<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Europa 1945-2030</title>
	<link>http://www.boardgamegeek.com/boardgame/295</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 15:14:07 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 15:14:07 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Box front of the french version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic361360_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/361360</link>
	<pubDate>2008-08-14T20:16:13+00:00</pubDate>
	<dc:creator>arnaudel</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>&lt;i&gt;and it’s a worthy addition to any game collection.&lt;/i&gt;&lt;br&gt;&lt;br&gt;And your review convinced me of that. Good work!</description>
	<link>http://www.boardgamegeek.com/article/2111958#2111958</link>
	<pubDate>2008-02-26T04:34:53+00:00</pubDate>
	<dc:creator>Doidimais Brasil</dc:creator>
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	<title>Thread: Re: Session Report</title>
	<description>&lt;i&gt;much better than, say, Diplomacy &lt;/i&gt;&lt;br&gt;&lt;br&gt;Blasphemy...! &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2111945#2111945</link>
	<pubDate>2008-02-26T04:30:30+00:00</pubDate>
	<dc:creator>Doidimais Brasil</dc:creator>
</item><item>
	<title>Thread: Re: A simulation or a game?</title>
	<description>So you guys saying the ideal number of players is 6?</description>
	<link>http://www.boardgamegeek.com/article/1900988#1900988</link>
	<pubDate>2007-12-03T10:00:37+00:00</pubDate>
	<dc:creator>Sonja</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268033_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268033</link>
	<pubDate>2007-11-13T08:11:41+00:00</pubDate>
	<dc:creator>Mr Penguin</dc:creator>
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	<title>Image</title>
	<description>
		Another useless game component. These states are too small to include in the voting mechanism for the game but the cards are included for information purposes. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268027_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268027</link>
	<pubDate>2007-11-13T06:40:10+00:00</pubDate>
	<dc:creator>Mr Penguin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic268026_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/268026</link>
	<pubDate>2007-11-13T06:37:18+00:00</pubDate>
	<dc:creator>Mr Penguin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Haggling over Deutschland &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic257043_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/257043</link>
	<pubDate>2007-10-14T19:25:53+00:00</pubDate>
	<dc:creator>opinicus</dc:creator>
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	<title>Image</title>
	<description>
		Referendum Schedule &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic257041_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/257041</link>
	<pubDate>2007-10-14T19:24:31+00:00</pubDate>
	<dc:creator>opinicus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		First Round, Fourth Referendum &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic257038_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/257038</link>
	<pubDate>2007-10-14T19:23:04+00:00</pubDate>
	<dc:creator>opinicus</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Euromicrostates (reference only) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic257037_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/257037</link>
	<pubDate>2007-10-14T19:21:53+00:00</pubDate>
	<dc:creator>opinicus</dc:creator>
</item><item>
	<title>Thread: Re: A simulation or a game?</title>
	<description>It's been years sinced I played this one and unfortunately I have only played it a few times. Last time I played I think it was with at least six and I seem to recall it was rather good fun. &lt;br&gt;&lt;br&gt;The reason my group hasn't played it much is that it does need six to make it work and it it a sort of in between game for the club I go too. Not long enough to fill the afternoon but too long to allow it to fit around other game (we never play the same game twice on the bounce)&lt;br&gt;&lt;br&gt;I think it's better game than some people give it credit for&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1723915#1723915</link>
	<pubDate>2007-09-14T18:35:29+00:00</pubDate>
	<dc:creator>thirts</dc:creator>
</item><item>
	<title>Thread: A simulation or a game?</title>
	<description>Last night I played Europa twice.&lt;br&gt;&lt;br&gt;We played a handful of turns with 3 players prior to our 4 arriving.&lt;br&gt;&lt;br&gt;I don't think I will play again with 3.  This is another game where the # of players is more for marketing and less for playability.  Yes, 3 can technically play, but inevitably, the board was just two empty and it became about 2 players joining on any given country and then rolling the board.  Further, the first person to &quot;break from the pack&quot; just causes the other two players to form a long term coalition.&lt;br&gt;&lt;br&gt;And that is what this game is about...coalitions.  As a simulation, the game really works when you have a number of players who can join in one country and then just change their partnership in the next.  However, this is both the game's point and its downfall.  You NEED to play this game with an avant garde attitude towards being left out of a coalition.  We found that if two players ally, they can run the board, leaving the other players in the dust.  The winning player was he who was able to join in runs with each of the other 3 players at the same time, while the other players refused to ally or betrayed each other on some combined run.  This caused one player to have several meeples get stranded without enough meeples to get a majority.&lt;br&gt;&lt;br&gt;This revealed the key to the game.  YOU DO NOT WANT TO MOVE FIRST.  Other players can then either go elsewhere to leave you burning all your meeples to get 1 or 2 countries or to jump your meeples and out vote them, causing you to have a 0 gain turn.  This is one of those game design issues where you want to allow a leader to be caught, but tend to give freebies to he who are in last to bring them back into the pack.  The result is that on turn 3 (the critical turn as Eastern Europe becomes open to play), everyone was in the pack, but the slight leader was left in the cold and dropped to last and then swung on turn 4 back into 2nd place by having the analysis paralysis last turn to maximize his points and king-maker the game.&lt;br&gt;&lt;br&gt;This last turn was the former leading player just calculating how high he could bounce back and then betraying his partner at that moment to jury rig the outcome.  This seems to be triggered by the consistent single victory point received from every successful coalition.&lt;br&gt;&lt;br&gt;The only non-coalition victory points come from two actions:  1) leading in political points = 3 vp and winning the two blind bids against political chaos results in 4 vp (or a loss of 4 vp) with decreasing rewards/penalties to those in 2nd and 3rd place.  This is HUGE.  Two blind bids are the only non-coalition points and represent a large VP sum in this game.  It was frustrating to some to have a mis-guess on these two bids hurt them by the loss of several vp's in distance between players.&lt;br&gt;&lt;br&gt;Finally, for me, I felt by turn 3 or 4 that it didn't really matter how much time I took to plan my turn.  Maybe I was tired, but despite all the pre-negotiation of coalitions in forming runs on countries with the meeple that moves on after a successful coaltion, I was finding as a constant early player that others would just disrupt my plan, jump my meeples or stab me in the back.  Basically, the late moving players were just making decisions on how many points to give me and I couldn't see much I could do about it, having to place all my meeples before the other player. &lt;br&gt;&lt;br&gt;With the bottom two players constantly allying, I felt forced to either help them out by not allying with the leader or going it alone.  Perhaps this is a problem with a 4 player game and it would be better with more players as you have more coalition options.  However, more players also means less meeples / player so the density of pieces might not actually increase enough to offset this.&lt;br&gt;&lt;br&gt;So, this all sounds very negative, no?  This focuses on my concern that there was not much game here as the final turn was about king-making and math puzzle crunching.  However, it does not reflect the fact that we all had a blast!  It was hilarious to see the Uber-EU attitude of the game in its Nirvana political concept of permanent political stability.  It was fun to see the give and take of moment by moment coalitions and betrayals.  However, we recognized that this was because we had something very special...a game group that was willing to pretend that we were all French diplomats and not take personally the moment by moment swings of fortune.  I guess I am saying that the ride was worth it despite not feeling like the victory meant much as it was so decided by a math calculation (like a Sudoku puzzle) on turn 4.  It was far too easy to watch the VP's and plan accordingly.&lt;br&gt;&lt;br&gt;Surprisingly, we all felt this game was a keeper and wanted to return to play again with more players.  The other reviews on this site point out the obvious comparison with Diplomacy.  This game allows for a shorter playing time and more political twists with less time investment.  Dip can see a days efforts fall to a single back stab.  Europa sees backstabs at any moment, but you can always come back and work with the player or hose him 15 minutes later.&lt;br&gt;&lt;br&gt;Suggestions for the future:  &lt;br&gt;We should have followed the rules and kept victory points hidden, but that just adds a guessing factor to who is perceived to be winning versus really winning.  &lt;br&gt;Second, we didn't use the &quot;teleport&quot; function of flying to any EU boundary upon winning an election per the errata.  We stuck with moving to next door neighbors per the rule book.  That made for some more tactical planning.  Perhaps adopting the errata's &quot;go to any EU border&quot; would make the flow more non-obvious, but we felt that is only appropriate when a country chain leads a player to a dead end where their meeples evaporated for lack of adjacency.  The jump anywhere was felt to add too much chaos to a game which already is very chaotic.&lt;br&gt;&lt;br&gt;HMMM....the errata says a meeple cannot survive from turn to turn, but must advance to a country that hasn't been elected yet.  We allowed meeples to advance to adjacent countries of lower value to await next turns deliberations.  It turned out to never really be an impact, but certain countries would have joined rather then end up being &quot;dead-ends.&quot;  With this rule, all of Europe will become EU, but then that's the point, no?&lt;br&gt;&lt;br&gt;Finally, the pieces are placed by half (round up) in turn order and then back around for the other half in the same turn order.  This was nice in that it caused the placement to be much faster than Risk's one piece at a time, but this led to the ease of stopping the leaders.  And by stop, I mean guarantee no victory points for an entire turn (happened to one player on each of turn 2-4).  &lt;br&gt;&lt;br&gt;One suggestion was going up the order and then back down.  That would give the leader both the best and worst of placement.  Early placed pieces tend to become useless and the last pieces tend to be decisive.  It would allow a leader a bit of help in staying in the lead, but ultimately, I really worry about the power of placing last.  In turn 3 and 4 of our game, the last player ended up getting a 100% conversion rate for that turn.  In both of these instances, that meant the player rocketing from last place to 1st or 2nd place.  Only the dominating player winning the chaos bid kept him in the lead.&lt;br&gt;&lt;br&gt;However, if the last player was the leader, he could at least salvage some points from the turn, but likely could not save all of his pieces against steady coalitions.&lt;br&gt;&lt;br&gt;Ultimately, with the right group and attitude of not worrying too much about piece placement, the game played in under 2.5 hours for a new group.  That is impressive time for the amount of negotiating and diplomacy.  However, we felt the fun was in the ride and not in the final sense of victory.</description>
	<link>http://www.boardgamegeek.com/article/1723756#1723756</link>
	<pubDate>2007-09-14T17:39:42+00:00</pubDate>
	<dc:creator>macdrum</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Victory point counters and turn marker. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245147_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245147</link>
	<pubDate>2007-09-08T06:01:37+00:00</pubDate>
	<dc:creator>Mr Penguin</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Some of the european jigsaw &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245146_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245146</link>
	<pubDate>2007-09-08T06:00:33+00:00</pubDate>
	<dc:creator>Mr Penguin</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Myself&lt;br&gt;Martin&lt;br&gt;Mike&lt;br&gt;Sylvain&lt;br&gt;Nicolas&lt;br&gt;&lt;br&gt;First time for all of us playing Europa. Sylvain is French and really into the whole theme of the EU being forged. He explains the rules (very very briefly), and off we go.&lt;br&gt;&lt;br&gt;First round -- Everyone plays a little timidly and in their own corner. I get Luxembourg all by myself (sweet, 6 political points!). There is only one coalition to be made, which centers on France. Myself, Martin and Nicolas decide to get together and boot Mike out of it. This also allows us to convert Belgium and the Netherlands, giving us a substantial lead in political points.&lt;br&gt;&lt;br&gt;2nd round -- Mike didn't win a single political point last round, so he only has two dudes (well, we were all playing with lesbian dudettes... no matter) to put on the board, while I'm already up to five with 54 points. I spread around a little bit, try to open negotiations with England, Spain and Italy. In the end the other players follow in my footsteps. I get in on the union of Spain and Portugal, but no agreement can be reached for England/Ireland, after many twists and borken alliances. &lt;br&gt;&lt;br&gt;3rd round -- Mike has 3 dudes, Sylvain 4, Martin and Nicolas 5 and I have 6 (and I'm one political point away from from my 7th). Realizing that I have a huge lead on everyone, and that one one will want me in their coalition, I bid 4 dudes for peace and win the four vps. Martin gets 2nd place with 3 dudes, breaking the tie away from Nicolas who also bid three dudes but has a slightly higher political score. As I was expecting, I get shut out of every coalition while Nicolas gets in on one major one that wins over three countries. Mike and Martin are invited to participate in all the winning coalitions&lt;br&gt;&lt;br&gt;4th round -- Mike and Sylvain are catching up to me on the political track, and Martin and Nicolas are waay ahead of me. I'm still one point shy of my 7th dude, darn it! So I decide to bid nothing for peace, an idea that Mike and Sylvain both shared. Martin again breaks the tie with Nicolas as they both bid three, and gets 4vps for it. The action in this round is wild and wooly, as we get one vote shy of having Russia join the EU (!!) and I think that we finally managed to convince those stogdy English folks to join as well. Mike is invited left and right to all coalitions, while Sylvain spread his dudes too thin and in unloved countries and finds himself shut out of a lot of countries. At one point me and Mike have to decide between who among Martin and/or Nicolas we should add to our coalition, and they are both (we think) ahead in the game... a bit of a kingmaking situation! We finally opt to include Nicolas as Martin potentially has more vps that coalition ends up winning three countries. Later we find ourselves in the same position and invite Martin to join us; we win two countries with that coalition.&lt;br&gt;&lt;br&gt;So it's already the end. I think I'm doing very well, but I think that Martin won. We reveal the final scores and... surprise! Mike, trailing the whole game in political points, actually scores the victory:&lt;br&gt;&lt;br&gt;Mike 18&lt;br&gt;Martin 16&lt;br&gt;Myself 15&lt;br&gt;Sylvain 15&lt;br&gt;Nicolas 14&lt;br&gt;&lt;br&gt;&lt;br&gt;Overall I enjoyed the experience, although the game definitely favours sweettalk/positionning/convincing/whining as a valid strategy. Not exactly my cup of tea, but much better than, say, Diplomacy thanks to the short playing time. I think we all found the game to be agreeable, and luckily it didn't generate any fights or bad feelings &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/833344#833344</link>
	<pubDate>2006-03-09T15:25:09+00:00</pubDate>
	<dc:creator>mnv_iii</dc:creator>
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	<title>Thread: Session Report</title>
	<description>&lt;br&gt;&lt;br&gt;10/28:&lt;br&gt;&lt;br&gt;Europa 1945-2035: Bill, Don, Dave, Bob, Phil and Mark&lt;br&gt;&lt;br&gt;The last time we played this, Bill vetoed a coalition on the first turn that pretty much doomed him and I to mediocrity for the rest of the game and Bruce(!??!) of all people took the win.  So this time I remembered to avoid Bill like the plague.  He's not stable you know!  Other folks weren't as fortunate.&lt;br&gt;&lt;br&gt;I again got trounced in the early going, taking one for the team (putting my 2nd guy in for the first '4' country) and then seeing my remaining meeple bounced on the next election.  Doh!  But my crocodile tears and some low key whining went a long way to pulling me back into the middle of the pack political points (PPs) wise during the 2nd round.&lt;br&gt;&lt;br&gt;The 3rd year started off with an outbreak of wars in three countries!  We were unable to quell the disturbance and I somehow ended up losing 2 VPs (Dave took the 4 VP hit when he got stingy with his meeples).  During the middle of the third year Bill's &quot;Mr. Hyde&quot; personality rose to the front again.  Teamed with the two leaders, Dave and Phil, in a '3' country he vetoed the coalition dooming all of their meeples.  He did the same in the very next country where the three were teamed again.  These two vetoes had a cascading effect in that we couldn't get the votes in any other countries down the stretch so all of us got hit.&lt;br&gt;&lt;br&gt;In the 4th year we again had a huge war and tension trouble and again we were unable to put the fires out.  This time Bill took the 4 VP hit when he refused to contribute even one meeple to the peace keeping effort.  Thereafter we referred to him as France.  Thus he started the turn with zero VPs, but a lot of meeples to place.  I took the 2 VP loss, again.&lt;br&gt;&lt;br&gt;In the first territory I shook hands with the devil when Bill placed his final 3 meeples into a territory which already had a total of 3 meeples (one from 3 different players).  I sold out and went in on a coalition with him instead of dooming us all.  Phil and Dave got nuked in this fourth round as folks refused to be in a coalition with them.  And then Don and Bill got rolling on a coalition of their own and cut Bob and I out too.  In one of the final territories Bill had the choice of allying with me or Don.  A victory at this point for either one of us would mean the lead in PPs and thus the presidency's 4 VP bonus.  Oddly enough he chose Don.&lt;br&gt;&lt;br&gt;And so Don took the game with 12 VPs?  I had 10 as did Phil and Bob was somewhere in there too (11?).  Bill somehow got 8 VPs on that last turn while Dave got stonewalled at 6 VPs due to Bill's shenanighans (sp?).&lt;br&gt;&lt;br&gt;This is about the 4th time I've played Europa and although I have had fun playing I think the game can easily be wonked by a steadfast coalition of players or sometimes by a single psychotic player.  It still seems like one big exercise in king making with a lot of it boiling down to the final turn (making the first turn or two seem irrelevant).  I'll have to read up on some variants for it because there's some stuff to like here.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/55576#55576</link>
