<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Ca$h 'n Gun$ - les Yakuzas</title>
	<link>http://www.boardgamegeek.com/boardgame/30909</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 06 Jul 2008 12:58:51 -0500</lastBuildDate>
	<pubDate>Sun, 06 Jul 2008 12:58:51 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: First Session - 6 player team Yakuzas</title>
	<description>You have to throw the stars at the card ? I thought you had to hit the player with it :p</description>
	<link>http://www.boardgamegeek.com/article/2439436#2439436</link>
	<pubDate>2008-07-01T11:34:30+00:00</pubDate>
	<dc:creator>IKerensky</dc:creator>
</item><item>
	<title>Thread: Re: First Session - 6 player team Yakuzas</title>
	<description>Thanks David!  It was great to play with you guys at Peter's place.  If the set up isn't too long I don't even mind being taken out early in Ca$h 'n' Gun$.  It's worked well as a game to play well with new folks, and then leave them to play while I can go off to play something else.</description>
	<link>http://www.boardgamegeek.com/article/2439191#2439191</link>
	<pubDate>2008-07-01T07:24:58+00:00</pubDate>
	<dc:creator>Red Wine Pie</dc:creator>
</item><item>
	<title>Thread: Re: First Session - 6 player team Yakuzas</title>
	<description>Although I must admit that Cas$-n-Gun$ is one of my least favourite games-that-I-will-agree-to-play, this expansion did make the game a lot more interesting. Thanks for the opportunity to play, Eric - and a great session report too.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2438186#2438186</link>
	<pubDate>2008-06-30T10:45:42+00:00</pubDate>
	<dc:creator>meowsqueak</dc:creator>
</item><item>
	<title>Thread: Re: First Session - 6 player team Yakuzas</title>
	<description>&lt;b&gt;hughthehand wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Is this an expansion only, or can you play it by itself?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Expansion only.&lt;br&gt;&lt;br&gt;Dave</description>
	<link>http://www.boardgamegeek.com/article/2436143#2436143</link>
	<pubDate>2008-06-30T02:46:50+00:00</pubDate>
	<dc:creator>Neumannium</dc:creator>
</item><item>
	<title>Thread: Re: First Session - 6 player team Yakuzas</title>
	<description>Is this an expansion only, or can you play it by itself?</description>
	<link>http://www.boardgamegeek.com/article/2436106#2436106</link>
	<pubDate>2008-06-30T02:36:03+00:00</pubDate>
	<dc:creator>hughthehand</dc:creator>
</item><item>
	<title>Thread: First Session - 6 player team Yakuzas</title>
	<description>  I'd just picked &lt;i&gt;Yakuzas&lt;/i&gt; the day before from All Aboard in Featherston, but I was keen to bring it along to play at Peter's monthly games night.  After a warm up of &lt;i&gt;Formula Motor Racing&lt;/i&gt; which allowed for all 6 players to arrive, I began to explain the new rules and setup for a 3-team, 2-player a team game.&lt;br&gt;&lt;br&gt;  Everyone but Richard had played the base game before.  Peter and Phillida played the East coast mob, David and Johnathon the West coast mob, and I partnered Richard in the Yakuza (of course the game owners gets to use the shuriken and tantos first).&lt;br&gt;&lt;br&gt;  With our well experienced gamers we decided to dive right in and play with Super Powers (and Kai powers), and the new items.  Following the new rules I dealt 2 Super Power and 2 item cards to each player so they could keep one of each.  The teams split off to discuss their secret signals.  I wouldn't want to reveal the Yakuza code (the shame of such an action would require sepukku), but it worked well for us, and I didn't hear anyone saying they'd misread their partner.&lt;br&gt;&lt;br&gt;  Items to be used in the first four rounds of the game were then revealed.  The Yakuza found themselves threatened in the first round and I was forced to back down.  All the money went to one team - $100,000!  This was to our advantage I think, as there was now an obvious target for the other 2 teams for the rest of the game.  I took a wound in the third round, then used my Geisha power to deflect a wound from me to my mob neighbour.  &lt;br&gt;&lt;br&gt;  Everyone survived to half-time, which allowed the Yakuza to plan their ninja-like strike for round 5.  Our coordinated attack in both directions, along with my Shadow Blade item allowed the Yakuza to take out one member of each mob team.  My personal joy was short-lived as I was taken out by my West coast neighbour, at the same time as I was threatened by a shotgun from across the table.  I was already dead, so the fact that the shotgun fired two blanks was of little comfort.  I was dead before I got a chance to use by shuriken, but Richard manage to let fly with his from 3 paces ... and missed the mobster's card by about a foot.&lt;br&gt;&lt;br&gt;  So just one player from each team survived to the end.  -$20,000 for each death.  The West coast gangsters gained $15,000 from their shame markers by means of the Super Coward power, and more for the Undertaker card.  Somehow though, the stealthy play of the Yakuza had won the day by $10,000.&lt;br&gt;&lt;br&gt;  So in summary, from one play this expansion is well worth the money for the 7 new foam weapons, 3 extra characters, extra powers and whole new ways of playing with items and team play.  The team play may take away a little mystery, but makes up for it with some real strategy and the ability to coordinate your strikes.  Some practice with the shuriken required, I think... &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2435633#2435633</link>
	<pubDate>2008-06-30T09:37:02+00:00</pubDate>
	<dc:creator>Red Wine Pie</dc:creator>
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