are what makes the game possible.&lt;br&gt;&lt;br&gt;However, in a way, the Event Cards also present a potential problem.  In fact, the downside of the Event Cards is just one of...&lt;i&gt;[draws card and checks green square]&lt;/i&gt;...three problems with the game.&lt;br&gt;&lt;br&gt;The Event Cards are pretty powerful.  In fact, they can be devastating.  And this means that, with the high random factor, some games will go well and others will be total disasters to the point that it will frustrate you.  The game relies on your advance planning of where to place your tribes, but the Event Card that you draw will – in all likelihood – ruin your plans completely.  This can sometimes be a game-breaking set back.  I played a game yesterday where I was totally wiped out by turn two.  This wasn’t because I played badly, but because I drew the wrong cards right away.  &lt;i&gt;Epidemic&lt;/i&gt; and a strength 16 &lt;i&gt;Nordic attack&lt;/i&gt; both hitting populated areas.  There was nothing I could do, and my civilisation was wiped out before getting anywhere.  In those cases, there’s not much point randomly building another world and setting new counters.  Just start all over again with the map that you’ve already formed.  I can imagine that, for some people, the high incidence of drastic random events (especially in the first few eras, when they are particularly punishing) will be too annoying for them to enjoy playing the game.  For others, the fact that their success depended on drawing non-events or a lucky trading visit might take some of the pleasure out of their victory.&lt;br&gt;&lt;br&gt;My second very important criticism of the game is that...I...Ummm...I...I don’t really agree with the comments in the author’s notes about the role of religion and mythology in the building of a civilisation.  Ummm...and...and finally...&lt;i&gt;[draws card and reads era three event]&lt;/i&gt;...oh no!  Corruption has...corrupted my memory and I can’t find my last criticism of the game.&lt;br&gt;&lt;br&gt;Ah, what’s the point?  The only real criticism I can have of this game is the high frequency of harsh random events – but then, those are what gives the game its challenge in the first place.  For those of you who enjoy the idea of a bit of solo world-building in public places then this is a great addition to your collection.  I think that this game deserves an astonishing...&lt;i&gt;[draws card and checks number of gold nuggets]&lt;/i&gt;...three out of three gold nuggets of excellence.&lt;br&gt;&lt;br&gt;So what else can I say?  If you let it, this game will hit you like a...&lt;i&gt;[draws card and checks era six event]&lt;/i&gt;...ummm...like a Bandits to the...soul.  Just beware those mighty Event Cards.&lt;br&gt;&lt;br&gt;Now, if you'll excuse me.  Oh Mighty Event Cards!  Should I take up Kung Fu?  The Mighty Event Card says...&lt;i&gt;[draws card and checks blue hex]&lt;/i&gt;...six.  What?  &lt;i&gt;What?&lt;/i&gt; What does that mean?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;(NOTE:  All card draws utilised by this review were genuine)&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2841356#2841356</link>
	<pubDate>2008-11-20T03:09:26+00:00</pubDate>
	<dc:creator>revgiblet</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Jason Stone wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I am eager to find out about the Pocket Rails game!&lt;/i&gt;&lt;br&gt;&lt;br&gt;You and me both...  Still playtesting and trying to see what's worth keeping.  The big challenge for me with trying this is to make something with as few pieces as possible as engaging as possible.  &lt;br&gt;&lt;br&gt;For those interested, its currently something of a cross of Rail Baron (route and segment purchasing/track building), PocketCiv(multi-purpose cards/cruelty), Ticket To Ride (card set management, goals for destinations, company ownership and stock price) and and a little bit of financial stuff (1830-ish) thrown in.  VP's are tallied at the end.  &lt;br&gt;&lt;br&gt;More up at some point.  If anyone's interested in what I have, I can post something to my site sooner.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2816413#2816413</link>
	<pubDate>2008-11-12T18:51:10+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>I am eager to find out about the Pocket Rails game!</description>
	<link>http://www.boardgamegeek.com/article/2815924#2815924</link>
	<pubDate>2008-11-12T17:03:33+00:00</pubDate>
	<dc:creator>Jason Stone</dc:creator>
</item><item>
	<title>Thread: Re: A chance to fix/alter the rules</title>
	<description>Just started playing, and I noticed one discrepancy in the files, regarding the timing of the Mining action: the rules state it happens during the Advance phase, but the Advances list says it happens during the Upkeep phase.</description>
	<link>http://www.boardgamegeek.com/article/2814067#2814067</link>
	<pubDate>2008-11-12T02:58:48+00:00</pubDate>
	<dc:creator>ChuckCarroll</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Raiderjakk wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;- Most of the typos, etc. are from the artwork and hard work by others who had done cards for the regular paper version - so I don't have too much control over that since they have all the original fonts, backgrounds, etc. and are much more gifted than I in this regard.  :-)&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I would think that information could be displayed dynamically instead of through a static image.&lt;br&gt;&lt;br&gt;However, if worse comes to worse, I'll help you (and the Pocket Civ community) by making a new set of cards, if I have to. ;-) Fonts aren't too important to me. Just the information on them.</description>
	<link>http://www.boardgamegeek.com/article/2812782#2812782</link>
	<pubDate>2008-11-11T20:55:57+00:00</pubDate>
	<dc:creator>Yekrats</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Raiderjakk wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've been working on other projects and have stepped away from PocketCiv for a litle while - trying to create a PocketRail kind of game based on some of the mechanics used in PocketCiv and a few other places as well.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Interesting that you should mention this. I've been thinking about two similar genres as well: a &quot;pocket dungeon crawl&quot; and a &quot;pocket space trader&quot;. </description>
	<link>http://www.boardgamegeek.com/article/2812767#2812767</link>
	<pubDate>2008-11-11T20:53:01+00:00</pubDate>
