<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Macht und Ohnmacht</title>
	<link>http://www.boardgamegeek.com/boardgame/30878</link>
	<language>en-us</language>
	<lastBuildDate>Fri, 05 Sep 2008 08:51:03 -0500</lastBuildDate>
	<pubDate>Fri, 05 Sep 2008 08:51:03 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		action tiles &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356906_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356906</link>
	<pubDate>2008-08-01T13:22:27+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		turn cycle tiles range from 4-8 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356905_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356905</link>
	<pubDate>2008-08-01T13:21:00+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		influence markers &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356904_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356904</link>
	<pubDate>2008-08-01T13:19:00+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		player aid card - one side in English, the other side in German &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356903_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356903</link>
	<pubDate>2008-08-01T13:18:04+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		German rule book cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356902_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356902</link>
	<pubDate>2008-08-01T13:16:41+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		English rule book cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic356901_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/356901</link>
	<pubDate>2008-08-01T13:14:45+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Thread: Re: [Review] Power and Weakness</title>
	<description>Aton is a great game.</description>
	<link>http://www.boardgamegeek.com/article/2433400#2433400</link>
	<pubDate>2008-06-29T04:45:10+00:00</pubDate>
	<dc:creator>Craig Viau</dc:creator>
</item><item>
	<title>Thread: Re: Playing multiple action tiles at once.</title>
	<description>You can play during one action as many tiles as you want - but remember to remove one grey cube from the sand-timer for each tile.</description>
	<link>http://www.boardgamegeek.com/article/2380406#2380406</link>
	<pubDate>2008-06-09T08:05:24+00:00</pubDate>
	<dc:creator>Mod-Games</dc:creator>
</item><item>
	<title>Thread: Playing multiple action tiles at once.</title>
	<description>One of the actions that can be taken in a turn is playing an action tile.  I have a question.  If you have multiple tiles in your reserves, how many can you play at once in your turn?  It would seem that the answer is two, because the it says that one of the actions is &quot;play a tile&quot;, so that means that to play two action tiles would constitute the 2 actions that can be taken in a turn.  Is that right?</description>
	<link>http://www.boardgamegeek.com/article/2379974#2379974</link>
	<pubDate>2008-06-09T01:36:10+00:00</pubDate>
	<dc:creator>RichardAndrew</dc:creator>
</item><item>
	<title>Thread: Re: [Review] Power and Weakness</title>
	<description>&lt;b&gt;TomVasel wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;The fact that it was a two-player area control game was intriguing (something fairly difficult to achieve)&lt;/i&gt;&lt;br&gt;&lt;br&gt;You only say this because somehow you've managed to miss &lt;a class='gamelink' target='_blank' href=&quot;/game/19999&quot;&gt;Aton&lt;/a&gt;, one of the very best 2-player games ever, and, yep an area control game.</description>
	<link>http://www.boardgamegeek.com/article/2345251#2345251</link>
	<pubDate>2008-05-27T05:48:44+00:00</pubDate>
	<dc:creator>Sprydle</dc:creator>
</item><item>
	<title>Thread: Re: rebellion-tile?</title>
	<description>Hello&lt;br&gt;&lt;br&gt;you may remove from ONE province up to two pieces.&lt;br&gt;&lt;br&gt;Have fun&lt;br&gt;&lt;br&gt;Andreas</description>
	<link>http://www.boardgamegeek.com/article/2297558#2297558</link>
	<pubDate>2008-05-08T08:40:27+00:00</pubDate>
	<dc:creator>Mod-Games</dc:creator>
</item><item>
	<title>Thread: rebellion-tile?</title>
	<description>I am not quite sure about this one:&lt;br&gt;&lt;br&gt;May I remove 2 pieces from ONE province, or may I remove 2 pieces from one or 2 provinces?</description>
	<link>http://www.boardgamegeek.com/article/2297480#2297480</link>
	<pubDate>2008-05-08T07:28:47+00:00</pubDate>
	<dc:creator>rsivel</dc:creator>
</item><item>
	<title>Thread: Re: extra numbers clarification &amp; winning amount</title>
	<description>IN the last games, I won with having 3 points when the final cycle started. I did so by plaing a long series of influence tiles, gaining control of 8 active regions and winning the cycle. So: 3+1+8 = 12</description>
	<link>http://www.boardgamegeek.com/article/2297476#2297476</link>
	<pubDate>2008-05-08T07:26:21+00:00</pubDate>
	<dc:creator>rsivel</dc:creator>
</item><item>
	<title>Thread: Re: Rules online</title>
	<description>Is there any prob if i translate them to spanish? </description>
	<link>http://www.boardgamegeek.com/article/2236754#2236754</link>
	<pubDate>2008-04-16T11:44:15+00:00</pubDate>
	<dc:creator>Cauchemar</dc:creator>
</item><item>
	<title>Thread: Re: Difference between manual and tiles</title>
	<description>Hi&lt;br&gt;the tiles are correct, we used a wrong picture in the rules.&lt;br&gt;Andreas</description>
	<link>http://www.boardgamegeek.com/article/2187816#2187816</link>
	<pubDate>2008-03-27T10:17:55+00:00</pubDate>
	<dc:creator>Mod-Games</dc:creator>
</item><item>
	<title>Thread: Difference between manual and tiles</title>
	<description>Which is correct regarding recruitment on the movement tiles? Tiles (two magicians on sea, two knights on land) or rules (one of each)?</description>
	<link>http://www.boardgamegeek.com/article/2186941#2186941</link>
