<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Oregon</title>
	<link>http://www.boardgamegeek.com/boardgame/31497</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 06:45:45 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 06:45:45 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Timing was everything on this frontier</title>
	<description>Played: 8/20/08&lt;br&gt;Players: Arthur, ScottLouSteveDave, Random_Person, Markadelic&lt;br&gt;Location: R_P's house&lt;br&gt;&lt;br&gt;Oregon has quickly become a favorite game among our gaming group and gets played most every gaming session.  The most recent play led to a very exciting finish.&lt;br&gt;&lt;br&gt;R_P won the opportunity to play first, followed in order by SLSD, Arthur, and then myself.  The early game was dominated by R_P and SLSD as they were able to place Farmers adjacent to multiple Buildings (primarily Churches for R_P and Mines for SLSD).&lt;br&gt;&lt;br&gt;At one point, R_P was up to 38 points, SLSD had 18 but had already collected 5 mine tokens, while Arthur and I were tied with 11.  Arthur was burned by constantly drawing 'Fire' Landscape cards which left him very limited in options.  R_P started to slow down, primarily limited by not being able to activate either his Joker or Extra Turn token, but was able to score a few more points and connect 3 of his Farmers for 5 more points.&lt;br&gt;&lt;br&gt;Connecting Farmers became a primary focus of mine during the middle of the game, and I had completed 1 and was setting up the potential for at least 2 other such separate connections.  Otherwise I was only scoring very few points, but I was being sure to take advantage of either a General Store and Railroad on each turn.  My use of the tokens kept me ahead of R_P, and playing before him, I was able to begin to foil plans he was setting up for placement of Farmers while structuring mine so that I would be able to score more points for connecting sets of 3 Farmers.&lt;br&gt;&lt;br&gt;The game began to approach the end as players began to exhaust stacks of Building tiles.  As what turned out to be my final turn, R_P had 71 points and I had 44, while SLSD and Arthur were behind in the 30's.  By this point I knew that SLSD had about 30 points in Mine tokens, which would put his final score at most in the low-to-mid 70's, and R_P had just 1 Coal and 1 Gold token so the most points he could finish with would be 79 if I could finish the game on my turn.  The trick would be to score enough points while doing so in order to claim victory.&lt;br&gt;&lt;br&gt;I have to admit that I actually exercised some foresight on my prior couple turns.  First, I placed a Farmer in a spot that gave me 3 points from a Post Office and a Coal token.  I had a couple other options that could have yielded a few more points, but more importantly this play prevented R_P from placing his Farmer there on his next play and set up the potential with another Farmer to connect for another 5 points.  I also took an action to build a Railroad track adjacent to 1 of my Farmers, yielding only 1 point but giving me the vital Extra Action token active in order to complete my plans.  My next turn I placed a Farmer to not only make what was my second connection of 3 Farmers for 5 points along the far left edge of the board by set me up for a wonderful place to Build on my next turn.&lt;br&gt;&lt;br&gt;So, for my final turn I would have to build one of the Buildings that had only 1 tile left and score enough points to secure the win.  As I had mentioned earlier, I had been using my Joker and Extra Turn tokens on at least every other turn and had sacrificed a few points in order to set up other future Buildings and Farmers that would result in more points.  Thankfully, it was worth it.  I love it when a plan comes together!&lt;br&gt;&lt;br&gt;My turn began with my Joker token active but my Extra Turn token was inactive.  Another little twist to this would be that I would have to Build adjacent to a Railroad with my first action in order to get my Extra Action token active to have any chance to achieve victory.  I used my Joker to help place a Farmer adjacent diagonally to both a Railroad and a General Store, giving me 1 point from each tile, but this Farmer also completed my third connection of 3 Farmers for 5 more points and activated both my Joker and Extra Action tokens.  I used both in order to place a Post Office to the right of my middle Farmer of my connection of 3 Farmers along the far left edge of the board.  Moreover, I also had a Farmer diagonally adjacent to the bottom right corner of the Post Office tile, so it scored me a total of 12 points.  R_P had a Farmer adjacent to it as well for 3 points, but the net gain of 9 should be enough to win the game.&lt;br&gt;&lt;br&gt;On my final turn my score began at 44.  After my first action is increased to 51, then after my second action it jumped up to 63.  I had 2 Coal tokens, each worth 3 points, and 4 Gold tokens, with 2 3's, a 4, and a 5, thus bringing my final score to 84.  