	<dc:creator>Yekrats</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Glad you like the game.....&lt;br&gt;&lt;br&gt;- Most of the typos, etc. are from the artwork and hard work by others who had done cards for the regular paper version - so I don't have too much control over that since they have all the original fonts, backgrounds, etc. and are much more gifted than I in this regard.  :-)&lt;br&gt;&lt;br&gt;As for some of the others:&lt;br&gt;- Advance screen - Not selecting an advance causes it to blow up.  I have to get to this one.  No biggie, just haven't gotten to it.&lt;br&gt;&lt;br&gt;- Undo Feature - Possible, but I'm probably not going to put one in.  I think I could implement this with a behind the scenes save game, but that code is kinda murky.  I'll have to look at it.&lt;br&gt;&lt;br&gt;- Tool tips/icons - Good idea.... I'll have to tinker with it.&lt;br&gt;&lt;br&gt;- Bogus arrows - I haven't figured out why they show up.  :-(&lt;br&gt;&lt;br&gt;- Story Telling - I'll investigate.&lt;br&gt;&lt;br&gt;I should probably release a new version at some point... I've been working on other projects and have stepped away from PocketCiv for a litle while - trying to create a PocketRail kind of game based on some of the mechanics used in PocketCiv and a few other places as well.</description>
	<link>http://www.boardgamegeek.com/article/2811517#2811517</link>
	<pubDate>2008-11-11T16:22:12+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>First off, Jack... I want to thank you for all of the hard work you've done so far. Last year I played the card version of Pocket Civ, and really liked it. But at the time I thought... this would be much easier on a computer to do the tracking. Thanks for doing what I was thinking!&lt;br&gt;&lt;br&gt;I have found a few bugs which I thought I'd pass along:&lt;br&gt;&lt;br&gt;-- After a Tribal War &amp; Corruption (and possibly others where an event triggers a choice of region), the game places a bogus set of arrows in the region last selected.&lt;br&gt;&lt;br&gt;-- Can we have tool tips when you hover over the icons to tell what they mean?&lt;br&gt;&lt;br&gt;-- Typo during the &quot;tribe moving&quot; phase, the hint text says &quot;To move tribes (red squares) squares)&quot;.&lt;br&gt;&lt;br&gt;-- I've made my own maps a couple of times, and it keeps appending a number an a hyphen in front of the Region name. For example &quot;2 - 2 - Region2&quot;.&lt;br&gt;&lt;br&gt;-- During the move people phase, is it possible to make an Undo feature (or even a &quot;revert to beginning of phase&quot;?&lt;br&gt;&lt;br&gt;-- Horticulture falsely claims it costs one tribe, but it actually (properly) takes away 2. It also says you only need to remove 3 tribes to grow a tree, when it's actually 4.&lt;br&gt;&lt;br&gt;-- Irrigation says 1 Tribe + 1 Gold. Actually, it's 2 Tribes + 2 Gold. (It reduces properly, but is a typo in the descriptoin.)&lt;br&gt;&lt;br&gt;-- Oops: &lt;br&gt;System.NullReferenceException: Object reference not set to an instance of an object.&lt;br&gt;   at PocketCiv.frmAdvance.lstAdvances_SelectedIndexChanged(Object sender, EventArgs e) in C:codePocketCivPocketCivguifrmAdvance.vb:line 77&lt;br&gt;   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)&lt;br&gt;   at System.Windows.Forms.ListBox.WmReflectCommand(Message&amp; m)&lt;br&gt;   at System.Windows.Forms.ListBox.WndProc(Message&amp; m)&lt;br&gt;   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp; m)&lt;br&gt;   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp; m)&lt;br&gt;   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br&gt; &lt;br&gt;-- Storytelling doesn't seem to work (for at least the Mythology purchase).&lt;br&gt;&lt;br&gt;-- In an invading Visitation, if gold is reduced when player has 0 gold, it says &quot;Gold reduced by 2 to 0.&quot; It should probably check to see how much gold the player currently has, and if he has 0, say something like &quot;No gold to reduce.&quot; And if he has 1, &quot;reduced from 1 to 0.&quot;&lt;br&gt;&lt;br&gt;I'll continue to pass along bug reports as I find them. Thank you for all you've done so far, though!!!</description>
	<link>http://www.boardgamegeek.com/article/2811282#2811282</link>
	<pubDate>2008-11-11T15:36:57+00:00</pubDate>
	<dc:creator>Yekrats</dc:creator>
</item><item>
	<title>Thread: Re: tribe growth</title>
	<description>haha, nice!&lt;br&gt;&lt;br&gt;OK, I'll buy that, thanks for the response!</description>
	<link>http://www.boardgamegeek.com/article/2805190#2805190</link>
	<pubDate>2008-11-09T15:22:48+00:00</pubDate>
	<dc:creator>gren doogan</dc:creator>
</item><item>
	<title>Thread: Re: tribe growth</title>
	<description>No. Cities do not count as tribes.&lt;br&gt;&lt;br&gt;Essentially you built a city and the 4 or so tribes you used up are now dilligently busy doing &quot;something&quot; in there that doesnt include breeding.&lt;br&gt;&lt;br&gt;Either that or they built the city then promptly dropped dead from exhaustion leaving an empty town that needs populating from elsewhere.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2804581#2804581</link>
	<pubDate>2008-11-09T05:27:49+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: tribe growth</title>
	<description>Hey kids, first time poster, long time listener.&lt;br&gt;&lt;br&gt;I downloaded this one a while ago and was waiting for a suitable weekend to get it up and running. Great design, very innovative, and very replayable (if this was a &quot;review&quot; post I'd give it a premature 7, but that rating will go up I suspect). I'm guessing that the event cards and all of their numbers, eras, gold counts, attack ratings etc etc were developed over a long period of playing and redesigning and playing again. The amount of effort behind them is very evident, and they are impressive.&lt;br&gt;&lt;br&gt;Here's a bit I had trouble wrapping my head around: &lt;br&gt;I have a farm and 4 tribes left intact after the event phase (or death phase, as I like to call it), so I build a city, eating the 4 tribes. Does that region not get tribe growth the next turn? In a non-abstract train of thought, wouldn't tribe growth still be stimulated by a city, if not more? I suppose you could argue either way, but I wanted to make sure I'm not stiffing myself out of more tribes.</description>
	<link>http://www.boardgamegeek.com/article/2804202#2804202</link>
	<pubDate>2008-11-09T00:46:24+00:00</pubDate>
	<dc:creator>gren doogan</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Omega2064 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;A quick suggestion.&lt;br&gt;&lt;br&gt;It might be usefull to list off the requirements to run the game.&lt;br&gt;IE: Minimum specs:&lt;br&gt;??? MHz Processor&lt;br&gt;??? MB RAM (Recommended: ???)&lt;br&gt;??? MB hard drive space&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Hmmmmm.... well,&lt;br&gt;&lt;br&gt;Microsoft .NET 2.0 Runtime.... should be on XP and Vista.&lt;br&gt;Pentium processor.&lt;br&gt;128 MB RAM.&lt;br&gt;40 MB space....&lt;br&gt;&lt;br&gt;Just a shot in the dark.  It's not too hard on a PC.</description>
	<link>http://www.boardgamegeek.com/article/2794126#2794126</link>