	<pubDate>2008-03-27T00:15:26+00:00</pubDate>
	<dc:creator>sross</dc:creator>
</item><item>
	<title>Thread: Re: extra numbers clarification &amp; winning amount</title>
	<description>1. The 'extra numbers' tile only applies to the actual region in dispute, i.e. the one where the takeover is taking place. It does not apply to the regions from which you attack.&lt;br&gt;&lt;br&gt;2. In the half dozen or so games I played, I think we ended up around the 6-7 on the score-track. A couple of times I thought it would end much sooner but then remembered you only add on active controlled regions, not all controlled regions! </description>
	<link>http://www.boardgamegeek.com/article/2145726#2145726</link>
	<pubDate>2008-03-10T18:06:19+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
</item><item>
	<title>Thread: extra numbers clarification &amp; winning amount</title>
	<description>Just a few quick questions.&lt;br&gt;&lt;br&gt;1) During a Sword cycle if I was attempting a takeover of a Blue region from a Yellow region, does the Yellow &quot;extra numbers&quot; tile have any effect? Or does the &quot;extra numbers&quot; tile only effect the region being attacked?&lt;br&gt;&lt;br&gt;2) Generally, how high up the victory point track are people getting before reaching the endgame condition?  In my 2 games thus far I think we made it to 6 and 7.  Winning at 5 or fewer would be tough, but I guess not impossible. Just curious.</description>
	<link>http://www.boardgamegeek.com/article/2145276#2145276</link>
	<pubDate>2008-03-10T15:31:18+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
</item><item>
	<title>Thread: Re: scoring markers</title>
	<description>I did the same, emailed Andreas and a few weeks letter got an envelope in the mail.  Unforunately, the envelope had been opened and was empty.  D'oh!&lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;So currently I just use orange and white buttons, which I also use to indicate which regions are active during each phase.  That works well.</description>
	<link>http://www.boardgamegeek.com/article/2145258#2145258</link>
	<pubDate>2008-03-10T15:23:58+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
</item><item>
	<title>Thread: Re: has anyone played yet?</title>
	<description>Paulo has it right.  great game, 3 plays and still haven't mastered it.</description>
	<link>http://www.boardgamegeek.com/article/2137437#2137437</link>
	<pubDate>2008-03-06T16:26:58+00:00</pubDate>
	<dc:creator>Lunga</dc:creator>
</item><item>
	<title>Thread: Re: The example in the rules.</title>
	<description>Ahhhh. Thank-you very much.</description>
	<link>http://www.boardgamegeek.com/article/2130506#2130506</link>
	<pubDate>2008-03-04T06:08:14+00:00</pubDate>
	<dc:creator>keithpottage</dc:creator>
</item><item>
	<title>Thread: Re: The example in the rules.</title>
	<description>&lt;b&gt;keithpottage wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;In the &quot;detailed example&quot; at the end of the rules am I right in thinking that five grey cubes should have been used? Because when Orange takes his first two actions he should remove a cube for &quot;Firstly, he chooses one of the seven face-up action tiles&quot;. So, for the whole example to work, it should read that &quot;a time token with a '5' is turned over and five grey cubes are put on the sand-timer&quot;.&lt;/i&gt;&lt;br&gt;&lt;br&gt;No...&lt;br&gt;&lt;br&gt;The reference card isn't clear on this point, but the rules are. Page 6, top paragraph. &quot;When a tile with a lightning bolt is chosen, a cube is always removed from the sand-timer&quot;.&lt;br&gt;&lt;br&gt;Orange took a tile that does not contain a lightning bolt, so no cube is removed.&lt;br&gt;&lt;br&gt;On the player aid, it says &quot;Choose one tile - if one with lightning bolt: carry out immediately - remove a cube from the sand timer&quot;. This should be read as &quot;Choose one tile (if one with lightning bolt, carry out immediately and remove a cube from the sand timer)&quot;&lt;br&gt;&lt;br&gt;David.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2129972#2129972</link>
	<pubDate>2008-03-04T01:17:42+00:00</pubDate>
	<dc:creator>DavidNorman99</dc:creator>
</item><item>
	<title>Thread: The example in the rules.</title>
	<description>In the &quot;detailed example&quot; at the end of the rules am I right in thinking that five grey cubes should have been used? Because when Orange takes his first two actions he should remove a cube for &quot;Firstly, he chooses one of the seven face-up action tiles&quot;. So, for the whole example to work, it should read that &quot;a time token with a '5' is turned over and five grey cubes are put on the sand-timer&quot;.</description>
	<link>http://www.boardgamegeek.com/article/2129754#2129754</link>
	<pubDate>2008-03-03T23:58:44+00:00</pubDate>
	<dc:creator>keithpottage</dc:creator>
</item><item>
	<title>Thread: Re: scoring markers</title>
	<description>My copy was missing the scoring tokens and the cycle marker.  I mailed Andreas and the missing pieces were sent from the UK within a week.  By the way, the missing pieces were pawns and not discs.</description>
	<link>http://www.boardgamegeek.com/article/2094771#2094771</link>
	<pubDate>2008-02-19T19:01:55+00:00</pubDate>
	<dc:creator>PaleHorse</dc:creator>
</item><item>
	<title>Thread: [Review] Power and Weakness</title>