R_P had 71 points, with a Coal token worth 3 and a Gold token worth 4 making his final total 78.  SLSD jumped up to 75 with his tokens, while Arthur made it to 50 at the end.&lt;br&gt;&lt;br&gt;Vital to winning this game was having patience to not always make the place that would score the most points on that turn.  It was important to take the time and to have the foresight to set up future plays and connections of 3 Farmers.  Even more important may have been utilizing the Joker and Extra Turn tokens as often as possible and getting them back even when a play might yield more points.&lt;br&gt;&lt;br&gt;Most times I have played this game I have gone first or second.  This was the first time I went last, and I definitely combined the fact of going last with the more patient and future focused style of placement, which ultimately did pay off.  Timing definitely was everything on this frontier! </description>
	<link>http://www.boardgamegeek.com/article/2578972#2578972</link>
	<pubDate>2008-08-21T23:30:26+00:00</pubDate>
	<dc:creator>Markadelic</dc:creator>
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	<title>Thread: Re: Discarding unusable cards?</title>
	<description>I e-mailed the designers regarding this and received a quick reply:&lt;br&gt;&lt;br&gt;If a player only has useless cards in hand at the beginning of his turn, should he replace them, and then continue his turn, playing two cards, as the rules say you must? Or should that player discard the useless cards, draw news ones, and end his turn?&lt;br&gt;&lt;br&gt;&lt;i&gt;Hi,&lt;br&gt;&lt;br&gt;well, to tell you the truth, we've never ever encounter such a situation in any of our test games... Therefore we never thought of making any rules for this situation.&lt;br&gt;&lt;br&gt;Replacing the cards and continuing the turn seems like the best option in our opinion. This ruling would be in the same spirit as the rules that allow you to discard building cards that cannot be played when the kind of building is depleted.&lt;br&gt;&lt;br&gt;Hope you enjoy the game!&lt;br&gt;&lt;br&gt;Best regards,&lt;br&gt;Åse and Henrik&lt;/i&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2565186#2565186</link>
	<pubDate>2008-08-18T12:13:07+00:00</pubDate>
	<dc:creator>Colorado_Jeff</dc:creator>
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	<title>Thread: Re: Quick Review: Easy, fun and under-rated</title>
	<description>I got this game as part of a gift bundle from Rio Grande. I took it to a friend's house along with some other games (Airships and War of the Ring - I know, Fantasy Flight).&lt;br&gt;&lt;br&gt;This was the first game we played. We are big fans of the Eurogame style. It took a little while to get used to the matching of columns and rows and really understanding how the game works. Once we got it, we truely enjoyed it.&lt;br&gt;&lt;br&gt;We played it twice, and it has come out for play several other times, both with the same friend and with my wife.&lt;br&gt;&lt;br&gt;Needless to say, all of my games have been two-player games.&lt;br&gt;&lt;br&gt;If you are a fan of Carcassonne, this is sort of like the next level of complexity. The big difference is that you don't earn points for placing buildings, gold mines, or coal mines. You gain points when you place your &quot;cowboy meeples&quot; around those buildings. So, it really has two levels development. Carcassonne has one level.&lt;br&gt;&lt;br&gt;The other game play piece that was interesting was the Joker and the &quot;Take Another Turn&quot; tiles and using the buildings to allow you access to them repeatedly. Once we got how this worked, it was a great way to get some extra points...especially towards the end of the game.&lt;br&gt;&lt;br&gt;The other thing that was interesting was how the games all seem to have just a couple of settlements around the board where development congregates. &lt;br&gt;&lt;br&gt;Here is a link to my blog post about my shipment from Rio Grande Games to see what other games they sent me:&lt;br&gt;&lt;a href=&quot;http://bestdanggames.wordpress.com/2008/05/11/gift-package-from-rio-grande-games-has-arrived/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://bestdanggames.wordpress.com/2008/05/11/gift-package-from-rio-grande-games-has-arrived/&quot; rel=&quot;nofollow&quot;&gt;http://bestdanggames.wordpress.com/2008/05/11/gift-package-f...&lt;/A&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;I agree that this is a game you don't hear much about, but it is definately a winner with my gaming groups.&lt;br&gt;&lt;br&gt;Barry Nadler&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2564362#2564362</link>
	<pubDate>2008-08-18T01:54:45+00:00</pubDate>
	<dc:creator>bestdanggames</dc:creator>
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	<title>Thread: Quick Review: Easy, fun and under-rated</title>