	<pubDate>2008-11-05T22:03:02+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>A quick suggestion.&lt;br&gt;&lt;br&gt;It might be usefull to list off the requirements to run the game.&lt;br&gt;IE: Minimum specs:&lt;br&gt;??? MHz Processor&lt;br&gt;??? MB RAM (Recommended: ???)&lt;br&gt;??? MB hard drive space</description>
	<link>http://www.boardgamegeek.com/article/2793687#2793687</link>
	<pubDate>2008-11-05T20:26:04+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: New Event: Gigantis</title>
	<description>Came up with this bemusing new event addition to Pocket Civ while tinkering with the game and crafting cards. Feel free to insert you own favorite mobile disaster epic.&lt;br&gt;&lt;br&gt;This event type replaces the Superstition draw on Era 4 of card #4 and Era 8 of card #9. The symbols shown for the Era 4 event are a circle and a square. The symbols for the Era 8 event are a circle, a square and a hexagon. I used Superstition because it was one of the few events that doubled up in two eras. Alternately you could replace the Flood events in both eras.&lt;br&gt;&lt;br&gt;1: Draw the next Event card. The number in the RED CIRCLE indicates the active region.&lt;br&gt;2: Draw the next Event card. Using the symbols shown on the original event card to the far right of the event, add up the values in the symbols on the newly drawn card. The total value that this creates is the Damage.&lt;br&gt;3: The active region is now visited by a giant monster that inflicts damage in the following progression. Wonders - Cities - Tribes at the following point values. 1 Wonder = 3 damage, 1 City AV = 2 damage, 1 Tribe = 1 damage. If a city is not in the region targeted then the monster will eat any farms in the region (but not harm any tribes present) and then move towards the nearest largest city, devouring any farms along its path. &lt;br&gt;4: If the region is totally flattened and the monster still has Damage points left, then it will move towards the next nearest region with a city and continue its rampage until driven off.&lt;br&gt;&lt;br&gt;The GIANT GILDED STATUE OF YOURSELF, if attacked by Gigantis, will animate and battle the monster for double the normal value of a Wonder. 6 points, or 12 if have Mythology. If the Statue wins then you gain gold equal to the creatures original Damage value.&lt;br&gt;If you have MILITARY then each tribe = 2 damage and each city AV = 5.&lt;br&gt;If you have MYTHOLOGY then each wonder = 6 damage.&lt;br&gt;If you have MEDICINE then create 2 tribe in each region effected by Gigantis.</description>
	<link>http://www.boardgamegeek.com/article/2791972#2791972</link>
	<pubDate>2008-11-05T10:36:25+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: Re: Pocket Civ Session: Them Vikings is an Ornery Lot Today!</title>
	<description>Nice play by play. Thanks for taking the time to post it all.</description>
	<link>http://www.boardgamegeek.com/article/2790756#2790756</link>
	<pubDate>2008-11-05T00:00:38+00:00</pubDate>
	<dc:creator>uncalled1st</dc:creator>
</item><item>
	<title>Thread: Pocket Civ Session: Them Vikings is an Ornery Lot Today!</title>
	<description>Finally I have gotten to a point where I think I have a good grasp of the game mechanis enough to try a full session and see how far I can get. This was also a testing of a set of personally crafted game tiles saved to a BMP file and simply manipulated into place via MS Paint. Here is what transpired over the course of 2 hours.&lt;br&gt;&lt;br&gt;ERA ONE BEGINS&lt;br&gt;Round 1: population increases to 6 and spreads out to adjacent regions.&lt;br&gt;         - no event&lt;br&gt;         - no actons&lt;br&gt;Round 2: population increases to 12 and spreads to last remaining open regions.&lt;br&gt;         - Flood Event in region 8. This is a seaside region so event escalates into a Tsunami! Tsunami is only strength 2 though WHEW! Regions 7, 8, &amp; 5 are depopulated. Total tribes now 5.&lt;br&gt;         - no actions&lt;br&gt;Round 3: population increases to 10 and spreads out again.&lt;br&gt;         - no event&lt;br&gt;         - no actions&lt;br&gt;Round 4: population increases to 18 and begin to cluster along seaside in preperation of building.&lt;br&gt;         - no event&lt;br&gt;         - no action&lt;br&gt;Round 5: population increases to 26 and are in place.&lt;br&gt;         - Visitation Event - Gilder: They are not friendly and land 8 troops in region 7 which is depopulated of its 4 tribes. Attackers sweep into region 3 at force 4 and wipe iut the single tribe there. Now at force 3 they hit region 6 and decimate another tribe. Then are finally haulted at region 2 by 5 tribes who fight to the end. Population is now 18.&lt;br&gt;         - build city in region 5 and then purchase Fishing to sustain it and any future seaside communities. Population now 8.&lt;br&gt;Round 8: population increases to 12 and spreads to repopulate the war-ravaged regions.&lt;br&gt;         - Tribal War Event in region 6. A single tribe residing there freaks out and attacks regions 2 and 3 in a frenzy of bloodshed that leaves all three regions depopulated... To this day I have no idea what got into them... &lt;br&gt;         - Build city in region 8. Population now 5.&lt;br&gt;Round 9: Population increases to 9 and spreads out.&lt;br&gt;         - Famine Event hits region 3. 1 tribe there withers away.&lt;br&gt;END OF ERA: Fishing is worth 6 VP.&lt;br&gt;&lt;br&gt;ERA TWO BEGINS&lt;br&gt;Round 1: Finish up end of previous turn then increase and spread tribes which are now 15.&lt;br&gt;         - Visitation Event - Nordic: They are not friendly and land 14 troops in region 8. 5 tribes are lost and the city there is devastated. The attackers are down to only 4 troops after that. They then sweep through the lower regions taking out single tribes in each until the last one puts them down. Population is now 7&lt;br&gt;         - no actions&lt;br&gt;Round 2: population recovers to 11.&lt;br&gt;         - no event&lt;br&gt;         - City in region 5 is upgraded to level 2.&lt;br&gt;Round 3: population increases to 17.&lt;br&gt;         - Visitation Event - Nordic: This time is is a trade ship and everyone breaths a sigh of relief... They trade only 1 gold though. Cheapskate vikings...&lt;br&gt;         - Rebuild city at 8. Purchase Masonry. Tribes now at 10 and gold is lost.&lt;br&gt;Round 4: population increases to 18.&lt;br&gt;         - Sandstorm Event in region 4. Forest is lost to desert.&lt;br&gt;         - City in region 8 is advanced to level 2 for free by Masonry. Engineering is purchased. Population is now 16.&lt;br&gt;Round 5: Population increases to 24&lt;br&gt;         - Bandit Event in region 1 which is next to a desert region so 12 robbers pour out into the countryside looting and pillaging. A total of 12 tribes are lost leaving 12.&lt;br&gt;END OF ERA: Masonry is worth 3 VP and Engineering is worth 5 for a total round 2 VP of 14.