	<description>In my search for Power and Weakness (JKLM Games and FRED, 2007 – Andreas Steding), I noticed that it's the only game with the word &quot;weakness&quot; in the title.  Yes, that's not an interesting fact, but really – the game gave off this air of incredible boredom that resonated from the medieval artwork to the pasty colors.  The fact that it was a two-player area control game was intriguing (something fairly difficult to achieve), but it also looked immensely abstract.&lt;br&gt;&lt;br&gt;	Power &amp; Weakness is exactly what it looks like - an abstracted two-player area control game.  It manages to feel like two distinct games being played at the same time, with some fairly detailed rules (the poorly written rulebook doesn't help much).  I enjoyed the game; but I think the audience will be small, as it is a game that appeals to mostly die-hard gamers and is more difficult to grasp than most games of this genre.  The theme is a bit bland (read: non-existent), yet it is very unique, and luck plays a very small role.&lt;br&gt;&lt;br&gt;	The board is a map of England in the fifth century, divided up into different regions.  A colored disk (red, yellow, blue, and green) is randomly placed face up in each region.  Piles of markers in each players' colors (orange and white) are placed in a central stock (cubes for knights and disks for magicians).  Players take three of each into their reserves, and the first round is ready to begin.  Rounds alternate between a magic cycle and sword cycle.  During each cycle, one of the types of units is considered the &quot;active&quot; unit (knights during the sword cycle, magicians during the magic cycle), and the other is the &quot;passive' unit.&lt;br&gt;&lt;br&gt;	At the start of each round, each player receives two active pieces.  A time token is turned over (from &quot;4&quot; to &quot;8&quot;), and that many gray cubes are placed on a sundial picture.  Action tiles are turned over (the same number as that of gray cubes, plus three) face up near the top of the board.  The player who currently has the fewest victory points go first (ties are determined randomly).&lt;br&gt;&lt;br&gt;	On a player's turn, they have two actions that they can take (on the first turn, a player has only one action).&lt;br&gt;- Recruit - The first person to do this each round receives three passive pieces from the stock into their reserves, after that, anyone who does this gets two passive pieces.  This causes a cube to be removed from the sand timer.&lt;br&gt;-  Place a piece - The player may place one active piece in any region they control (maximum of four pieces per region) or any empty region.&lt;br&gt;- Take an action tile - The player may take a face up action tile and place it in front of themselves.  If the tile has a lightning bolt on it, players auction it off immediately, and a cube is then removed from the sand timer.&lt;br&gt;- Use action tiles - The player may use as many tiles as they want, removing a cube from the sand timer for each one.&lt;br&gt;When the last cube is removed from the sand timer, the round ends.&lt;br&gt;&lt;br&gt;The three tiles that can be auctioned off (which results in player's bidding secretly a number of their active pieces  - the higher bidding player getting the tile but losing all of their bid pieces to the stock) are:&lt;br&gt;- Victory point - One victory point for the winner!&lt;br&gt;- Change a region marker - The winner may remove a colored region marker from the board and replace it with a different one if available.&lt;br&gt;- Rebellion - The winner may pick a region in which they can kill two opponent's pieces.&lt;br&gt;&lt;br&gt;There are different tiles that a player can play on their turn.  Some of them can instead be discarded to take two cubes and/or two magicians.&lt;br&gt;- Snake - played to cancel an action tile used by the opponent.&lt;br&gt;- Sea movement - the player can move some or all of their pieces from one coastal region to another.&lt;br&gt;- Movement - the player can rearrange his pieces in two neighboring regions.  Depending on what cycle it is determines adjacency.  During the Sword cycle territories are adjacent according to their physical boundaries.  During the Magic cycle, territories are adjacent that have the same color marker in them.&lt;br&gt;- Extra numbers - Gives the player a &quot;+1&quot; when attacking or defending in regions with the same color shown on the tile.&lt;br&gt;- Influence tiles - These come in one of the four colors that match the symbols on the territory.  They can be used to simply add a piece to a region (with no maximum limits) or to attack an opposing region.  When this attack is done, players add up all active pieces in regions that are adjacent to the attacked region, and the defender also includes any pieces in the region - whether active or passive.   If the attacker wins, the defender must retreat one unit to an adjacent friendly spot but must lose the rest.  The attacker can then place a piece from their reserves into the territory, taking it over.&lt;br&gt;- Merlin - Acts as a wild influence tile.&lt;br&gt;&lt;br&gt;	At the end of each turn, players count up their active regions (regions with more active pieces than passive pieces); and the player with more receives one victory point.  Players then add their current victory points to the number of active regions they control.  If this number meets or exceeds twelve, they win.  Otherwise play goes to the next round.&lt;br&gt;&lt;br&gt;Some comments on the game...&lt;br&gt;&lt;br&gt;1.)	 Components:  The game's fifth century artwork will likely add theme for some, although I found it a bit drab and depressing.  The pieces, on the other hand, were quite nice - I especially liked the contrast between white and orange.  The tiles are of good quality, and each colored region tile has a different symbol to make them easily distinguishable.  Everything fits easily into a small light blue box, although you'll certainly want bags to keep it from jumbling into a big mess.  The board is good quality, and the territories on the map are easy to distinguish from each other.&lt;br&gt;&lt;br&gt;2.)	 Rules:  The rules to the game are on nine pages and are actually better formatted than most JKLM games that I've played before.  