	<description>I am surprised that (as I'm typing this) the average score for this game is only 6.91. I know it will never be a Puerto Rico or Agricola, but I would have expected it to be at least 7.5. Ah, well...&lt;br&gt;&lt;br&gt;Oregon is a fun game that provides a good deal of strategy for experienced gamers but is also simple and intuitive enough that it could easily be a gateway game for non-gamers. &lt;br&gt;&lt;br&gt;Essentially, it's a game played on a map of the state of Oregon back during the settlers' days. The map is broken up into five columns and five rows, and at the intersection of each column/row, there are six squares. The columns are identified with different images (Fire, Eagle, Stagecoach, etc.), and the rows are identified with the same five images -- so that you can identify an area by saying &quot;Where the Stagecoach column meets the Fire row&quot; or &quot;Where the Eagle column and row meet.&quot;&lt;br&gt;&lt;br&gt;There are two types of cards -- Landscape Cards (which contain images of the same symbols from the columns and rows) and Building Cards (which contain images of various types of buildings). Each player also receives 14 cowboy-shaped meeples (plus one for the scoretrack), and off to the side, there are several tiles representing the same types of building on the Building Cards.&lt;br&gt;&lt;br&gt;During a typical turn, you will play two cards:&lt;br&gt;* If you play two Landscape Cards, you will place one of your meeples in one of the boxes where the column/row identified by the Lanscape Cards meets. Meeples cannot be placed on water or in boxes that already have other meeples or buildings.&lt;br&gt;* If you play a Landscape Card and a Building Card, you will place the building type represented by your Building Card in the column or row identified by your Landscape Card. Note, however, that the building has certain restrictions about where it can be placed -- these are pretty intuitive though, such as the Coal Mine can only be placed in mountains. Basically, just remember that the geography (grass, mountains, etc.) of the building tile need to match the board square it's put on and that the Harbor building needs to be next to water.&lt;br&gt;&lt;br&gt;After playing these two cards, you will then re-draw so that you have a hand of four cards, at least one of which is a Landscape Card and at least one of which is a Building Card. (Most of the time, you'll want three Landscape Cards and one Building Card. I've seen no instances where you would want three Building Cards and one Landscape Card.)&lt;br&gt;&lt;br&gt;Point are scored in three ways:&lt;br&gt;* If you place one of your meeples next to a building (regardless of who originally placed that building), you receive a certain number of points based on the building type.&lt;br&gt;* If you place a building, then any meeple (yours or opponents') next to the building receives points based on the building type. If someone has two meeples, he or she receives double points; if someone has three meeples, he or she receives triple points; and so on.&lt;br&gt;* If you place three meeples next to each other, you receives a one-time bonus of 5 points (no additional points for later adding even more to this group).&lt;br&gt;&lt;br&gt;You also have a Joker token (which you can play in placed of any Landscape Card) and an Extra Turn token (which allows you to immediately take an extra turn). Once you play one of these tokens, you flip it over, and it cannot be played again until you re-activate it. Certain buildings allow you to re-activate these tokens, though, and strategic players can really use this to their advantage. It is possible, for instance, to use you Joker token to place a meeple next to the building that lets you immediately re-activate Joker tokens and/or use your Extra Turn token to place a meeple next to the building that lets you immediately re-activate Extra Turn tokens.&lt;br&gt;&lt;br&gt;The components are nice, though nothing spectacular. About the only gripe I have with the game is that the backs of the landscape and building cards are far too similar (same two-color look with different images), and in just about every game I've played these cards have gotten mixed into each other's discard piles. But that's a pretty minor flaw! &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;So far, I've played one two-player game, one three-player game, and two four-player games (I may be missing a game in there somewhere). The four-player games seem by far the most challenging, as there are more people around who are either intentionally or unintentionally taking the spots I want. That being said, I would certainly play a two-player version of this again, though it might not be my first choice.&lt;br&gt;&lt;br&gt;If you're looking for a game that's light but still strategic, Oregon might be for you.</description>
	<link>http://www.boardgamegeek.com/article/2563639#2563639</link>
	<pubDate>2008-08-17T18:44:40+00:00</pubDate>
	<dc:creator>jda1974</dc:creator>
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	<title>Thread: Re: Does this miss the mark with Gold and Coal?</title>
	<description>It certainly was a luck factor in the only game I've played.  4 players with a 5 point spread at the end, the winner was 2 points above average in gold/coal and the loser 2 points below which would have put them on the same score.  Me I came 2nd with a  score in the middle but 1 point down on the average gold/coal.  If we'd all been average that one point would have won me the game</description>