&lt;br&gt;&lt;br&gt;ERA THREE BEGINS&lt;br&gt;Round 1: Finish up turn as city 8 advances to stage 3 for free. and three tribes are spent at city 5 to advance it to 3. Population increases to 12&lt;br&gt;         - no event&lt;br&gt;         - Build city in region 7&lt;br&gt;Round 2: Population increases to 15.&lt;br&gt;         - no event&lt;br&gt;         - City 7 upgraded to 2 for free.&lt;br&gt;Round 3: Population increases to 22&lt;br&gt;         - no event&lt;br&gt;         - City 7 upgraded to 3 for free. Purchase Agriculture.&lt;br&gt;Round 4: Population increases to 26&lt;br&gt;         - Famine in region 6. 1 tribe lost.&lt;br&gt;         - Farm is built in region 1. Expedition of 10 is sent out. 3 return. Coinage is purchased.&lt;br&gt;Round 5: Population increases to 22.&lt;br&gt;         - Tribal War event in region 6 fizzles,&lt;br&gt;         - City built in region 1. Astronomy Purchased.&lt;br&gt;Round 6: Population increases to 26.&lt;br&gt;         - Flood Event in region 5 becomes a force 12 Tsunami. Massive losses in regions 8 &amp; 5... Population is now 20.&lt;br&gt;         - City 8 rebuilt to level 3. Expedition of 12 sent out. 5 return. Architecture purchased.&lt;br&gt;Round 7: Population now 6&lt;br&gt;         - Vititation Event - Floren: They are not friendly and land a force of 14 at region 8.They batter themselves against the city walls and are exterminated.&lt;br&gt;END OF ERA: 18 points scored for a total of 32.&lt;br&gt;&lt;br&gt;ERA FOUR BEGINS&lt;br&gt;Round 1: Finish up turn. City 8 is rebuilt to level 2. Population is 9&lt;br&gt;         - no event.&lt;br&gt;         - City 8 is increased to level 3.&lt;br&gt;Round 2: Population is now 14.&lt;br&gt;         - Civil War event in region 1. City is reduced to level 1 and all tribes there lost.&lt;br&gt;         - City 8 is increased to 4.&lt;br&gt;Round 3: Population now 19&lt;br&gt;         - Anarchy event is bypassed with Astronomy. No event is drawn.&lt;br&gt;         - City 5 is increased to level 4. Literacy Purchased and a farm built in region 2.&lt;br&gt;Round 4: Population now 20&lt;br&gt;         - Visitation Event - Gilder: They are not friendly but do not attack.&lt;br&gt;         - City 7 increases to level 4. Farm built in region 2 &lt;br&gt;Round 5: Population now 27.&lt;br&gt;         - Visitation Event - Gilder: They are not friendly and land at region 8 with a force of 18. 6 tribes are taken don and the city walls seiged down to level 1 before the force is defeated.&lt;br&gt;END OF ERA: 3 points scored for a total of 35.&lt;br&gt;&lt;br&gt;ERA FIVE BEGINS&lt;br&gt;Round 1: Turn is finished up. City 8 is rebuilt one level and a town is built in region 2. Population is now 27.&lt;br&gt;         - Flood event in region 4.&lt;br&gt;         - City 8 upgraded to 3. Farm built in region 6.&lt;br&gt;Round 2: population now 31.&lt;br&gt;         - Earthquake Event: Region 2 is hit. City is levelled and a rift apprars in the earth there.&lt;br&gt;         - City 8 returns to level 4. City 2 is rebuilt from the rubble. Sense of Community purchased.&lt;br&gt;Round 3: Population is now 32.&lt;br&gt;         - Uprising event in region 3 fizzles.&lt;br&gt;         - City 1 upgrades to 4. Government Purchased.&lt;br&gt;Round 4: Population is now 32.&lt;br&gt;         - Sandstorm Event in region 2. More desert.&lt;br&gt;         - City 2 is rebuilt to level 2, farm is rebuilt there.&lt;br&gt;Round 5: Population is now 38.&lt;br&gt;         - Corruption event is evaded. Instead we get. A Volcano! The region 1 mountain errupts! 4 tribe and a farm lost. The city is still standing.&lt;br&gt;END OF ERA: 14 points scored for a total of 49.&lt;br&gt;&lt;br&gt;ERA SIX BEGINS&lt;br&gt;Round 1: Turn is finished up. City 1 is rebuilt to level 3. Cartage is purchased. City built in region 6. Farm is rebuilt. Population is now 30&lt;br&gt;         - Visitation Event - Gilder: They are not friendly but do not attack.&lt;br&gt;         - City 1 is rebuilt. A Farm is built in region 3.&lt;br&gt;Round 2: Population is now 36.&lt;br&gt;         - Epidemic Event in region 3 of force 14. 3 regions are depopulated before the plague runs its course.&lt;br&gt;         - City 2 is restored some. Farm is built in region 4. Shipping is purchased.&lt;br&gt;Round 3: Population is now 17.&lt;br&gt;         - Visitation Event - Floren: They are friendly! yay! 8 gold gained.&lt;br&gt;         - City 2 is restored fully back to its former glory. &lt;br&gt;Round 4: Population is now 25.&lt;br&gt;         - Civil War event bypassed with Astronomy. No event drawn.&lt;br&gt;         - City 6 is upgraded to 2. Democracy purchased.&lt;br&gt;Round 5: Population is now 23&lt;br&gt;         - Uprising in region 7: 2 tribes lost.&lt;br&gt;END OF ERA: 22 points gained. Total VP now 71.&lt;br&gt;&lt;br&gt;ERA SEVEN BEGINS&lt;br&gt;Round 1: Turn is completed. City 7 rebuilt to level 3. Population is now 28.&lt;br&gt;         - Civil War event bypassed. Instead Atlanta Visits. They are friendly and trade well! 12 gold gained. 14 total now.&lt;br&gt;         - City 7 restored to full glory. Civil Service Purchased. 8 gold left.&lt;br&gt;Round 2: Population is 21 tribes now.&lt;br&gt;         - no event.&lt;br&gt;         - City 2 fully restored. City 2 increased to 3. City built in region 4.&lt;br&gt;Round 3: Population is now 24.&lt;br&gt;         - Superstition Event: 9 cards discarded.&lt;br&gt;END OF ERA: 15 points gained. Total is now 86.&lt;br&gt;&lt;br&gt;ERA EIGHT BEGINS&lt;br&gt;Round 1: Turn is finished. City 4 is upgraded to 3. City is built in region 3. All regions now populated. Population is 28 tribes.&lt;br&gt;         - Visitation Event - Thule bypassed. Visited instead by Atlanta. They are friendly and trade 14 gold. Total is now 22 Trade agreement made with them!&lt;br&gt;         - City 4 upgraded to 4 and city 3 upgraded to 2. Expedition force of 10 sent out to scout. 8 return. City of Atlantis Wonder created at City 8.&lt;br&gt;Round 2: Population is 26.&lt;br&gt;         - no event.&lt;br&gt;         - City 3 is upgraded to 4.&lt;br&gt;Round 3: Population is now 34.&lt;br&gt;         - Flood Event in region 4: 2 tribes and a farm lost.&lt;br&gt;         - City restored. Navigation Purchased&lt;br&gt;Round 4: Population is now 40&lt;br&gt;         - Corruption Event: 5 city points are lost.&lt;br&gt;         - Cities 2 and 4 restored.&lt;br&gt;Round 5: Population is now 41.&lt;br&gt;         - Earthquake Event in region 6.&lt;br&gt;END OF ERA: 55 VP for City of Atlantis. Total VP 141.&lt;br&gt;&lt;br&gt;All in all I think I was hidiously lucky! So many &quot;no event&quot; draws surely saved the game. The early Tsunami devastations could have ended the game otherwise as I'd been focusing tribes on the coastline in preperation for the initial advances. Astronomy definitly came in handy! &lt;br&gt;Gold was the only real hassle in getting and I took several costly risks in getting gold for advances. But it payed off where a bad draw could have finished me off. Keeping cities standing was a challenge even with the good luck on draws. Norda and Gilder were definite nuisances of a major type.&lt;br&gt;&lt;br&gt;A pretty good play through. I actually got a wonder out before things ended and that was my goal aside from trying to get as far as possible.&lt;br&gt;I suspect I was playing Masonry and Civil Service wrong. But that seemed how to go from reading the rules over. I dont think it would have altered the outcome overly though if I did have it wrong. I am also fairly sure I lost track of tribes along the way. But was likely more not in my favour so thats ok.&lt;br&gt;&lt;br&gt;Fun Game!</description>