Still, they can be annoying at times, since many rules are only explained in one small place; and I found myself flipping all over the rulebook throughout our first game.  Power and Weakness is NOT an easy game to teach, because the scoring is hard to digest, players take a bit to get acclimated to the difference between active and passive; and the two different phases can be confusing.  There is definitely a learning game required before a new player truly understands what is going on - and even then that may not be enough.  Two reference sheets are included, which are invaluable - don't play the game without them!&lt;br&gt;&lt;br&gt;3.)	Theme:  The game is one of conflict in England during the fifth century - a time of great confusion and chaos.  But nothing in the tiles and pieces really conveys that theme at all - even attacks are simply done by having a majority.  Why can wizards go from one green territory to another, but they can't attack the region directly next to them?  Mechanically the game makes sense, but I wanted to use the theme to help teach the game, which honestly isn't the most intuitive, and it just doesn't work very well.&lt;br&gt;&lt;br&gt;4.)	Active and Passive:  The scoring is done in an interesting way, because a player can be getting hammered in one cycle but pull out the victory in the other.  The cycles directly affect one another, because active pieces can still target defensive pieces; and a player gets most of their reinforcements in one cycle during the other.  A player can decide to concentrate completely on one cycle.  I think total concentration in this regard will lead to defeat, because there is a set number of pieces in the game, and a player can only get to a certain level of power.  In some ways, the Magic cycle is more difficult, because there are likely fewer adjacent territories to each region.  The only real difference between the cycles is the rules about adjacency, but it's enough to give them completely different courses of action.&lt;br&gt;&lt;br&gt;5.)	Auctions:  It seems like every game these days requires some sort of auction, but they don't work too well in two player games.  Here, however, it fits seamlessly into the game, because a player is bidding away pieces that they could use on the board.  A canny player can also start an auction after they know the opponent can't compete.  You can't ignore these tiles, because they can change the game completely - especially the rebellion tiles, which are often the only way to attack an impregnable territory.&lt;br&gt;&lt;br&gt;6.)	Tiles:  The action tiles are likely the key to the game, as well as the only real luck factor involved with the game.  If I'm intent on attacking a blue region, and that tile isn't available (or worse yet, my opponent takes it before I get a chance to), it's a tough time.  Players also have the ability to save a pile of tiles, using them at one time to pull ahead.  Tiles are the only way to move pieces, the only way to increase reinforcements of active pieces, and the only way to attack.  And most importantly, using tiles takes the gray cubes off the timepiece, moving the round forward.  A player who is doing poorly in one of the cycles will often attempt to do whatever they can to get the gray cubes off, to move to the cycle that they have more control in.&lt;br&gt;&lt;br&gt;7.)	Fun Factor:  Some will find Power &amp; Weakness too confusing to be fun.  And indeed, if I want a simple yet enjoyable two player area control game, there are others - such as Dynasties - that are available.  There are some fun moments in Power and Weakness, and they come usually as a result of several turns of setup.  Players move their pieces into position, take the action tiles they need, and then attack.  Fighting isn't as suspenseful as it could be, since there is no randomness involved, but the fun in the game comes from outmaneuvering the opponent.&lt;br&gt;&lt;br&gt;I enjoy Power and Weakness, because it's fascinating how the pieces in the two different cycles interact and affect one another.  At the same time, the game feels like two separate duels, and players cannot completely ignore either one of them.  The game is more complicated that I'm normally looking for when playing a two player game, and it's often difficult to tell who's winning until the end.  All that being said, it is a satisfying experience to see one's plans succeed.&lt;br&gt;&lt;br&gt;Yeah, that was a bunch of back-and-forth without any real conclusions, right?  The best recommendation I can give you here is to read my rules summary and determine if it sounds interesting.  &lt;font color='#FF0000'&gt;Don't pick up Power &amp; Weakness for simplicity or theme - neither is present.  This is a game that will appeal to those who simply want to use game mechanics to outmaneuver each other.&lt;/font&gt;&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;&quot;Real men play board games&quot;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.thedicetower.com&quot; rel=&quot;nofollow&quot;&gt;www.thedicetower.com&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2075709#2075709</link>
	<pubDate>2008-02-12T13:20:00+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
</item><item>
	<title>Thread: Re: Where do used action tiles go?</title>
	<description>Thanks!  Guess I just needed to slow down when I was reading a bit...</description>
	<link>http://www.boardgamegeek.com/article/2012011#2012011</link>
	<pubDate>2008-01-16T18:29:04+00:00</pubDate>
	<dc:creator>chaddyboy_2000</dc:creator>
</item><item>
	<title>Thread: Re: Where do used action tiles go?</title>