	<pubDate>2004-09-21T19:08:36+00:00</pubDate>
	<dc:creator>DangerMouse</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>	The old adage is that “You can’t judge a book by its cover.”  These may be words of wisdom, but let’s face it – most people DO judge books, games, movies, etc. – by their cover – at least initially.  Perhaps that’s why I haven’t heard that much about Europa 1945-2030 (Eurogames, 1998 – Duccio Vitale and Leo Colovini).  The cover has almost nothing to do with the game (a huge baby crawling through a background of blue.), and doesn’t really inspire interest.  However, when opening the box – one finds some of the most fantastic components ever to be put in a board game.  Yet again, when I went to &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com&quot; rel=&quot;nofollow&quot;&gt;www.boardgamegeek.com&lt;/A&gt;, I discovered that the average rating was close to “5”, which is an abysmal number for that site.  Yet, inspired by one positive review, I decided to try it out – and I’m glad I did.&lt;br&gt;&lt;br&gt;	After playing it, I understand why many dislike the game.  Because of the mechanics, it’s very simple for a game experience to be ruined if some players play a specific way.  And yet, I really enjoyed the game.  Sure, &lt;font color='#FF0000'&gt;I was enamored by the components, but more than that – the negotiations were really enjoyable and a tad less cutthroat that those of the classic game Diplomacy.&lt;/font&gt;  The theme went over like a bomb in our group – but the puzzle pieces overcame that.  The game looks good, plays well, and truly is educational – if you wish.  &lt;br&gt;&lt;br&gt;	The theme of the game starts after World War II, and involves players trying to convince countries to join the European Union (EU).  A large game board is set up in the middle of the table, denoting a current map of Europe.  Several overlays are placed on the board, covering up many countries (notably the small countries that were formerly the U.S.S.R.). leaving fifteen countries showing: Great Britain, Ireland, Iceland, France, Italy, Switzerland, Austria, Germany, Luxemburg, Netherlands, Belgium, Denmark, Sweden, Norway, and Finland.  Each player places one meeple (pawn) on a political track – starting number of political points is determined by number of players (from 20-40).  Each player also receives a certain number of meeples (2-4), depending on number of players.  Turn One (of Four) is ready to begin.&lt;br&gt;&lt;br&gt;	Each turn is composed of five phases.  &lt;br&gt;-	The first phase determines turn order.  On the first turn, this is done randomly, but after that, the player whose meeple is highest on the political track goes first, with the next highest going second, etc.  &lt;br&gt;-	During the second phase, players determine who receives more meeples.  The number of meeples they receive is equal to 1/10 of a player’s political points (rounded down).&lt;br&gt;-	Phase three determines the election order.  The corresponding card for each country is shuffled, and then placed face-up on a card track on the board.  This shows the order in which voting will occur in each country.  A numbered counter that corresponds with a cards position is placed in the matching country.  &lt;br&gt;-	In turn order, during Phase four, the player places half of their meeples on one or more of the available countries that turn.  They can place them on any open country in the first turn, but after that, are limited to countries that are connected to countries already in the EU.  After all players have placed, they again place the other half of their meeples in one or more countries, in turn order.&lt;br&gt;-	The heart of the game is the fifth phase – elections.  Each country has an election to see if it will join the EU.  The elections follow the order that was chosen in phase three.  If a country has no pawns in it, the “evil” nationalists (how DARE a country not want to join the EU!) win, and nothing happens.  If there are meeples in a country, however, it is possible for that country to join the EU. Each country has a number in a black circle – from 1 to 6.  This is the minimum amount of meeples who must be in that country.  That does not ensure that the country will join the EU, however.  Each country is worth a certain amount of points, from 2 to 48.  The player(s) who want those points must form a coalition that meets the following requirements.  1: A maximum of three players may be in the coalition (one is allowed).  2:  The coalition must have a majority of the meeples in the country.  3:  The coalition must meet or exceed the number in the black circle.  If a coalition succeeds, the country joins the EU (hooray – peace on earth!), and a blue puzzle piece that is the same shape as that country is placed over it, signifying that it has joined the EU.  The corresponding card for that country is removed from the game, and every player in the winning coalition gets one victory point chip.  Also, each player splits the points the country is worth – and moves their meeples on the political track according to the points they received.  Finally, the winning players may move ONE of their meeples from this country to any other country that has not yet had an election.  All other meeples are returned to the box.  &lt;br&gt;-	In the third and fourth turn, there is an extra phase, called “Risk of War.”   This phase occurs before phase four on those turns. Two ten-sided dice are rolled six times.  There is a chart on the side of the board that the dice are compared to.  Each country whose number on this chart is rolled gets a “Tension” marker.  If the country already has a “tension” marker, a “War” marker is placed in the country.  If the country already has a “War” token, all countries next to that one get a “tension” marker, which could produce a chain reaction…  The “General Level of Conflict” is then calculated, with each “tension” country adding one point, and each “war” country adding double the value of their black, circled numbers.  Once a total has been reached, players must try to stop the tension and war.  All players secretly bid an amount of their meeples.  If the total number of pawns is equal to or greater than the conflict total, then the player who bid the most meeples gets four victory points, the second most gets two victory points, and the third most receives one victory point.  All tension and war markers are removed from the board, and people in all the countries hold hands and sing merrily.  However, if the total meeples is less than the conflict total, the player who kept the largest number of meeples back (did not bid them) LOSES four victory points, the second most two victory points, etc.  Then the player who did bid the most meeples uses the meeples that were bid to remove at least some of the “tension” and “war” chips.  In elections, the black, circled number is increased by one, and countries that are at “war” cannot even have an election.&lt;br&gt;&lt;br&gt;At the beginning of turn two, some puzzle pieces are removed from the board, adding new countries - Spain, Turkey, etc. -  to the game (their cards are shuffled into the deck for the next round.)  At the beginning of turn three, the USSR breaks up, and a LOT of countries are added to the game.   After turn four, the game is essentially over.  The player with the most political points is elected president of the EU, and gets 3 victory points.  The player with the most victory points is the winner! (Although the rules compare your victory with how many war and tension markers are still on the table!)&lt;br&gt;&lt;br&gt;Some comments on the game…&lt;br&gt;&lt;br&gt;1.)	Components:  Except for Days of Wonder, nothing much can beat the quality of a big-boxed Eurogame.  Everything in the box (aside from the box art) is fantastic, and if you are a meeple fan, as I am – this game comes with 120 of them!  And there are meeple men and women – how cute!  (Ahem.)  The map is huge, and looks really striking on the table.  All the numbers are easily read (except a few of the black ones).  The cards are a nice size, are easy to shuffle, and have some good information about each country on them (for educational purposes).  The number one striking thing about the components, however, is the puzzle pieces.  Each of the many, many puzzle pieces fits snugly over the exact country on the board.  Finding the right piece, and laying them down is really a lot of fun – and it’s really kind of fascinating to watch how an ocean of colors slowly but surely turns to blue – symbolizing the growth of the EU.  A great plastic insert holds all the pieces well – including the little victory point tokens.  Tons of components are present in this game.  Even if you don’t like the game, but are an aspiring game designer – there’s a lot of stuff here for you to play with.&lt;br&gt;&lt;br&gt;2.)	Rules:  I was a little confused on the rules at first, and had to read them through twice to fully understand them.  Once I got the hang of it, the game is fairly easy, although there is occasionally a snag up with elections.  