	<link>http://www.boardgamegeek.com/article/2790518#2790518</link>
	<pubDate>2008-11-04T22:47:11+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: Re: Another question on Attack</title>
	<description>Reading over the rules this is the impression I got.&lt;br&gt;The attackers start off by devastating the target region.&lt;br&gt;Assuming there are attackers left after this then they will move on to the next region and then the next until either they are destroyed, or they cannot reach any more regions with tribes/cities in a single move.</description>
	<link>http://www.boardgamegeek.com/article/2781972#2781972</link>
	<pubDate>2008-11-02T02:19:16+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>PocketCiv is a tough game to play and was pretty challenging to program.  I have very rarely made it through to the eighth era.&lt;br&gt;&lt;br&gt;The best way to try to tackle the game is to play through the first scenario.  I find that building a farm on a mountain tile, building a city and acquiring Agriculture helps immensely in getting started.&lt;br&gt;&lt;br&gt;As for the rules, there are some discrepancies within the rules themselves (which is Scott's domain) and with the program and the rules (which is mine and anyone else who plays).  There are going to be bugs, but the vast majority of this sprawling complex game is down.  &lt;br&gt;&lt;br&gt;Out of curiosity, have you printed out the rules, cards, etc. and played the game in paper format first?&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks much!&lt;br&gt;&lt;br&gt;Jack</description>
	<link>http://www.boardgamegeek.com/article/2778388#2778388</link>
	<pubDate>2008-10-31T15:43:31+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>I just tried version .5.1. I'm new to pocket civ and frankly the instructions did not seem to match what occurred in the program. I could not get more than 2 tribes in any region. I played three different games and they ended abruptly with floods, invasions, etc. This game seems completely random and capricious as well as completely not fun. Is this just a buggy version or am I missing a lot. The basic rules are poorly organized and seem to contradict the program.</description>
	<link>http://www.boardgamegeek.com/article/2776565#2776565</link>
	<pubDate>2008-10-30T23:41:55+00:00</pubDate>
	<dc:creator>caesarbear</dc:creator>
</item><item>
	<title>Thread: Re: Epidemic - Is it total or does it permit survivors</title>
	<description>Assuming the wording is correct then I think it more likely was meant to read perhaps as &quot;You must Reduce as many Tribes as possible until you&lt;br&gt;have reached the Population Loss value OR you have 2 Tribes remaining in your Empire.&quot;&lt;br&gt;&lt;br&gt;So say you have 6 tribes total, you get the Epidemic card and draw an 8 for the total decimation. You'd then wipe out 4 Tribes, leaving you with 2 survivors to repopulate with.&lt;br&gt;&lt;br&gt;Otherwise ignore the &quot;you have 2 Tribes remaining in your Empire.&quot; part and assume that the event can potentially totally depopulate your civilization.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2772089#2772089</link>
	<pubDate>2008-10-29T19:41:26+00:00</pubDate>
	<dc:creator>Omega2064</dc:creator>
</item><item>
	<title>Thread: Re: Epidemic - Is it total or does it permit survivors</title>
	<description>Yeah, obviously a typo.  I've always played this as reduce down to 2 minimum.  Of course, if I have to do that, I'm probably starting over...</description>
	<link>http://www.boardgamegeek.com/article/2754388#2754388</link>
	<pubDate>2008-10-23T16:21:51+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Question about the tsunami event</title>
	<description>Amiguity continues...&lt;br&gt;Does then the Tsunami only decimate Tribes, Cities and Wonders ?&lt;br&gt;A flood (dryland Tsunami ?) decimates Farms and Creates Forests.&lt;br&gt;&lt;br&gt;Does a Tsunami decimate Farms as a flood would ? &lt;br&gt;and like-wise create a Forest in the active area ?&lt;br&gt;&lt;br&gt;&quot;Note: Flood can &lt;u&gt;become&lt;/u&gt; a Tsunami if ....&quot;</description>
	<link>http://www.boardgamegeek.com/article/2741794#2741794</link>
	<pubDate>2008-10-19T11:48:54+00:00</pubDate>
	<dc:creator>Agro</dc:creator>
</item><item>
	<title>Thread: Epidemic - Is it total or does it permit survivors</title>
	<description>Page 18 Explaining Epidemic quotes&lt;br&gt;&quot;You must Reduce as many Tribes as possible until you&lt;br&gt;have reached the Population Loss value, you have 2&lt;br&gt;Tribes remaining in your Empire.&quot;&lt;br&gt;&lt;br&gt;Hmmmm...&lt;br&gt;&lt;br&gt;Do I &quot;Reduce as many Tribes as possible until you&lt;br&gt;have reached the Population Loss value&quot;&lt;br&gt;&lt;br&gt;or &lt;i&gt;until&lt;/i&gt; &quot;you have 2 Tribes remaining in your Empire.&quot;&lt;br&gt;&lt;br&gt;Is this a typo or am I missing something ??&lt;br&gt;&lt;br&gt;Epidemic is about to cause the Agronian people to become swiftly extinct unless two Agronians are permitted to gain some immunity to this first Era epidemic.&lt;br&gt;&lt;br&gt;Tough (great) game so far. I haven't managed to get my Agronians out of the first Era alive yet.</description>
	<link>http://www.boardgamegeek.com/article/2741774#2741774</link>
	<pubDate>2008-10-19T11:18:27+00:00</pubDate>
	<dc:creator>Agro</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Tony - tried emailing you back - did you get it?&lt;br&gt;&lt;br&gt;Thanks for taking a look under the hood.  There are a fair number of todo's left, and if you want a crack at 'em, feel free.  :-)</description>
	<link>http://www.boardgamegeek.com/article/2717284#2717284</link>