	<description>In section 'D. Use action tiles' it says:&lt;br&gt;&lt;b&gt;'Each action tile used is then discarded...'&lt;/b&gt;&lt;br&gt;&lt;br&gt;and earlier in the 'Turn over action tiles' section it says:&lt;br&gt;&lt;b&gt;'If there are no tiles left to turn over, shuffle the discards to use.'&lt;/b&gt;&lt;br&gt;&lt;br&gt;The discards are made up of used action tiles and those that were not taken during a cycle. They are only shuffled once the original supply of face down tiles is empty.&lt;br&gt;&lt;br&gt;Hope that helps clarify it for you.</description>
	<link>http://www.boardgamegeek.com/article/2007735#2007735</link>
	<pubDate>2008-01-15T10:08:36+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
</item><item>
	<title>Thread: Where do used action tiles go?</title>
	<description>After a tile is used for an action, does it go straight into the face down pile to be used again or what?  We didn't see anything to indicate where used tiles are supposed to go.</description>
	<link>http://www.boardgamegeek.com/article/2006772#2006772</link>
	<pubDate>2008-01-14T23:30:28+00:00</pubDate>
	<dc:creator>chaddyboy_2000</dc:creator>
</item><item>
	<title>Thread: Re: just a few more questions</title>
	<description>My answers are not authoritative but unless Andreas replies himself, they will hopefully suffice.&lt;br&gt;&lt;br&gt;The timer tiles should be sufficient to get to the end of the game without needing to re-shuffle them, but basically you would only re-shuffle them if you had used them all.&lt;br&gt;&lt;br&gt;I would consider it okay to use the snake-tile in this situation. The exact translation of the German for use of the snake is:&lt;br&gt;&lt;b&gt;'The passive player can play this action marker in order to prevent any opposing action marker'.&lt;/b&gt;&lt;br&gt;&lt;i&gt;(To avoid any confusion with 'active' and 'passive' pieces, I avoided the use of 'active' and 'passive' players in the translation).&lt;/i&gt;&lt;br&gt;I would consider that this should &lt;b&gt;not&lt;/b&gt; constitute your second action, since it is not really any different to using it during your opponent's turn.</description>
	<link>http://www.boardgamegeek.com/article/2006628#2006628</link>
	<pubDate>2008-01-14T22:40:40+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
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	<title>Thread: Re: just a few more questions</title>
	<description>Hopefully my last questions about the game.  Played once and I just wondered, can the snake tile be used to cancel the benefit of an action tile that was just auctioned (one with a lightning bolt)?&lt;br&gt;&lt;br&gt;Scenario: it is my turn and for my 1st action I select the &quot;change a region marker&quot; tile to be auctioned off, removing 1 gray timer cube.  We bid and my opponent wins, but because I would rather him not take the benefit from it, can I play my snake tile (removing another cube) and cancel it?  And by doing so since it is my turn, does that constitute my 2nd action?&lt;br&gt;&lt;br&gt;&lt;br&gt;Our first game was tough to wrap my head around, but I liked a lot of the ideas in the game.  The notion of needing a specific color action tile to attack an area with that region marker took some getting used to.  I also liked the timing of each round and how each player could attempt to go slowly or rush through it, depending on how they were doing.&lt;br&gt;&lt;br&gt;Oh, and are the timer tiles supposed to reshuffle after each round, or after you run through each of them once (assuming you get through all of them)? </description>
	<link>http://www.boardgamegeek.com/article/2005496#2005496</link>
	<pubDate>2008-01-14T17:05:55+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
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	<title>Thread: Re: just a few more questions</title>
	<description>Sweet, thanks.  My copy arrives today, can't wait to dive into it.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1992688#1992688</link>
	<pubDate>2008-01-09T18:44:46+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
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	<title>Thread: Re: just a few more questions</title>
	<description>Kevin&lt;br&gt;&lt;br&gt;The snake could not be used in order to cancel an action if only one cube is at the timer. This happens because the snake (itself) consumes one tile. &lt;br&gt;&lt;br&gt;That said, if you want to play a tile and only one cube is at the timer &lt;br&gt;nobody can prevent this action.</description>
	<link>http://www.boardgamegeek.com/article/1992581#1992581</link>
	<pubDate>2008-01-09T18:17:39+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
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	<title>Thread: Re: just a few more questions</title>
	<description>Sorry to hit up this topic again, but is the process for playing action tiles like this:&lt;br&gt;&lt;br&gt;1) Announce you are playing a certain tile&lt;br&gt;2) Remove a timer cube&lt;br&gt;3) Resolve tile&lt;br&gt;&lt;br&gt;Or are 2) and 3) reversed?  &lt;br&gt;&lt;br&gt;I wonder because of the Snake tile, does the snake tile remove an additional cube, or does it remove the cube that WOULD have been removed?&lt;br&gt;&lt;br&gt;This is also important because if the former is correct, the Snake tile could not be used to cancel the final tile used in a round (since there would be no timer cubes left).  Although I suppose it could prematurely end the round if it was used to cancel another tile.  The moral there would then be, don't leave your opponent with a juicy tile option if there is only 1 timer cube left and you've got the snake tile.&lt;br&gt;&lt;br&gt;If it's the latter though, then nevermind.&lt;br&gt;&lt;br&gt;Thanks.</description>
	<link>http://www.boardgamegeek.com/article/1991932#1991932</link>
	<pubDate>2008-01-09T15:04:33+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
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	<title>Thread: Re: U.S. Availability?</title>
	<description>Its here now.&lt;br&gt;It just showed up in our FLGS this week.&lt;br&gt;Just in time to be too late to buy for Christmas.&lt;br&gt;&lt;br&gt;JRM&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1953866#1953866</link>