A sheet of errata including some rather important rules that were missed in the rulebook is included in the game.  I found that the game is fairly easy to teach, but that most people take a bit to “get” the game.  &lt;br&gt;&lt;br&gt;3.)	Theme:  I don’t want to start a debate on how good the EU is/isn’t, but it’s quite evident that the designers think that it’s God’s Gift To Mankind.  People who are heavy nationalists may despise the theme, as some of my history-buff friends do, but most people enjoy the game anyway.  One history major I played the game with snarled about how evil the EU was, but won the game anyway – helping expand the EU across Europe.  I rather enjoy playing games that make people have fun, even though their ideology may be hurt.  J  One part of the theme that I really enjoyed was seeing the USSR break up, and turn into many different countries – countries that very easily would break into war.&lt;br&gt;&lt;br&gt;4.)	Problem:  There is one glaring problem with the game.  If two (or more) people team up at the beginning of the game, not caring which of them wins, they are pretty much unstoppable.  Everyone HAS to play for themselves, and only themselves.  Alliances must be temporary, and I don’t think I will be playing the game with any “we love each other and cannot harm each other” couples again.  However, when I play the game, I state this at the beginning, and it isn’t too much of a problem.  The game still offers an excellent opportunity for “king making”, but so does every other diplomatic game.&lt;br&gt;&lt;br&gt;5.)	Diplomacy:  I hate Diplomacy, and the destruction of relationships and friendships it causes (and the people who have every opening move memorized).  However, I do like the diplomacy in this game – it’s short, it’s open, and it’s rather fun.  The countries are all numbered differently (although it seems that the designers may be biased into making some countries worth more than they actually are).  Should I barter with Joe to take this country, and leave Mary Ann out in the cold?  Or should I hook up with Mary Ann and Sue, leaving Joe with empty pockets?  Or maybe they’ll hook up and hang me out to dry!  Negotiations are short, sweet (well, sometimes), and the game moves at a good pace.&lt;br&gt;&lt;br&gt;6.)	Fun Factor:  Despite the fairly negative reviews I’ve read on this game, I actually think it’s pretty fun.  The pieces are great – for sure, but the changing map, the naming of each country in their own language, and the stabbing of people in the stomach (they can see it coming) is frankly a lot of fun.  The only people who won’t have fun are those lovey-dovey couples who may just go home arguing all night.&lt;br&gt;&lt;br&gt;I’ll gladly play this game anytime, as long as I can get a group of like-minded people.  &lt;font color='#FF0000'&gt;It’s fairly quick, fits up to six players (don’t play with less than 4!), and looks absolutely stunning when set up on the table.&lt;/font&gt;  I hear that this game is going out of print this year, so if you want to pick up this unfairly maligned gem, do it now!  If you like European modern history, geography, diplomacy, and just fun – then this is the game for you!  If you like everyone, and never wish to harm anyone else – well, then go play Lord of the Rings.  I do think that most people, even “non-gamers”, will like this one – and it’s a worthy addition to any game collection.&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/28883#28883</link>
	<pubDate>2004-02-26T12:34:40+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Europa:  Fred, Andy, Angela, Carl, Thad&lt;br&gt;&lt;br&gt;After Capitol, we decided to play Europa.  This game goes against everything I believe in politically – I believe in free markets, free minds, and free coutries.  So forming coalitions to gain political influence to bring countries into the European Union and gain victory points is a difficult concept for me to swallow.  That said, I’ve had this game a while, and I knew that Carl really liked it, so off we went to unite Europe.&lt;br&gt;&lt;br&gt;Because the premise of this game is so against my nature, and the fact I needed to finish a sewing project, I didn’t spend much time analyzing the board before each round, nor did I contribute much to the negotiations.  Even so, by the end of the third round, I managed to amass 14 victory points.&lt;br&gt;&lt;br&gt;The mechanics of the game are much simpler and the board manipulation was more onerous than I had imagined.  But I truly appreciated the geography lesson.  &lt;br&gt;&lt;br&gt;Carl threw us all for a loop by commiting all of his meeple to ending the war in Russia on round four.  This pushed him well into the lead with 18 victory points.&lt;br&gt;&lt;br&gt;I was surprised by the results of this one.  &lt;br&gt;Thad – 19&lt;br&gt;Carl – 18&lt;br&gt;Andy – 17&lt;br&gt;Angela – 17&lt;br&gt;Fred – 15&lt;br&gt;&lt;br&gt;Once again, we checked in with the Age of Renaissancers.  Still on the first turn.&lt;br&gt;&lt;br&gt;We also took the time to check on the Robo Rally-ers.  They were using four boards and four flags, and as of yet, the first flag was still virgin territory.  They’d been going for about an hour.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/15275#15275</link>
	<pubDate>2001-12-03T19:11:41+00:00</pubDate>
	<dc:creator>hinj</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Ever since I first read about this one, I've been anxious to try it, so when Rick told me he had it, I requested it. William, Corwin and I had never played it before, but I had read the rules, so we gave it a go. I had some misgivings about playing it with 3 because it seemed like it wouldn't be much fun, but we braved on because the box said 3 could play it.&lt;br&gt;&lt;br&gt;The box lied. We didn't even finish round 1! This game is clearly meant to be played with mroe players competeing for precious Political Points, but as a 3 player game, there is zero tension. Yuck. After playing of Mamma Mia and Formula De, this was a huge miss, especially because I had such high expectations for it. I will try again with 4 or 5 players, but never again with 3. I really hope this game gets better.&lt;br&gt;&lt;br&gt;Scores: None -- abandoned.&lt;br&gt;&lt;br&gt;Ratings: None -- same reason.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/14791#14791</link>
	<pubDate>2001-07-31T22:40:52+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Jason had mentioned he was bringing this EuroGames release along with him so I was excited to give it a try.  As fate would have it, my copy also arrived that afternoon, so I was able to read the rules in preparation.&lt;br&gt;&lt;br&gt;The game follows the development of the European Union from the ashes of World War II into the future.  Players must cooperate in efforts to bring as many European nations into the Union and suppressing nationalistic uprisings and wars.  At the same time, however, players must compete for an individual victory by amassing the most political and victory points.&lt;br&gt;&lt;br&gt;Each turn, certain countries will hold elections to determine if they will join the EU.  Players place pawns (representing influence) in some of these countries as they will not have nearly enough pawns to participate in each election.  Nearly every time it is necessary to form coalitions in order to win the elections in each country, so negotiations are vital.  If a coalition is formed which successfully surpasses the required number of votes to capture the election AND meets with the approval of a majority of the pawns in that country, then the respective country joins the EU.  The players in the winning coalition split the political points earned (which vary by country) and each receive 1 victory point.  In addition, they get to reassign one of their pawns from that country to another country which will be holding an election that round.  All other pawns are removed.&lt;br&gt;&lt;br&gt;The campaigning continues until all elections are held.  Then, play moves into the next round.&lt;br&gt;&lt;br&gt;Each round, players receive new pawns based on their accumulated political points.  Political points are earned from winning elections, so it is vital to be in as many successful coalitions as possible, or win the election outright on your own.&lt;br&gt;&lt;br&gt;The game really gets interesting during turns 3 and 4 after the Berlin Wall falls.  Nationalism re-surfaces and each turn several countries may have uprisings and war may break out.  Players must suppress these outbreaks or suffer potentially disastrous consequences.  This could cause several players to lose victory points if the wars are not successfully dealt with, or gain victory points if the uprisings are squashed.  This is a terribly exciting part of the game that has players trying to guess what their opponents are going to do and make the best move to secure some added victory points.&lt;br&gt;&lt;br&gt;The game goes 4 rounds after which the player with the most accumulated political points is elected President of the EU and gains an additional 3 victory points.  Then, the player with the most VP wins.&lt;br&gt;&lt;br&gt;Early on, we made the mistake of allowing Lenny and John to form coalitions in several of the larger countries (Germany, Britain and Holland), resulting in a huge windfall of political points for them. This gave them a nice lead in both PP and VP and gave them quite a few more pawns to work with in the next round than we enjoyed.&lt;br&gt;&lt;br&gt;Round 1:  &lt;br&gt;PP:  John 72, Lenny 27, Greg 54, Eryk 36, Jason 26&lt;br&gt;VP:  John 4, Lenny 4, Greg 1, Eryk 1, Jason 1&lt;br&gt;&lt;br&gt;Round 2 saw Eryk, Jason and I working in tandem to break up the John - Lenny coalition, but we couldn't budge either one to our side.  A bitter battle took place during the Italian election, but we failed to form a winning coalition and Italy remained outside the EU.  