	<pubDate>2008-10-10T14:57:10+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>I've recently discovered Pocket Civ through the computer game first (which eventually led me over to the Pen and Paper original site).  Great game and great program!&lt;br&gt;&lt;br&gt;Some things I've figured out as far as many of the tech advancement bugs:   I believe there is some problems with older tech costs and cards made.   For example the classic pics show mining as free, while the modern pics show mining as costing 1 tribe.  The default Advancement check shows the OLD pictures, but the code as most of the new  costs (There are a few typos I've fixed on the debug version I've built to play).  So if you think you should be able to buy something double check at the original site for the new requirements and if you still can't then its actually a bug.  There are a few in there but its a simple typo fix in the initialization code.  &lt;br&gt;&lt;br&gt;A few other minor bugs I've found&lt;br&gt;&lt;br&gt;There is another bug with making a farm with agriculture.  Sometimes the &quot;You Built a farm already&quot; flag doesn't get reset.   HandleUpkeepPartTwo isn't getting called whenever a city's AV can be advanced by slave labor or masonry.. So I moved it up to partOne  - I'm not 100% sure if this is intentional, or not. I still am working out the end of turn logic.&lt;br&gt;&lt;br&gt;On the forms that list advances, you can get an unhandledexception if you click on a empty spot in the list.  It won't crash the game you can just plug on through.   Just needs a quick check if a is nothing before using a.ID in a call and those annoying exceptions go away.&lt;br&gt;&lt;br&gt;Jack, tried emailing you through your form on your site.  I'm not sure if it didn't work or just busy.  But in case you didn't get it.   My email is tonychamberlain1996@gmail.com  if you want help tracking down and fixing various bugs and/or implementing ToDo items for Civ Pocket&lt;br&gt;&lt;br&gt;Again amazing job on the program.   I've never used VB before (Only C++ mysef), but the only hard part was getting use to the syntax.  The program is well written and easy to understand.&lt;br&gt;&lt;br&gt;Tony</description>
	<link>http://www.boardgamegeek.com/article/2715196#2715196</link>
	<pubDate>2008-10-09T19:32:20+00:00</pubDate>
	<dc:creator>drwhat</dc:creator>
</item><item>
	<title>Thread: Re: Another question on Attack</title>
	<description>Yes.&lt;br&gt;&lt;br&gt;No.  &lt;br&gt;&lt;br&gt;None of this is explicitly specified in the rules, so you'll pretty much have to take my word for it...that's the general consensus of the community, anyway.  You could write the designer, but the last time I did that (for different rules questions) I got no response.&lt;br&gt;&lt;br&gt;Also I think it's safe to assume that Attack rule 3.4 (reduce gold for reduced City AV) applies to all Regions, not just the first.  </description>
	<link>http://www.boardgamegeek.com/article/2708180#2708180</link>
	<pubDate>2008-10-07T18:10:11+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Another question on Attack</title>
	<description>Does an attacking force keeps moving through all my regions with tribes/cities (assuming they are all neighboring one another) until it ends at a region with no tribes/cities neighboring or when it is reduced to 0? Or does an attack ends after the first neighboring region from the Active Region?</description>
	<link>http://www.boardgamegeek.com/article/2706096#2706096</link>
	<pubDate>2008-10-07T01:11:17+00:00</pubDate>
	<dc:creator>Taskforce 58</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;&lt;u&gt;Pocket Civ 0.5.1.0 Released!&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Changes are below - a couple bug fixes and a couple new fun things...&lt;br&gt;&lt;br&gt;- Skins!  Yep.  You can add your own graphics and set the colors and transparency and make your own setup.  There's a sample skin in the file that you can play around with and tweak.  It's mostly just switching graphics files out.  I'll make a formal document on it at some point.&lt;br&gt;&lt;br&gt;- House Rules!  Yep.  Not explicitly asked for, but I had been meaning to get around to it.  Play Anarchy either as a soul-crushing event or a minor pothole on the road to world domination.  Set Mining so that you'll always get something or run the risk of coming up with an empty pan.  Finally, the dreaded Tsunami... you can make it a localized hurricane that only affects the area it strikes - or the region can sink beneath the waves.  Try them out and if you have any other ones you play, let me know.&lt;br&gt;&lt;br&gt;- And the usual bug fixes.&lt;br&gt;&lt;br&gt;Files should be available after 9:30 PM EST.&lt;br&gt;&lt;br&gt;- - - -&lt;br&gt;&lt;br&gt;0.5.1.0&lt;br&gt;	- Fixed bug where attacks ending exactly at zero did not cause a reduction in AV.&lt;br&gt;	- Added support for skins.  Added 'Paper' and 'Simple' skins.  [Menu/Game/Choose Skins]&lt;br&gt;	- Added support for house rules.  [Menu/Game/House Rules]&lt;br&gt;	- Implemented easy versus hard Anarchy event via house rules.&lt;br&gt;	- Implemented different handling for seaside floods (tsunami versus hurricane versus falling in the ocean) via house rules.&lt;br&gt;        - Implemented ability to change Mining via house rules.&lt;br&gt;	- Fixed bug where Patronage would not be permitted even if requirements were met.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks much,&lt;br&gt;&lt;br&gt;Jack&lt;br&gt;&lt;br&gt;(edited to change version number to match current version)</description>
	<link>http://www.boardgamegeek.com/article/2677549#2677549</link>
	<pubDate>2008-09-26T01:04:20+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Raiderjakk wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;What was your question on mining?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;My reading of Mining is that a first-card failure ends the run and provides no gold.  You allow a second draw, guaranteeing gold.  This could be a house rule, too.  At least until Scott comes out with PC3...</description>
	<link>http://www.boardgamegeek.com/article/2676714#2676714</link>
	<pubDate>2008-09-25T19:45:58+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;i&gt;I'm listing this as an ambiguity because I have a feeling you're going to disagree with me.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Nahhh.... for all those interested, this is the rule that Bob and I keep stumbling over...&lt;br&gt;&lt;br&gt;&lt;i&gt;1. In any Region where the amount of Tribes is greater &lt;br&gt;than the City AV, Reduce the City AV by 1 and &lt;br&gt;Reduce Tribes by 3. Continue to Reduce Tribes and &lt;br&gt;City AV’s this way until the City AV is 1, or until &lt;br&gt;amount of Tribes is less than the City AV.&lt;/i&gt;&lt;br&gt;&lt;br&gt;So, for the example you gave &quot;I had a region with a size 1 city and 7 tribes&quot;, Scott's probably saying &quot;Ok - at first, start reducing stuff... but after that, if you have 1 AV or the tribes have been culled, you can stop.&quot;  &lt;br&gt;&lt;br&gt;What I &lt;b&gt;am&lt;/b&gt; going to do is make a house rule screen in the game for the next release so you can play it the easy, family-friendly way or the tough luck, this-is-life way.  Among some other house rules I'd like to add.&lt;br&gt;&lt;br&gt;As for the other bugs:&lt;br&gt;1.  I'll check this one out.  Maybe I put in Engineering instead of Architecture.&lt;br&gt;2.  Need a save game for when Agriculture don't work.&lt;br&gt;3.  Patronage - know about it.  In next release.&lt;br&gt;4.  Minor bug.  I'll get to it.&lt;br&gt;5.  We're going over this one as a house rule for the short term.&lt;br&gt;6.  God mode reloads only when you open/close the screen.  Sort of a cheat mode for me to create situations and maps&lt;br&gt;7.  I should add gold to that screen, too.... didn't think to.  I'll see what I can do.&lt;br&gt;&lt;br&gt;Don't feel guilty.  What was your question on mining?&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2676230#2676230</link>