	<pubDate>2007-12-23T15:27:49+00:00</pubDate>
	<dc:creator>jmellby</dc:creator>
</item><item>
	<title>Thread: Re: just a few more questions</title>
	<description>Excellent, thanks.  &lt;br&gt;&lt;br&gt;Thinking more about question 2, it'd be dumb of the person to set up a turn such that their opponent could screw them over like that, but I suppose it's not impossible.&lt;br&gt;&lt;br&gt;Can't wait to find out.</description>
	<link>http://www.boardgamegeek.com/article/1946252#1946252</link>
	<pubDate>2007-12-19T20:15:08+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
</item><item>
	<title>Thread: Re: just a few more questions</title>
	<description>1. Yes. Playing a piece into a tied region makes it active.&lt;br&gt;&lt;br&gt;2. Yes. The cicle ends imediately and your oponnent could not make any other action (assuming this was his first).&lt;br&gt;&lt;br&gt;Hope that helps&lt;br&gt;&lt;br&gt;Paulo&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1946089#1946089</link>
	<pubDate>2007-12-19T19:17:00+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Thread: just a few more questions</title>
	<description>Okay, hopefully this should be it.  I just wanted to clarify a few more things.&lt;br&gt;&lt;br&gt;1) An active region is one that has more active pieces than passive.  So let's say I have 1 active and 1 passive piece in a region.  If I use the &quot;play a piece&quot; action to add 1 active piece to that region, does it become active (and count towards scoring at the end of the round)?&lt;br&gt;&lt;br&gt;I would assume so, but wanted to make sure.&lt;br&gt;&lt;br&gt;2) The snake tile.  There are 2 timer cubes left and my opponent plays a tile as his first action, removing 1 timer cube.  I cancel it by playing my snake tile and remove the last timer cube.  Does the round immediately end then?  &lt;br&gt;&lt;br&gt;It seems so, I was just a little confused by the language in the rules.&lt;br&gt;&lt;br&gt;&lt;br&gt;That's it.  Can't wait to get my copy of this game.</description>
	<link>http://www.boardgamegeek.com/article/1945734#1945734</link>
	<pubDate>2007-12-19T17:33:56+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
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	<title>Thread: Re: takeover question</title>
	<description>&lt;b&gt;Soledade wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;jerkules wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I get 1 piece in the region I was attacking?&lt;/i&gt;&lt;br&gt;&lt;br&gt;And if I can remeber this piece comes from the general suply.&lt;br&gt;&lt;br&gt;Paulo&lt;/i&gt;&lt;br&gt;&lt;br&gt;Actually it comes from your reserves.  Thanks for the responses.  &lt;br&gt;&lt;br&gt;I guess I was just thinking a province built up with 4 or 5 pieces could be a monster, but the player needs to use an appropriate action tile to move pieces anyway, so it's not like they can just move all around and conquer everything.  It takes time to mobilize a force like that, during which the opponent can try to hinder them.</description>
	<link>http://www.boardgamegeek.com/article/1904351#1904351</link>
	<pubDate>2007-12-04T17:06:12+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
</item><item>
	<title>Thread: Re: takeover question</title>
	<description>&lt;b&gt;jerkules wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I get 1 piece in the region I was attacking?&lt;/i&gt;&lt;br&gt;&lt;br&gt;And if I can remeber this piece comes from the general suply.&lt;br&gt;&lt;br&gt;Paulo</description>
	<link>http://www.boardgamegeek.com/article/1903670#1903670</link>
	<pubDate>2007-12-04T10:39:49+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Thread: Re: takeover question</title>
	<description>Yes, that's correct.&lt;br&gt;But the region being attacked is likely to not have many pieces in it (perhaps 2 or 3) and the victor is likely to be as vulnerable in another region.</description>
	<link>http://www.boardgamegeek.com/article/1902508#1902508</link>
	<pubDate>2007-12-03T21:50:13+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
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	<title>Thread: takeover question</title>
	<description>I just re-read the rules and had a question about takeovers.&lt;br&gt;&lt;br&gt;So if I do a successful takeover, my opponent loses all their pieces except 1 and I get 1 piece in the region I was attacking?  I don't lose a single piece?&lt;br&gt;&lt;br&gt;It seems awfully powerful, but I imagine because of that they are difficult to pull off?</description>
	<link>http://www.boardgamegeek.com/article/1902122#1902122</link>
	<pubDate>2007-12-03T19:23:03+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
</item><item>
	<title>Thread: Re: has anyone played yet?</title>
	<description>I've played the game a couple of times. it is very well balanced and has some nice and original mechanics, such as the game being divided in cycles.&lt;br&gt;It's very difficult to master and it could be a brain burner if you'de like to play it in a serious manner. &lt;br&gt;The box says it's playable in 45 minutes but I think an hour (+) it's more like it.&lt;br&gt;&lt;br&gt;The big question: Would I buy it today? Yes! It could be very interesting as a medium weight 2 player game.&lt;br&gt;&lt;br&gt;'hope this could help.&lt;br&gt;Paulo</description>
	<link>http://www.boardgamegeek.com/article/1893231#1893231</link>
	<pubDate>2007-11-29T19:11:01+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
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	<title>Thread: Re: has anyone played yet?</title>