The round ended with each of us maintaining our positions.&lt;br&gt;&lt;br&gt;Round 2:  &lt;br&gt;PP:  John 78, Lenny 78, Greg 62, Eryk 45, Jason 34&lt;br&gt;VP:  John 5, Lenny 5, Greg 2, Eryk 2, Jason 2&lt;br&gt;&lt;br&gt;Round 3 saw an outbreak of war ... appropriately enough .. in the Balkan States.  Further, this war spread to neighboring countries and we had a war with a Conflict strength of 15 to deal with.  This means that players must collectively commit at least 15 or more of their pawns in order to successfully suppress the war and uprisings. Commitments are done in secret and the pawns come out of the allotment of pawns players receive for the upcoming elections.  Thus, pawns committed to 'battle' are not available for the impending elections. A very tough choice must be made.&lt;br&gt;&lt;br&gt;What is the lure of suppressing the war?  If players do commit pawns in sufficient number to quell the revolts, then the player who committed the most tokens receives 4 victory points, while the player who committed the next most receives 2 VP and the third most receives 1 VP.  Ties are broken in the favor of the player with the least PP. The drawback, as mentioned, is that these pawns are not available for the elections.&lt;br&gt;&lt;br&gt;If the effort to suppress the revolts fail, however, there are severe consequences.  The player who HELD BACK the most tokens (did not commit them to the 'battle') is penalized by losing 4 VP.  The player who held back the 2nd most tokens loses 2 VP and the player who held back the 3rd most tokens loses 1 VP.  OUCH!&lt;br&gt;&lt;br&gt;In our first war, after everyone had secretly committed their pawns, we were all shocked as Jason opened his hand revealing 0 tokens committed.  We thought the war would be lost.  Fortunately, the remaining players had committed exactly a total of 15 pawns, so the war was won.  This earned Eryk 4 VP, Lenny 2 and myself 1.&lt;br&gt;&lt;br&gt;The ensuing elections saw Jason and I form a formidable coalition and sweep elections in 5 separate countries.  This swept me into the second position in PP with Lenny holding a slight advantage.  Three of us were now tied in VP with 8 apiece.&lt;br&gt;&lt;br&gt;Round 3:  &lt;br&gt;PP:  Lenny 102, Greg 96, John 80, Jason 68, Eryk 43&lt;br&gt;VP:  Lenny 8, Greg 8, Jason 8, John 7, Eryk 6&lt;br&gt;&lt;br&gt;What looked like an incredible fight for the win looming during round 4 was broken wide open by Lenny, who committed massive amounts of pawns to suppress the strength 10 uprising.  This earned him 4 victory points, while I earned 2 and Eryk 1.  Eryk, however, had committed all of his pawns, so was out of the final round's elections.&lt;br&gt;&lt;br&gt;Lenny managed to secure a solo victory in one country, which was all he really needed to ensure his victory in PP, which earned him an additional 3 VP.  I could have joined a pivotal coalition with John to claim an election victory in Poland, but realized that this would allow John to win a series of elections and catapult him past me in the final standings.  Thus, I declined to support the coalition and it failed, dooming any run by John.&lt;br&gt;&lt;br&gt;Finals:  &lt;br&gt;PP:  Lenny 117, Greg 99, John 92, Jason 68, Eryk 43&lt;br&gt;VP:  Lenny 17, Greg 12, John 8, Jason 8, Eryk 7&lt;br&gt;&lt;br&gt;Ratings:  Jason 7, Greg 7, Eryk 7, Lenny 6, John 6 (and this is high for John!!)&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/11257#11257</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Since Michael Hayman was unable to attend, Willard Fann and Jon Comeaux took a break from the on-going Rossyia 1917 campaign and joined us for an evening of six player games.  Having just received Europa 1945 - 2030 as a Valentine's Day gift from my lovely and thoughtful wife (she knows what I like!), I figured this would be an ideal game for the group assembled (well, maybe not Darren, as he detests games involving negotiation).&lt;br&gt;&lt;br&gt;This was my second playing of the game and the game did flow much smoother this time.  However, the negotiations were MUCH more intense and heated.  I strongly urge anyone playing this game to stick by the rules that (1) disallow anyone not present in a country from participating in the discussions / negotiations for that country's election; and (2) When reaching the actual Election phase, no further negotiations or comments must be uttered.  Only a simple 'Yes' or 'No' to the proposed coalition should be given.  Enforcement of these two rules will greatly speed up the game.  Unfortunately, we didn't follow them.  We will in all future games.&lt;br&gt;&lt;br&gt;For those unfamiliar with the game, it's premise is the development of the European Union from the period following World War II into the future (2030).  Players represent different political parties and are trying to bring as many countries into the family of the EU as possible.  Elections are held in various countries each round and there must be sufficient votes to defeat the nationalists in that country.  Most of the time, this requires players forming coalitions in order to secure a victory.  Trouble is, no more than three players can be in any coalition, so usually one or more players are going to be left out.  This is where the negotiation and deal-making aspects of the game really get heated.&lt;br&gt;&lt;br&gt;What is at stake are both political points and victory points.  Each country has a set number of Political points which are divided equally between the players participating in the winning coalition.  Plus, each of these players receives one Victory point regardless of the actual Political point value of the country in question.  Victory points ultimately determine the game's victor, but Political points determine how many pawns a player has available for each round's elections, as well as the order in which coalitions will be proposed. Further, at game's end, the player with the most Political points is elected President of the EU and receives a bonus 3 Victory points.&lt;br&gt;&lt;br&gt;What makes the election process even more interesting is that following a successful election in a country, resulting in that country being admitted into the EU, all players who participated in the successful coalition may then move one of their tokens from that country to any adjacent country OR any country bordering another EU country.  Thus, this creates a sort of domino effect wherein players shift tokens to new areas in attempts to capture elections which have yet to be held during that round.  This ability to move a token following a successful election becomes a MAJOR part of the negotiations during the elections:  &quot;Hey, if we let John in on this coalition, he'll shift his token to Hungary and we'll be forced to include him in on that coalition, too.  Then, he'll shift to the Czech Republic and win that election as well.  That's too many points for him!&quot;  Delicious fun, although it can get a bit heated and nasty.&lt;br&gt;&lt;br&gt;During turns 3 and 4, the threat of nationalistic wars looms heavy upon the players.  During each of these turns, two dice are rolled six times to determine the locations of tension in various Eastern European countries.  If a number is rolled twice, war breaks out and has the potential of spilling across its borders and escalating to major proportions.  Players must suppress these wars and regional tensions.  These suppression attempts are done in a unique and entertaining fashion.  Each player secretly commits a number of the tokens he has available to him that turn in an effort to suppress the revolts.  All are revealed and if the tension level is met or exceeded, peace is restored.  The player who committed the most tokens to this effort receives 4 Victory points, the second most gets 2 VPs and the third gets 1 VP.  The tokens players committed in this effort are not available for the upcoming elections.  It is a tough choice on whether to go for the Victory points by being the leader in the suppression effort (or try to avoid being penalized if the effort fails) or save the tokens for the upcoming elections.&lt;br&gt;&lt;br&gt;However, if not enough tokens were committed to quell the revolts, then the player who held back the most tokens LOSES 4 VP!  The player who held back the second most tokens loses 2 VP and the third loses 1 VP.  Cruel, cruel, cruel!&lt;br&gt;&lt;br&gt;After four rounds, the player with the most accumulated Political points receives his bonus 3 Victory points for being elected EU President.  Then, the player with the most overall Victory points is declared the victor.&lt;br&gt;&lt;br&gt;I find the game to be very enjoyable with lots (maybe a bit too much) of heated debates and negotiations.  There is the constant warnings of 'Darren's winning', which, of course, the standard reply is 'No, I'm not.  Lenny is!'  Since Victory points are kept secret, this becomes a bit of a guessing game (unless you're playing with someone who can count cards). Thus, many players use the Political points, which are recorded on a public track' as a gauge to determine the leader.  This is unfortunate, as it is quite possible to be leading on the Political point track but be way behind on the Victory point track.&lt;br&gt;&lt;br&gt;Unfortunately, this fate befell me in our game.  I concentrated on being in on the winning coalitions in the higher valued countries (Deutschland, France, Turkey, Spain, etc.)  This gave me a large lead in Political points, but not too many Victory points.  Meanwhile, Jon Comeaux was concentrating on the smaller countries, accumulating a frightening amount of Victory points.  Sure, he lagged behind on the PP track, but used this to his advantage by constantly proclaiming how poorly he was doing.  John Moore and I continually kept pointing out that it was Victory points that mattered and that Jon was kicking butt in this arena.