	<link>http://www.boardgamegeek.com/article/2562204#2562204</link>
	<pubDate>2008-08-16T22:54:52+00:00</pubDate>
	<dc:creator>sandholme</dc:creator>
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	<title>Thread: Re: Every State Should Have Its Own Game</title>
	<description>And every city and every nation and every continent and every planet and...</description>
	<link>http://www.boardgamegeek.com/article/2561507#2561507</link>
	<pubDate>2008-08-16T15:40:52+00:00</pubDate>
	<dc:creator>tada</dc:creator>
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	<title>Thread: Re: Every State Should Have Its Own Game</title>
	<description>&lt;b&gt;Markadelic wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;And as for each state having its own game, that would be really cool.  &lt;/i&gt;&lt;br&gt;&lt;br&gt;I believe they do. Haven't you heard of Texasopoly or Tenesseopoly! &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2561379#2561379</link>
	<pubDate>2008-08-16T14:26:51+00:00</pubDate>
	<dc:creator>hannibal twin 8</dc:creator>
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	<title>Thread: Every State Should Have Its Own Game</title>
	<description>I recently acquired the game of OREGON and thought I would attempt a review.&lt;br&gt;&lt;br&gt;The board is set up with 5 different Landscapes represented with cards in the game.  They work as coordinates for where Buildings are built and where Farmers, farm, I guess, or explore.  Perhaps they should be called Frontiersmen, and Trailblazers.  The intersections consist of 6 squares each.  The landscape consists of forests, mountains, railroad tracks, and water, and each of this dictate where Building may be placed.  Farmers may be placed anywhere except in water, and a Farmer may not be placed directly on a Building, and vice versa.&lt;br&gt;&lt;br&gt;Players have a hand to start of 3 Landscape cards and 1 Building card.  On a turn, a player MUST either place a Farmer or a Building.  A Farmer is placed by playing 2 Landscape cards while a Building is placed by utilizing 1 Landscape card and 1 Building card.  A player draws back up to 4 cards at the end of their turn, and the only restriction is that they must always have at least 1 Landscape and 1 Building card in hand.  If a player ever has a Building card in hand for one that the Building tiles have become exhausted and cannot be built again, the player may discard that Building card and draw a new Building card until they draw a Building card that may still be built.  There are 4 tiles of each of the 7 different Buildings.&lt;br&gt;&lt;br&gt;To start game, each player draws a Starting Building tile.  There is 1 for each of the 7 different Building types.  Once it is decided who is the first player, that player places their Starting Building tile anywhere on the board which is an appropriate space for that Building.  Players do not use any cards to place this Starting Building tile.  Players are allowed to look at their 4 cards in hand in order to try and see if they will be able to place a Farmer adjacent to the Starting Building they are placing.&lt;br&gt;&lt;br&gt;Each player is given a Joker token, which may be used once as any Landscape card.  A player does have the opportunity during the game to flip the Joker token back so it may be used again (will discuss later).  Each player is also given a token which allows them to take a second action on a turn to place another Farmer or Building, but the second action does not have to be the same as the first action, so a player may place either 2 Buildings, 2 Farmers, or 1 of each.  A player may also use both tokens on the same turn, or even for the same action, if both tokens are active and available to the player.  The extra action token may also be flipped back so it may be used again.  Also, just because a player builds a Building they do not own it and do not necessarily score points for it.  All farmers that are adjacent to Building score the points and take the appropriate actions for that Building.&lt;br&gt;&lt;br&gt;When a player builds a Farmer adjacent to any Building, that player gets the points and appropriate actions from any adjacent Buildings.  Also, when a Building is placed, any Farmer adjacent to that Building gets the points and takes any corresponding actions.  Diagonal counts as adjacent for every instance in this game, save one.  If a player builds 3 Farmers adjacent to each other, that player gets 5 points, but diagonal does not count as adjacent in this case.  Must be horizontal or vertical, and Farmers may only count once towards a group of 3 so a player cannot place a fourth Farmer adjacent to a group of 3 which already provided 5 points and score another 5 points.&lt;br&gt;&lt;br&gt;Building have either a point value on them and/or abilities they allow a player to take.  