	<description>Kevin, Dale Yu wrote about his first game in his latest column on Boardgame News: &lt;A target='_blank' href=&quot;http://www.boardgamenews.com/index.php/boardgamenews/comments/dale_yu_three_chu_thanksgiving_con_revue_and_tippecanoe_too/&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamenews.com/index.php/boardgamenews/comment...&lt;/A&gt;&lt;br&gt;&lt;br&gt;Eric&lt;br&gt;Editor, &lt;A target='_blank' href=&quot;http://www.BoardgameNews.com&quot; rel=&quot;nofollow&quot;&gt;http://www.BoardgameNews.com&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1892710#1892710</link>
	<pubDate>2007-11-29T16:33:07+00:00</pubDate>
	<dc:creator>Henry Rhombus</dc:creator>
</item><item>
	<title>Thread: has anyone played yet?</title>
	<description>Just wondering if anyone is playing this?  I've noticed it is available for pre-order at funagain but wouldn't mind hearing some impressions before pulling the trigger.  Looks like a neat game.</description>
	<link>http://www.boardgamegeek.com/article/1892530#1892530</link>
	<pubDate>2007-11-29T15:49:07+00:00</pubDate>
	<dc:creator>jerkules</dc:creator>
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	<title>Thread: Re: Component list / Missing parts ?</title>
	<description>The cylinders were being handed out separately to the boxes at Essen, so evidently hadn't been packed.&lt;br&gt;I also have 3 sea movement tiles, so you are missing one of these.&lt;br&gt;&lt;br&gt;With regard to the time tokens, the numbers you have are the complete set. Whilst the rules say 'three to eight', there wasn't even a 'three' in the prototype set I had and my final set, which came with all pieces intact, did not have a 'three' tile. I would think that the 'three' was removed early in the game's development (but not from the rules) because of making the cycle too short.</description>
	<link>http://www.boardgamegeek.com/article/1863382#1863382</link>
	<pubDate>2007-11-16T06:54:01+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
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	<title>Thread: Re: Component list / Missing parts ?</title>
	<description>As i had the same problem with the wooden pieces i can tell you that 3 (cylinder pieces) are missing. 1 in grey for the cycle, 1 orange and 1 white for the victory points for both sides.&lt;br&gt;I also checked the square tiles: i have exact the same number of tiles except: 3 Sea Movement&lt;br&gt;I sent a mail to Andreas Steding and got the missing parts within a week: &lt;br&gt;&lt;br&gt;Steding@mod-games.de</description>
	<link>http://www.boardgamegeek.com/article/1861801#1861801</link>
	<pubDate>2007-11-15T17:50:27+00:00</pubDate>
	<dc:creator>hbirger</dc:creator>
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	<title>Thread: Component list / Missing parts ?</title>
	<description>I played my copy of Power and Weakness for the first time today, and it seems like a great game.  However, I suspect I am missing some parts... the rules don't include a comprehensive component list, so could somebody else please help verify what should be in a copy?&lt;br&gt;&lt;br&gt;I got in mine:&lt;br&gt;&lt;br&gt;1 Rules booklet&lt;br&gt;1 Board&lt;br&gt;2 Player aids&lt;br&gt;&lt;br&gt;(so far, all fine)&lt;br&gt;&lt;br&gt;16 orange cubes&lt;br&gt;16 orange discs&lt;br&gt;16 white cubes&lt;br&gt;16 white discs&lt;br&gt;8 grey cubes&lt;br&gt;= total 72 wooden pieces (the MOD-games website claims there should be 74)&lt;br&gt;&lt;br&gt;Round Tiles:&lt;br&gt;5 Red&lt;br&gt;5 Yellow&lt;br&gt;5 Blue&lt;br&gt;5 Green&lt;br&gt;1 Blank&lt;br&gt;&lt;br&gt;Square Tiles:&lt;br&gt;5 Red Influence&lt;br&gt;5 Yellow Influence&lt;br&gt;5 Blue Influence&lt;br&gt;5 Green Influence&lt;br&gt;&lt;br&gt;1 Red Extra Numbers&lt;br&gt;1 Yellow Extra Numbers&lt;br&gt;1 Blue Extra Numbers&lt;br&gt;1 Green Extra Numbers&lt;br&gt;2 Sea Movement&lt;br&gt;3 Movement&lt;br&gt;1 Snake&lt;br&gt;1 Merlin&lt;br&gt;&lt;br&gt;2 Victory Point&lt;br&gt;2 Change a Region&lt;br&gt;3 Rebellion&lt;br&gt;&lt;br&gt;1 blank&lt;br&gt;&lt;br&gt;Time tiles:&lt;br&gt;1 number 4&lt;br&gt;3 number 5&lt;br&gt;3 number 6&lt;br&gt;2 number 7&lt;br&gt;1 number 8&lt;br&gt;1 blank&lt;br&gt;&lt;br&gt;=71 tiles total (whereas the Mod games website claim 65 on the german page and 70 on the english page...)&lt;br&gt;&lt;br&gt;Looking at the frames that came with the game (the tiles had almost all fallen out when I received the game), there are holes for 21 round and 51 square tiles - that is, it would seem I am missing a square tile.&lt;br&gt;&lt;br&gt;The rules say: &quot;At the start of each cycle, a time token is turned over.  Place grey cubes on to the sand-timer equal to the number on the token (three to eight).&quot; - as can be seen above, I don't have a time token with number three in my copy of the game.&lt;br&gt;&lt;br&gt;Furthermore, the rules refer to scoring markers for the players - I received no form of scoring markers with my game; neither pawns, nor the thicker wooden cylinders mentioned in a different thread here.&lt;br&gt;&lt;br&gt;Finally, with only 8 cubes, one of which is used to mark which cycle it is, how can one place 8 on the sand-timer when the 8 time token is drawn?  Or is there supposed to be a different cycle marker included - on some picture here on BGG, I see a grey cylinder - if so, I received no such with my copy of the game.&lt;br&gt;&lt;br&gt;Anybody out there who can help?  I'd need verified that the above manifest is correct and what should be included, or I need to find out what I am missing so I can ask for replacements.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1861440#1861440</link>
	<pubDate>2007-11-15T15:36:33+00:00</pubDate>
	<dc:creator>unic</dc:creator>
</item><item>
	<title>Thread: Re: Board dimensions?</title>
	<description>It's a small board but with lots of packaging. &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;It's very functional.</description>
	<link>http://www.boardgamegeek.com/article/1860983#1860983</link>