	<pubDate>2008-09-25T17:35:49+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>ARGH!  bgg's forum software misinterpreted my &quot;greater than or equal to&quot; and threw away half my post!  Can I Astronomy that?  No?  Ok, here goes again.&lt;br&gt;&lt;br&gt;5.  ...Anarchy...anyway, it said, AV greater than or equal to 1.  But if you read Anarchy, the check of city size happens AFTER the first reduction.  Cities size 1 get reduced to 0, it's only cities bigger than 1 that get to stop at 1.  &lt;br&gt;&lt;br&gt;I'm listing this as an ambiguity because I have a feeling you're going to disagree with me.&lt;br&gt;&lt;br&gt;6.  God mode: when I force-bought Theater, it initially didn't toggle my total advances.  Then later that turn it self-corrected, I think.  I'm not certain what happened here.&lt;br&gt;&lt;br&gt;7.  God mode: it would be great if I could manipulate gold.  After I bought Theater, I used Map Edit to reduce my tribes, but just had to remember that I had 3 extra gold.  Later in a Diplomatic offer I overpaid to soak off 3 gold.&lt;br&gt;&lt;br&gt;Also, this would make up for Patronage not working.&lt;br&gt;&lt;br&gt;That's it for me until probably the next release.  I'm feeling motivated (and guilty) about my months-ago promise to Scott to gather up all the rules ambiguities and errata in the rulebook and submit it to him, as my humble offer to the community.  In particular I'd like to see Anarchy and Mining resolved...</description>
	<link>http://www.boardgamegeek.com/article/2675997#2675997</link>
	<pubDate>2008-09-25T16:23:12+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>I played through most of a new game.  I opted to not take Slave Labor because I had lots of deserts.  I got hit with multiple Civil Wars and Volcano's and never recovered sufficiently to want to continue.  (Ironically, I never saw a Bandits).  &lt;br&gt;&lt;br&gt;The good news is, I'd never used Map Edit and God modes during a game, and using them I was mostly able to smooth out bugs to the point that I could mostly play a complete game.  Here's what I found&lt;br&gt;&lt;br&gt;1.  BUG: I had an attack strength 11 against a region with size 3 city and 3 tribes (with Metal Working).  This wiped out the tribes and reduced the attack to 5, but then it should have knocked down the city 1 and it didn't.  I had Engineering, but not Architecture.  (I used Map Edit to reduce the city manually).&lt;br&gt;&lt;br&gt;2.  BUG: I had a case mid-game where I couldn't use Agriculture.  (Map Edit saved the day again).  &lt;br&gt;&lt;br&gt;3.  BUG: Patronage doesn't work.  This really sucks a lot.&lt;br&gt;&lt;br&gt;4.  BUG: &quot;Skip&quot; stays on the screen after I have the choice to Astronomy something and don't.&lt;br&gt;&lt;br&gt;5:  Rules interpretation.  Anarchy again.  I had a region with a size 1 city and 7 tribes, and was shocked when it wasn't affected by Anarchy.  Instead it said &quot;AV </description>
	<link>http://www.boardgamegeek.com/article/2675975#2675975</link>
	<pubDate>2008-09-25T16:16:38+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>all I have to say is WOW! &lt;img src=&quot;http://files.boardgamegeek.com/images/wow.gif&quot; alt=&quot;:wow:&quot; border=&quot;0&quot;&gt; &lt;br&gt;this new update is fantastic!&lt;br&gt;&lt;br&gt;I love the new detail menus, especially the History and the Graph tabs&lt;br&gt;they really give you an idea of how your empire is/was doing during and after the game.   &lt;br&gt;&lt;br&gt;I like now that everything is in the main window (ie no more pop-up dialog boxes ect.)  &lt;br&gt;&lt;br&gt;what a great job!!! &lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt;&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/2673092#2673092</link>
	<pubDate>2008-09-24T16:37:46+00:00</pubDate>
	<dc:creator>Megahex</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>I think I've fixed it.  In the meantime, if you turn on 'God Mode' and then go to Help/Advancements, you can add whatever you'd like from there.  That should tide you over for a little while.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;&lt;br&gt;J.</description>
	<link>http://www.boardgamegeek.com/article/2672851#2672851</link>
	<pubDate>2008-09-24T15:08:40+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;Raiderjakk wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hot dog!&lt;br&gt;&lt;br&gt;I'll check with the bugs and some of the other requests this week.  As for the attacks, I had to really look at Scott's numbering.  There are instances where it appears to me that it goes tribes (check all), then AV (check all) or something to that effect.  I'd have to look at my stuff to remember.&lt;br&gt;&lt;br&gt;Skin support will be in 0.6 as well as storing history info with the save games.&lt;br&gt;&lt;br&gt;&lt;br&gt;J.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Any word on Theater not being buy-able?</description>
	<link>http://www.boardgamegeek.com/article/2672815#2672815</link>
	<pubDate>2008-09-24T14:55:14+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Yep.  I think it got cut off mid-upload the other night.&lt;br&gt;&lt;br&gt;Give it a little bit of time to put up there.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;&lt;br&gt;J.</description>
	<link>http://www.boardgamegeek.com/article/2672749#2672749</link>
	<pubDate>2008-09-24T14:33:23+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Hi Jack,&lt;br&gt;&lt;br&gt;Can you please check the zip file that contains your source code for PocketCiv? I've downloaded it twice, but it says it's not a valid zip file.&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2672714#2672714</link>
	<pubDate>2008-09-24T14:20:37+00:00</pubDate>
	<dc:creator>CrazyBlend</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Hot dog!&lt;br&gt;&lt;br&gt;I'll check with the bugs and some of the other requests this week.  As for the attacks, I had to really look at Scott's numbering.  There are instances where it appears to me that it goes tribes (check all), then AV (check all) or something to that effect.  I'd have to look at my stuff to remember.&lt;br&gt;&lt;br&gt;Skin support will be in 0.6 as well as storing history info with the save games.&lt;br&gt;&lt;br&gt;&lt;br&gt;J.</description>
	<link>http://www.boardgamegeek.com/article/2671473#2671473</link>