For example, there are Coal and Gold Mines which must be built in the mountains and allow the player to draw one of the 21 corresponding point tiles for each.  Coal ranges from 1-3 points and Gold ranges from 3-5 points.  The Harbor is worth 4 points but must be built adjacent to water and is built in the forest.  The Railroad Stations must be built on Railroad Tracks, are worth 1 point, and allow for the Extra Action token to be activated if not currently active for a player.  It should be noted that a player may only ever take an extra action once per turn so they cannot continue to cycle through this token if they continue to built Farmers/Railroad Tracks adjacent on the same turn.&lt;br&gt;&lt;br&gt;The remaining builiding are also built upon forest squares.  The General Store is worth 1 point and allows a player to activate their Joker token.  The Post Office is worth 3 points.  The Church is worth 1-8 points, contingent upon how many Farmers are adjacent to the Church.  When a Farmer is placed adjacent to a Church, that player counts up the total number of Farmers adjacent to that Church, including the Farmer just placed.  The total number of adjacent Farmers is how many points the Farmer just placed is worth.  When a Church is placed, the total number of Farmers adjacent to it are counted, and that is how many points EACH of those Farmers is worth to the players owning those Farmers.&lt;br&gt;&lt;br&gt;The conditions for ending the game are either when a player has placed their last Farmer (A player begins the game with 15, but uses 1 of them to track their points, so each player has 14 Farmers to place during the game.), or when the Building tiles for the same number of players becomes exhausted (There are 7 different Building types, and there are 4 tiles of each type of Building.).  Each player is allowed the same number of turns, so the game ends once the round is completed when the end of the game is triggered.  Points are totaled up and the player with the most points wins.&lt;br&gt;&lt;br&gt;I really like this game a lot.  I think it is a lot of fun.  The cards do control the game to some degree because you cannot build either where you do not have a card or a specific Building tile, but the Joker and Extra Action tokens do allow for a player to have more options on their turn or to burn through their hand in order to draw up to 4 fresh cards.  A couple people I have player with think the location of the 5 specific Landscape types should be random each game instead of fixed.  There are 10 cards of each of the 5 different Landscapes in the deck, and I feel the Joker helps out there again.  Also, since players are coming upon new territories, it makes sense to me that you cannot always find what you want or will find what you expect where you are.&lt;br&gt;&lt;br&gt;And as for each state having its own game, that would be really cool.  I am from West Virginia, so I know some ideas that people would come up for to represent West Virginia.  Overall, I rate Oregon a '9', and feel the game is represents mid-19th Century Oregon well.  Of course, I was not there, so I cannot back that up.</description>
	<link>http://www.boardgamegeek.com/article/2561324#2561324</link>
	<pubDate>2008-08-16T13:43:00+00:00</pubDate>
	<dc:creator>Markadelic</dc:creator>
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	<title>Thread: Re: 2 Player Improvement</title>
	<description>Great idea. I will definitely give this one a try. This is the biggest difference between various number of players. I think two player games need a little bit of tightening, which this would accomplish.</description>
	<link>http://www.boardgamegeek.com/article/2477956#2477956</link>
	<pubDate>2008-07-17T10:27:59+00:00</pubDate>
	<dc:creator>pillar</dc:creator>
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	<title>Thread: Re: Oregon - Review</title>
	<description>Good review. This is one of the recent releases I've been dying to play more, but my gamer friends have said &quot;Meh&quot;. I find that it had a lot of flexability, fun, strategy, and &quot;moochalism&quot;- something I always enjoy in a game. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2450907#2450907</link>
	<pubDate>2008-07-05T23:29:17+00:00</pubDate>
	<dc:creator>denverarch</dc:creator>
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	<title>Thread: Re: Oregon - Review</title>
	<description>Just got this in a math trade.  Now I'm really looking forward to playing.  &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/2450767#2450767</link>
	<pubDate>2008-07-05T21:05:08+00:00</pubDate>
	<dc:creator>eknauer</dc:creator>
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	<title>Thread: Re: Oregon - Review</title>
	<description>Thanks!  I have corrected the spelling of the designer's name.  </description>
	<link>http://www.boardgamegeek.com/article/2450760#2450760</link>
	<pubDate>2008-07-05T21:00:00+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: Oregon - Review</title>