	<pubDate>2007-11-15T10:41:30+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Thread: Re: Board dimensions?</title>
	<description>When open, the board is 12&quot; by 17&quot;. It folds in half then in half again - the box is about 6&quot; by 8.5&quot; by 2&quot;.</description>
	<link>http://www.boardgamegeek.com/article/1860062#1860062</link>
	<pubDate>2007-11-14T23:12:14+00:00</pubDate>
	<dc:creator>SteveK2</dc:creator>
</item><item>
	<title>Thread: Board dimensions?</title>
	<description>One image makes it look kinda small, but it's hard to tell.</description>
	<link>http://www.boardgamegeek.com/article/1860030#1860030</link>
	<pubDate>2007-11-14T22:58:17+00:00</pubDate>
	<dc:creator>ekted</dc:creator>
</item><item>
	<title>Thread: Re: Time of play</title>
	<description>&lt;b&gt;Soledade wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hi,&lt;br&gt;Is it me or this game takes much more than 45 minutes to play?&lt;br&gt;I just want to straight things clear as I'm afraid I'm playing it wrong.&lt;br&gt;&lt;br&gt;Paulo&lt;/i&gt;&lt;br&gt;&lt;br&gt;Having played this game several times, the time required varies greatly. Sometimes someone goes all out and manages to win in 3 or 4 rounds, sometimes both players are up around 6-8 points on the scoretrack before someone wins.&lt;br&gt;&lt;br&gt;45 minutes is a reasonable average.&lt;br&gt;&lt;br&gt;David.</description>
	<link>http://www.boardgamegeek.com/article/1857498#1857498</link>
	<pubDate>2007-11-14T01:42:20+00:00</pubDate>
	<dc:creator>DavidNorman99</dc:creator>
</item><item>
	<title>Thread: Re: Time of play</title>
	<description>The several times I played it, I think it took about an hour. I can see that it could take longer (or less time even!) depending on whose playing. The game can certainly swing to and fro a lot before one player wins.&lt;br&gt;Is there anything in particular you think you may be doing wrong? Certainly, don't forget to remove a cube from the sand-timer every time you take an action tile with a lightning bolt, each time you use one of the other action tiles (so if you use &lt;b&gt;3&lt;/b&gt; action tiles as &lt;b&gt;one&lt;/b&gt; of your actions you remove &lt;b&gt;3&lt;/b&gt; cubes), and every time you 'recruit'.&lt;br&gt;And don't forget that the points to decide victory are the current victory points &lt;b&gt;plus&lt;/b&gt; the current number of active controlled regions (e.g. 4 victory points plus 8 controlled active regions wins the game).</description>
	<link>http://www.boardgamegeek.com/article/1854025#1854025</link>
	<pubDate>2007-11-12T22:50:06+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
</item><item>
	<title>Thread: Time of play</title>
	<description>Hi,&lt;br&gt;Is it me or this game takes much more than 45 minutes to play?&lt;br&gt;I just want to straight things clear as I'm afraid I'm playing it wrong.&lt;br&gt;&lt;br&gt;Paulo</description>
	<link>http://www.boardgamegeek.com/article/1853103#1853103</link>
	<pubDate>2007-11-12T17:06:44+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Thread: Re: scoring markers</title>
	<description>&lt;b&gt;Fledermaushaus wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You were perhaps hoping for 'pawns' or 'klassiche Pöppel', but the scoring markers are now thicker discs the same diameter as the playing pieces. There should be one orange, one white and also one grey one to indicate the cycle - instead of an extra cube. The photo from Essen shows these pieces.&lt;/i&gt;&lt;br&gt;&lt;br&gt;You're right. I have some round, almost umpainted pieces, and I thought they were replacement tokens. Everything's great then. hehehe &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Thank you all, Cheers&lt;br&gt;Paulo</description>
	<link>http://www.boardgamegeek.com/article/1847061#1847061</link>
	<pubDate>2007-11-09T10:30:49+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Thread: Re: scoring markers</title>
	<description>You were perhaps hoping for 'pawns' or 'klassiche Pöppel', but the scoring markers are now thicker discs the same diameter as the playing pieces. There should be one orange, one white and also one grey one to indicate the cycle - instead of an extra cube. The photo from Essen shows these pieces.</description>
	<link>http://www.boardgamegeek.com/article/1847038#1847038</link>
	<pubDate>2007-11-09T09:36:34+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
</item><item>
	<title>Thread: Re: scoring markers</title>
	<description>They should… if you have any missing parts please contact me or JKLM.&lt;br&gt;Andreas (MoD Games)</description>
	<link>http://www.boardgamegeek.com/article/1846898#1846898</link>
	<pubDate>2007-11-09T06:53:18+00:00</pubDate>
	<dc:creator>Mod-Games</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Board in detail at Essen Spiel 07 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic265485_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/265485</link>
	<pubDate>2007-11-04T15:24:50+00:00</pubDate>
	<dc:creator>Soledade</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		back - high resolution &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic260564_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/260564</link>
	<pubDate>2007-10-23T08:24:01+00:00</pubDate>
	<dc:creator>Dr. Fu</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		front - high resolution &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic260563_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/260563</link>
	<pubDate>2007-10-23T08:23:19+00:00</pubDate>
	<dc:creator>Dr. Fu</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Board at SPIEL'07 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic260431_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/260431</link>
	<pubDate>2007-10-22T22:10:09+00:00</pubDate>
	<dc:creator>Lgb-JohnDoe</dc:creator>
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