&lt;br&gt;&lt;br&gt;Everyone picked up on the value of being in on winning coalitions so that you could exercise the ability to shift a token to the next election on the schedule.  Much debate and argument ensued on when to cut people out of coalitions to prevent them from scooping too many points.  Jon and Willard seemed to have cemented an alliance which was proving difficult to break, even when it appeared in one or the other's best interest to do so.  This alliance held through most of the game, with a final round attempt by Willard to oust Jon, which ultimately failed when Darren, who everyone perceived to be lagging in last place, failed to join a coalition which would have been in his best interests.&lt;br&gt;&lt;br&gt;When nationalistic uprisings occurred during phase 3, Willard went all out and committed the vast majority of his available tokens to suppress the revolts.  He succeeded in capturing 4 Victory points, while I earned 2 and Darren 1.  Jon and John declined to commit any troops, concentrating on the upcoming elections instead.  This seemed to work for John as he managed to be included in a majority of the winning coalitions during the round and seemed to be threatening Jon for the lead.&lt;br&gt;&lt;br&gt;Round 4 set John up as the perceived leader as he opted to commit ALL of his 10 tokens to suppress that round's revolts.  He earned 4 Victory points, but had none remaining for the elections.  He was hoping that the remaining players would split the various elections and his victory would be achieved.&lt;br&gt;&lt;br&gt;The final round's elections were very heated, and, indeed, seemed to be split fairly equally, with only myself being left out of most of the winning coalitions.  Quiet Lenny Leo, however, seemed to be included in most of the coalitions as he wasn't perceived to be contesting for the victory.  However, once all of the elections were held, Lenny had vaulted into first place on the PP track, earning the office of President and the treasured 3 Victory points that comes with it.&lt;br&gt;&lt;br&gt;When final Victory points were tallied, it was this 'keep quiet' strategy that prevailed, as Lenny won a shocking victory:&lt;br&gt;&lt;br&gt;Lenny 22, Willard 18, John 18, Jon 17, Darren 17, Greg 15&lt;br&gt;&lt;br&gt;Ratings:  Greg 7, Lenny 7, Willard 6, John 6, Jon 5, Darren 2 (I think I mentioned he HATES negotiation games!)&lt;br&gt;&lt;br&gt;Some additional thoughts:  We did play with the variant wherein the player who has the fewest Political points gets to propose coalitions first in each election.  It was thought this would serve as an equalizer and there has been some discussion about this on the internet.  I'm not sure if it is better, worse or the same as the method spelled out in the rules wherein the player who is first on the Political point track proposes coalitions first.&lt;br&gt;&lt;br&gt;As the rules are written, it would seem that this would be an unfair advantage for the player who has the most PPs.  In reality, however, even though this player proposes first, players tend to be reluctant to join in a coalition with this player due to his formidable position on the PP track.&lt;br&gt;&lt;br&gt;Using the variant, it seemed that the first coalition proposed succeeded about 80% of the time as the person making the proposal didn't appear to be the obvious leader.  This did take away some of the game's excitement in the voting on various coalition proposals and the tension of 'do I vote no even though he's including me, but I don't want him to get any more points, and hope I'm included in the next proposal, or vote yes just to get the quick points?'&lt;br&gt;&lt;br&gt;I want to play the game a few more times using both methods in order to determine which I prefer.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/11323#11323</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Doug writes:&lt;br&gt;&lt;br&gt;Boy, this is a big game with lots of heft, but at a very good price if reports are anything to go by. The theme here is intergrating the countries of Europe into a nice stable Union of countries, where everyone is nice to each other and the flowers just smell so much better. That's the general feel of the game, right throughout the rules, which are very simple but quite procedural. &lt;br&gt;&lt;br&gt;The players represent a faction of political influence who are trying to convert the countries from the nationalists into the Union. Your influence is represented on the map by lots of little wooden men and women. If you can get lots of them into the countries that count, you will do well. &lt;br&gt;&lt;br&gt;The game is played over four rounds - each round there may be around 15 countries up for election, the order being randomly determined. Players are given their amount of Europersons to place on the map, the number given being decided by how many Political Points they current have (divided by 10). The players then position their people on the map in the different countries, as they see fit. Then the fun begins.... &lt;br&gt;&lt;br&gt;...now if any two gaming groups are playing the game the same way, I'll be very surprised, let alone how the designers intended it to be played. We made mistakes (which if we'd reached for the newly arrived Counter #4 next to us, we could have cleared all this up) but we are wiser now and have only one rules issue still being debated. &lt;br&gt;&lt;br&gt;...the fun being the elections. To bring a country into the Union you need a total number of Europersons equal to a black number in the country - between 2 and 6, from memory. This is the total of all players, not each player. If there isn't enough, the country avoids Union and it's onto the next election. However, if the country does have enough to convert, then the players negotiate a coaltion along these parameters: &lt;br&gt;&lt;br&gt;* no more than three players may participate &lt;br&gt;&lt;br&gt;* the pieces involved must be a majority of total pieces in that country &lt;br&gt;&lt;br&gt;Note: the English rules differ from the German rules in terms of the coalition must total the black number in the country as well. Give that the English translation is poor in other areas, we ignored that part of the English rules. For example: &lt;br&gt;&lt;br&gt;A country with a number of &quot;4&quot; has red, red, green, blue there. As there are four pieces, it can enter the Union, and a legal coalition is red, red, green - blue does not have to be included to make the total four. This is one thing we did right! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;br&gt;Winning coalitions earn the parties 1 victory point, and it's these that win the game. The winners also get to reposition one of their Europeans to another country - to be elected, or one that failed an election this round. The countries that enter the Union have a jigsaw puzzle piece positioned on the board to signify entry to the Union. As the board fills up, the effect is very pleasing to the eye. &lt;br&gt;&lt;br&gt;On turns three and four, war can break out - determined randomly but heavily weighted to the Balkan area - players must commit Eurodudes to stamp it out and earn more VP's, or fail to stamp it out and lose VP's. &lt;br&gt;&lt;br&gt;The player with the most VP's (kept hidden throughout the game) is the winner at the end of round four. &lt;br&gt;&lt;br&gt;So, what did we do wrong? Well, first off between Bernie's reading of the German rules, and our reading of the English translation, we could not determine if pieces coming of the board and placed &quot;in front of you&quot; meant they were available next round, in addition to your freebies based on Political Points. We ruled that they were, which a glance at Counter #4 post-game showed us to be wrong - which we had suspected half way through the game anyway. Europe went Euro-blue without any problems whatever. &lt;br&gt;&lt;br&gt;In our game elections were fairly evenly split, in terms of VP's in round one, apart from Julian (we were playing a six player game - David, Alan, Bernie, Doug, Julian, Janet) who missed out completely. Big countries that failed to enter were Great Britain, Norway and Italy. Alan and David had scored well, bagging Germany between them to leap out on the Political Point track. &lt;br&gt;&lt;br&gt;Round two saw factional wars break out between the coalitions of David/Alan and Janet/Bernie/Julian. Doug was left out of it as he did fairly well in round 1, so it was three against two. This didn't work out so well as we were playing with far two many pieces each (given the incorrect ruling we were using) with David and Alan's material advantage succeeding. At this point it struck me that this wasn't how the game should be played - Alan and David did very well in round one so why were they agreeing to form coalitions so readily? Surely Julian would be a good partner as he did poorly in round 1? David's justification was that he chose to do it that way, so he was going to - and I guess you can't argue with that logic as he was making sure he was going to come first or second. The downside was there were four others who were very bored for the next 90 minutes. &lt;br&gt;&lt;br&gt;David writes: That was not my justification. I simply didn't feel that I had to justify not doing a deal because I could see that nobody would. I did offer deals to Julian &amp; Janet - in fact, anyone who would listen - but nobody would. Bernie made it obvious that any deals were out of the question. Julian could the see the sense of what I proposed but realised it only meant more victory points for me. No deals there. Janet was in the wrong place(s) at the wrong time(s). Doug &amp; I did make a deal over France, but it was the last time Doug even ventured an offer. It made perfect sense, therefore, to close the others