	<pubDate>2008-09-24T01:26:09+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>Hi, hi.&lt;br&gt;&lt;br&gt;I've just finished my FIRST COMPLETE GAME of Pocket civ using the simulator!  I pronounce it nearly bug-free and &lt;b&gt;FUN.&lt;/b&gt;&lt;br&gt;&lt;br&gt;I had a good and lucky game (admittedly, I'd been restarting games that didn't go well).  In particular, I never faced an Epidemic.  I've played dozens upon dozens of PC games and never received a score above about 1050.  This game I got 1567.  &lt;br&gt;&lt;br&gt;I attribute this huge jump in score to the different way Jack and I interpret Anarchy.  I read it as written, where Jack reads at as not affecting city-free regions.  This has a tremendous affect on the play of the game, far greater than I realized.  With Anarchy so much less crushing in the midgame, I moved a lot faster, in time to get Law.  Thus in the late game even the major disasters started to look like no big deal.  I did get Superstition+Tsunami right at the end, but by then it didn't matter.&lt;br&gt;&lt;br&gt;The huge score difference isn't just because of when Anarchy hits (after all, one might get super-lucky and never draw it).  It's that I don't have to &lt;i&gt;play around it.&lt;/i&gt;  I'm used to memorizing each disaster as it hits so I know when I get Civil War, for instance, whether I have to eat it or can Astronomy it.  But knowing Anarchy isn't going to wipe out half my kingdom, I can happily let myself run right into it.  The acceleration allowed means faster Diplomacy, sooner trading powers, faster Law.&lt;br&gt;&lt;br&gt;The only downside is that I couldn't attain Theater (see first bug below).  I was set up to get Theater/Patronage at the end of era 5/Start of 6, which would have afforded me the gold to pick up everything else I needed.  This muted my score a LOT.  Otherwise I think one could potentially flirt with 2000...&lt;br&gt;&lt;br&gt;Bugs&lt;br&gt;1.  Theater appears to be unattainable (making Patronage unattainable).  I had all the prerequisites, but couldn't buy it.&lt;br&gt;2.  Attacks are better (I like the arrows) and route correctly, but I'm never being offered choices when I should have a choice.  Maybe true or epidemic as well?&lt;br&gt;3.  &quot;Restart&quot; leaves the blurb for the last disaster I faced before restarting.&lt;br&gt;4.  More of an interface thing, but I have no way of knowing with whom I've formed trade partners.  It would be great if this were displayed somewhere.</description>
	<link>http://www.boardgamegeek.com/article/2670666#2670666</link>
	<pubDate>2008-09-23T20:19:17+00:00</pubDate>
	<dc:creator>BuddhaBob74</dc:creator>
</item><item>
	<title>Thread: Re: Computer Game Update Thread</title>
	<description>&lt;b&gt;&lt;u&gt;Pocket Civ 0.5.0.0 Released!&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Note:  Old maps may not work as you expect them to work.  Read the ingame notes the first time you open the game on the Welcome screen and mess around with your maps to get them the way you want - basically you have to define your oceans and land masses.  Once you do that, you'll be set.&lt;br&gt;&lt;br&gt;Files are up there now.&lt;br&gt;&lt;br&gt;Here's the changes:&lt;br&gt;&lt;br&gt;0.5.0.0&lt;br&gt;	- Fixed bug where Anarchy would not show why a city with 1AV wasn't reduced.&lt;br&gt;	- Explicitly force naming of coastal regions and landmasses into game map files to speed border searches.&lt;br&gt;	- Added code to manually close all game objects.&lt;br&gt;	- Fixed huge memory leak when opening a game/map/scenario and then cancelling&lt;br&gt;	  out of it.&lt;br&gt;	- Fixed title of Sea Expedition dialog.&lt;br&gt;	- Added 'Cancel' button to exploration dialogs.&lt;br&gt;	- Fixed arrows showing up after some events.  Still haven't fixed it all yet.&lt;br&gt;	- Fixed bug in 'Sandstorm' event where regions were not being selected properly.&lt;br&gt;	- Fixed bug where 'Bandit' event on card #9 would blow the game up.&lt;br&gt;	- Moved Details menu item under Map menu.&lt;br&gt;	- Added high score tracking.</description>
	<link>http://www.boardgamegeek.com/article/2659534#2659534</link>
	<pubDate>2008-09-19T02:05:29+00:00</pubDate>
	<dc:creator>Raiderjakk</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		If you master the one-handed shuffle, you can play Pocket Civ while holding an infant &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic370054_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/370054</link>
	<pubDate>2008-09-08T03:00:43+00:00</pubDate>
	<dc:creator>Stoffel</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Pocket Civ computer game programmed by Jack Neal &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic359457_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/359457</link>
	<pubDate>2008-08-08T21:34:12+00:00</pubDate>
	<dc:creator>chaosbreaker</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		All pocket civ &quot;de luxe&quot; parts and cards glued and ready to cut &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic359424_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/359424</link>
	<pubDate>2008-08-08T20:01:39+00:00</pubDate>
	<dc:creator>jumatake</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Homemade PocketCIV Deluxe  &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345090_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345090</link>
	<pubDate>2008-06-19T20:14:04+00:00</pubDate>
	<dc:creator>Websteria</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		My homemade PocketCiv - Setup for Mission 1 - Took about 10 hours to make. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345089_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345089</link>
	<pubDate>2008-06-19T20:12:26+00:00</pubDate>
	<dc:creator>Websteria</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Pocket Civ on a dry erase board. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic336692_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/336692</link>
	<pubDate>2008-05-26T21:57:25+00:00</pubDate>
	<dc:creator>mothertruckin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Some custom cards I made for easy printing. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic334060_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/334060</link>
	<pubDate>2008-05-19T01:12:52+00:00</pubDate>
	<dc:creator>edmeadows</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		PnP pocket civ set w/storage solution- B/W printer makes it not as aesthetically pleasing, but, it's functional. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic326986_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/326986</link>
	<pubDate>2008-04-28T01:24:33+00:00</pubDate>
	<dc:creator>glundee1</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Scenario #3: The quest starts at a small island. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic322370_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/322370</link>
	<pubDate>2008-04-15T06:18:55+00:00</pubDate>
	<dc:creator>waterborg</dc:creator>
</item></channel></rss>