out, given Alan &amp; I could guarentee 1st &amp; 2nd place. Not entirely my decision, I feel. It was only REALLY obvious that we had screwed the rules up during the third round and, despite the fact that Alan &amp; I had first place to fight over, we agreed that there was no point going on. Despite this, I think the game has potential. We agreed to play again next week with the revised (correct rules). &lt;br&gt;&lt;br&gt;The wars in round three were minor, with only 12 conflict points to deal with, which Alan, David and Janet earned points for. The game was so farcical at this point that every country but 3 was into the Union by the end of the round, with Alan and David openly agreeing about their placements now, while we could only watch, chipping in for an occasional country that was skipped by the two leaders. &lt;br&gt;&lt;br&gt;We abandoned the game at that point, as Alan and David could swamp just about every piece into the remaining three countries and win them easily. We didn't bother with scores, but it was noted that Alan/David were on around 20 each, while ther remaining players were on about 6-8 points each. &lt;br&gt;&lt;br&gt;It was rather disturbing to see 2 players openly defy four players and succeed, but with the correct rules, their allocation of Europeople should be cut drastically back forcing them into other partnerships, and allowing the four other players to influence the game a bit, rather than not at all. &lt;br&gt;&lt;br&gt;We have agreed to try the game again next week, with the corrected ruleset based on Counter #4 and Bernie's discoveries, to pass final judgement. However, if I see any whiff of that 2 defeating 4 problem again, my copy is going unplayed into my trade pile. &lt;br&gt;&lt;br&gt;One question: the initial allocation of pieces is listed as 2 for a six player game. Do you then get your 2 extra pieces in phase B of the turn for 20 PP's, or is 2 pieces your starting allocation for the turn total? Opinion was divided on this one, and I've emailed Eurogames about it. Interested in your thoughts.... &lt;br&gt;&lt;br&gt;Doug's rating: err...abstention until next week! &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/11785#11785</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>dougadamsau</dc:creator>
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	<title>Thread: Session Report</title>
	<description>I almost never play long games, but this was just right. Even on a rare Saturday session I feel time would be wasted with a six-hour game, but this one took about three. Since Teddy was the only one that had played before, I think we all watched him carefully...there isn't a whole lot of backstabbing in the game, but there are plenty of deals &amp; promises both made and broken. I think in the first turn Jerry, Glenn, and Jonathan took very moderate leads, but that was sufficient justification for Teddy, Dave, and I to band together in turn two, leapfrogging ahead. The start of turn three opened with a fairly hefty war/tension level of 14. We took care of it, Dave being the biggest contributor and scoring four victory points. It branded him the game leader, though, and combined with his political gains in the previous turn two, made him the odd man out for turn three's deals. He expected that, and made a calculated move to make the most of it, but later second-guessed himself (right idea, wrong country selected--I agree). By now Glenn and especially Jerry were quite a ways back, so they managed to work their way into most or all of the turn's coalitions. I went along for much of the ride, but Jonathan got squeezed out. Teddy smooth-talked his way into a couple deals, despite his position.&lt;br&gt;&lt;br&gt;Now, I just *knew* this was the sort of game you don't want to look strong in, going into the final turn. But it wasn't quite that simple. Turn three had seen Glenn springboard *way* out into the front, I was a ways back, and the rest followed. The final turn's conflict turned out to be nothing more than level 1...but that caused its own tension (what a neat mechanic!). Glenn wisely chose to spend big to secure the peacenik points, knowing his chances were slim for joining voting coalitions as the game leader. And it ended up winning the game for him, with Teddy charging up to second place. We also took a look at a different course Teddy could've taken in the final turn, but that still put him in second,  this time behind me.&lt;br&gt;&lt;br&gt;I was definitely impressed by the game. A good mix of real-world map with German game symmetry of opportunity. It's been a while since I was in such a deal-making game, and I enjoyed it. Not one I'd play all that often due to its length (for a weeknight session), but a good one nonetheless.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/12220#12220</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: Session Report</title>
	<description>(Debbie, Doug, Tina, Steve, Roger)&lt;br&gt;&lt;br&gt;Hot on the heels of my first playing of this game (Saturday)came my second attempt.  Steve was the only first-timer here, but he picked up on my backwards rules explanation pretty quickly.  I believe this was the first time that any of us actually played the game completely correctly; playing with dodgy translations is never fun.&lt;br&gt;&lt;br&gt;I'm sneaking this report into a five-minute gap I have at work, so I couldn't possibly begin to explain the game mechanics - of which there are oh so many.  What I will say is that true to most Eurogames offerings, the bits are just incredible - a huge map of Europe, lots of country-shaped cardboard tiles to lay over the top, cute little figures for our diplomats and language-neutral(ish) cards and pieces.  Wow. After my first game I just had to put all the pieces on the board to see how it looked. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;In this game, Doug and I were shut out of the whole first round, in what will become known to history as the &quot;Iceland incident&quot;.  Subsequently we were chosen lots in the second round as partners in alliances involving just one or two of the stronger-placed powers.&lt;br&gt;&lt;br&gt;Round three began with just six blobs of tension in eastern Europe, and no wars.  It was easy to quash the political tension, with Doug winning the prize of most-valuable-peacekeeper.  Poor Steve had committed heavily to the effort with almost no benefit.  This, coupled with some unfortunate placements of pieces in eastern Europe, helped Tina to take over the position of political leader.  She single-handedly brought Poland into the union, among other feats.  This earned her bunches of victory points too, to catch up to Doug who was being everyone's friend and scoring the victory points to match.&lt;br&gt;&lt;br&gt;By round four, most of the board was EU, so the piddly tension was easily dealt with (Steve as major peacekeeper), and we amazingly managed to bring the entire Balkan hotspot into the union too.  At the end of the game, only those aloof Swiss were holding out.  Tina got the El Presidente 3-VP bonus and it proved to be the match-winner.&lt;br&gt;&lt;br&gt;Final scores:  (Victory points/political points)&lt;br&gt;Tina 25/155&lt;br&gt;Doug 24/126&lt;br&gt;Debbie 21/130&lt;br&gt;Roger 19/111&lt;br&gt;Steve 18/124&lt;br&gt;&lt;br&gt;My rating: This is a pretty neat game, but I'm already burnt out with it to a degree.  It's definitely better with the proper rules (that can be said for many games, I imagine).  Unlikely to go over its initial 6, because it's unlikely to come out and be played more than once or twice a year.  It's also quite a long game with five players.&lt;br&gt;&lt;br&gt;Collective noun: a BUREAUCRACY of Europa players.&lt;br&gt;&lt;br&gt;Best quote: [We were using unplaced country pieces as shields to keep our VPs hidden] &quot;Steve, we need Belarus, here, have Switzerland instead&quot; - Debbie [Debbie hands Steve this tiny country tile to cover his tiny stash of VPs.]&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/13019#13019</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: Session Report</title>
	<description>After Modern Art, I moved over to meet Joe Rushanan and Michael Tsuk and we decided to play Europa 1945-2030.  We also managed to snag Jonathan (I gamed with Jonathan quite a bit at UG1) for a 4th.  Michael and Joe had played before and so taught us the game.  I enjoyed it - it's a little long (about 2 hours) but interesting.  The end-game was a little bit of a let-down where Michael could basically decide the winner (between Joe and Jonathan).  But overall, the varied mechanics work well.  Some allocation and placement of people (ala El Grande) and some Diplomacy (ala Diplomacy) and a bit adjacent board playing technique (ala Web of Power).  Anyway - I found the board and bits to be great - and the theme was very interesting (trying to get the various countries over time to join the European Union and achieve a state of total peace by 2030).  There are wars that happen twice during the game and I found it really interesting to see the war start in different areas - forcing us to commit diplomats to quench the aggression.  Neat stuff - I hope the kingmaker problem at the end is not common since this is an otherwise fine game. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/13275#13275</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>wavemotion</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Europa 1945-2045:  David, Dave R, Dave B, Pat, Mark&lt;br&gt;&lt;br&gt;I had really wanted to play this game for quite awhile as I've owned it for years.  It's got great bits, little wooden guys and gals, lots of puzzle pieces to represent the European Union's progress and a nice big map of Europe.&lt;br&gt;&lt;br&gt;There were a few very neat little mechanisms going on in the game, however I was somewhat disappointed in the resulting game play.  It just seemed like that it was too easy to hit the leader and it made every turn somewhat similar.  Vote against the leader's coalitions and jockey for position.&lt;br&gt;&lt;br&gt;David somehow did manage to pull away from the pack and we couldn't catch up with him in the final round as he concentrated his power in a couple of regions, as due to the end game not worried about the resulting pawn loss.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/13409#13409</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>DangerMouse</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Players: David, James, Nate, Brian&lt;br&gt;&lt;br&gt;I didn't take many notes on this one, but Nate kept stocking up masses of influence markers in the bigger countries and jumped way out in political points, which let him cascade through smaller countries on the 3rd and 4th turns.&lt;br&gt;&lt;br&gt;Scores: Nate, 27; David, 21; Brian, 18; James, 16&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/14245#14245</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: Preview</title>
	<description>Although I am not a big fan of diplomatic games, Europa combines all of the good points of Risk and Diplomacy, and is different enough, to be a worthy addition to your game collection. The components are excellent, and the few holes in the rules can be ironed out easily.&lt;br&gt;&lt;br&gt;With the right group of cooperative (or back stabbing) people, this game shines.</description>
	<link>http://www.boardgamegeek.com/article/695#695</link>
	<pubDate>2000-12-22T20:18:36+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: User Review</title>
	<description>1945: Europe lies in ruins. After 1500 years of internal conflicts, the Second World War again plunged the nations of Europe into barbarism and horror. Is Europe doomed to be plagued by eternal conflict?&lt;br&gt;&lt;br&gt;Not if the European Union can help it! This latest release from Duccio Vitale and Leo Colovini, published by EuroGames, is a game of elections, negotiation and cooperation, all in attempts to build a better Europe. &lt;br&gt;&lt;br&gt;For those unfamiliar with the game, it's premise is the development of the European Union from the period following World War II into the future (2030). Players represent different political parties and are trying to bring as many countries into the family of the EU as possible. Elections are held in various countries each round and there must be sufficient votes to defeat the nationalists in that country. Most of the time, this requires players forming coalitions in order to secure a victory. Trouble is, no more than three players can be in any coalition, so usually one or more players are going to be left out. This is where the negotiation and deal-making aspects of the game really get heated.&lt;br&gt;&lt;br&gt;What is at stake are both Political points and Victory points. Each country has a set number of Political points which are divided equally between the players participating in the winning coalition. Plus, each of these players receives one Victory point regardless of the actual Political point value of the country in question. Victory points ultimately determine the game's victor, but Political points determine how many pawns a player has available for each round's elections, as well as the order in which coalitions will be proposed. Further, at game's end, the player with the most Political points is elected President of the EU and receives a bonus 3 Victory points.&lt;br&gt;&lt;br&gt;What makes the election process even more interesting is that following a successful election in a country, resulting in that country being admitted into the EU, all players who participated in the successful coalition may then move one of their tokens from that country to any adjacent country OR any country bordering another EU country. Thus, this creates a sort of domino effect wherein players shift tokens to new areas in attempts to capture elections which have yet to be held during that round. This ability to move a token following a successful election becomes a MAJOR part of the negotiations during the elections: &quot;Hey, if we let John in on this coalition, he'll shift his token to Hungary and we'll be forced to include him in on that coalition, too. Then, he'll shift to the Czech Republic and win that election as well. That's too many points for him!&quot;  Delicious fun, although it can get a bit heated and nasty.&lt;br&gt;&lt;br&gt;During turns 3 and 4, the threat of nationalistic wars looms heavy upon the players. During each of these turns, two dice are rolled six times to determine the locations of tensions in various Eastern European countries. If a number is rolled twice, war breaks out and has the potential of spilling across its borders and escalating to major proportions. Players must suppress these wars and regional tensions. These suppression attempts are done in a unique and entertaining fashion. Each player secretly commits a number of the tokens he has available to him that turn in an effort to suppress the revolts. All are revealed and if the tension level is met or exceeded, peace is restored. The player who committed the most tokens to this effort receives 4 Victory points, the second most gets 2 VPs and the third gets 1 VP. The tokens players committed in this effort are not available for the upcoming elections. It is a tough choice on whether to go for the Victory points by being the leader in the suppression effort (or try to avoid being penalized if the effort fails) or save the tokens for the upcoming elections.&lt;br&gt;&lt;br&gt;However, if not enough tokens were committed to quell the revolts, then the player who held back the most tokens LOSES 4 VP! The player who held back the second most tokens loses 2 VP and the third loses 1 VP. Cruel, cruel, cruel!&lt;br&gt;&lt;br&gt;After four rounds, the player with the most accumulated Political points receives his bonus 3 Victory points for being elected EU President. Then, the player with the most overall  Victory points is declared the victor.&lt;br&gt;&lt;br&gt;I find the game to be very enjoyable with lots (maybe a bit too much) of heated debates and negotiations. There are the constant warnings of ' Darren's winning', which, of course, the standard reply is ' No, I'm not. Lenny is!' Since Victory points are kept secret, this becomes a bit of a guessing game (unless you're playing with someone who can count cards). Thus, many players use the Political points, which are recorded on a public track' as a gauge to determine the leader. This is unfortunate, as it is quite possible to be leading on the Political point track but be way behind on the Victory point track.&lt;br&gt;&lt;br&gt;A word of warning: the negotiations can be EXTREMELY intense and heated. I strongly urge anyone playing this game to stick by the rules that (1) disallow anyone not present in a country from participating in the discussions / negotiations for that country's election; and (2) When reaching the actual Election phase, no further negotiations or comments must be uttered. Only a simple ' Yes' or ' No' to the proposed coalition should be given. Enforcement of these two rules will greatly speed up the game. &lt;br&gt;&lt;br&gt;Some additional thoughts: I have played with the both the rules as written and the variant wherein the player who has the fewest Political points gets to propose coalitions first in each election. It was thought this would serve as an equalizer and there has been some discussion about this on the internet. I'm not sure if it is better, worse or the same as the method spelled out in the rules wherein the player who is first on the Political point track proposes coalitions first.&lt;br&gt;&lt;br&gt;As the rules are written, it would seem that this would be an unfair advantage for the player who has the most PPs. In reality, however, even though this player proposes first, players tend to be reluctant to join in a coalition with this player due to his formidable position on the PP track.&lt;br&gt;&lt;br&gt;Using the variant, it seemed that the first coalition proposed succeeded about 80% of the time as the person making the proposal didn't appear to be the obvious leader. This did take away some of the game's excitement in the voting on various coalition proposals and the tension of ' do I vote no even though he's including me, but I don't want him to get any more points, and hope I'm included in the next proposal, or vote yes just to get the quick points?'  I want to play the game a few more times using both methods in order to determine which I prefer.&lt;br&gt;&lt;br&gt;A game of Europa 1945 - 2030 clocks in at about 2 1/2 - 3 hours with 6 players. It is very intense but also very exciting and fun. The components are top notch, as I've come to expect from EuroGames titles. I will say that the game is a bit pricey, however. My copy cost in excess of $50, but this price  should come down as the game becomes more readily available on the market. &lt;br&gt;&lt;br&gt;EuroGames is planning on releasing the game in English, although the only real German involved in the European version is the names of the various countries represented on the boards. This is not difficult to decipher at all and does not hamper play of the game whatsoever.&lt;br&gt;&lt;br&gt;If you enjoy games with negotiations and deal-making, and  don't mind the constant finger pointing and whinings which go with players being a perceived leader (or the incredibly bizarre box cover), then Europa 1945 - 2030 would be a fine addition to your collection. Recommended.</description>
	<link>http://www.boardgamegeek.com/article/38#38</link>
	<pubDate>2000-07-09T18:09:35+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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