	<description>Nice review, as always, Greg.  I agree that there is more here that it appears on first glance.&lt;br&gt;&lt;br&gt;I introduced this game yesterday to my little group.  We only had time for a single playing, but each of us felt we wanted to re-visit this game again soon.&lt;br&gt;&lt;br&gt;&lt;i&gt;Design by: Asi and Henrik Berg&lt;/i&gt;&lt;br&gt;&lt;br&gt;One small quibble: I believe the first name is spelled &lt;i&gt;Ase&lt;/i&gt;.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2450740#2450740</link>
	<pubDate>2008-07-05T20:43:38+00:00</pubDate>
	<dc:creator>richtoosoon</dc:creator>
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	<title>Thread: Oregon - Review</title>
	<description>&lt;i&gt;&lt;b&gt;Design by:  Ase and Henrik Berg&lt;br&gt;Published by:  Hans im Glück and Rio Grande Games&lt;br&gt;2- 4 players, 1 hour&lt;br&gt;Review by:  Greg J. Schloesser&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Oregon &lt;/b&gt;&lt;/i&gt;was released at the Spiel in Essen in 2007, and frankly, it really didn’t grab my attention.  Reaction to the game from the few folks with whom I spoke was mixed.  I knew the game was being released in the United States by &lt;i&gt;Rio Grande Games&lt;/i&gt;, so I decided not to strain my already burgeoning luggage further and passed on purchasing a copy until I returned home.  &lt;br&gt;&lt;br&gt;Much to my surprise, &lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt;, designed by newcomers &lt;i&gt;&lt;b&gt;Asi and Henrik Berg&lt;/b&gt;&lt;/i&gt;, has become one of my favorites from the 2007 Essen crop.  It is easy enough for families and non-hardcore gamers to grasp and play competitively, yet offers enough challenge and decisions to keep hobbyists interested and engaged.  While one’s choices may seem limited at times, in reality there is ample room for clever moves by properly managing one’s cards and taking advantage of an ever-changing board.  &lt;br&gt;&lt;br&gt;Set in the “rush to the west” era of the mid-1800s, &lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; challenges players to populate the vast land with settlers and communities, hoping to take advantage of the growing towns and abundant reserved of gold and coal waiting to be mined in the surrounding mountains.  &lt;br&gt;&lt;br&gt;The game is played on a board depicting a 15 x 20 grid, separated into twenty-five sections containing six squares each whereupon tiles and farmers can be placed.  Players will play farmers and building onto these spaces, scoring points by placing buildings next to their farmers and vice-versa.  The placing of buildings and farmers is dependent upon the playing of the proper two cards, which allow the players to place a tile or farmer onto the corresponding section of the board.  The five “landscape” types are listed along both the top and side of the board, and when playing two cards, the player will find the section where the row and column matching those cards meets and place a piece somewhere within that section.&lt;br&gt;&lt;br&gt;There are two decks of cards:  building cards and landscape cards.  The building cards depict the various buildings – post office, harbor, church, mines, etc. – while the landscape cards depict one of five different symbols – wagon, eagle, campfire, settlers or buffalo.  Players will have a hand of four cards, and on each turn may play any two, and then refill their hand.  When playing two landscape cards, they place a farmer onto one of the six unoccupied spaces in the section that is at the crossroads of the two landscapes depicted on the cards.  If a player plays a building card, he must also play a landscape card, and is free to place a matching building tile onto any section in the row or column matching that landscape symbol.&lt;br&gt;&lt;br&gt;When placing a farmer, a player will immediately score points based on the adjacent building or buildings.  Points generally range from 1 – 4, depending upon the type of building, and in the case of the church, up to 8 depending upon how many other farmers are adjacent to it.  Coal and gold mines work a bit differently, allowing the player to take a face-down token of the appropriate type.  The value of these tokens range from1 -3 for coal, and 3 – 5 for gold.  Placing a building works similarly, but every player who has farmers adjacent to the building earns points.  Thus, care must be exercised to make sure opponents don’t score more points than you!&lt;br&gt;&lt;br&gt;Each player possesses a “joker” and “extra turn” token.  The joker can be used as any landscape card, while the extra turn token allows the player to immediately take another turn before drawing replacement cards.  Once used, these tokens are inverted and cannot be used again until they are restored.  To restore these tokens, a player must place a farmer next to appropriate building (or vice versa):  warehouse for the joker, or train station for the extra turn token.  These buildings only yield one point, but their power granting the restoration of the special tokens is invaluable.  This is one of the keys to the game, as having these joker and extra turn tokens at one’s disposal increases your placement flexibility and allows one to take two turns in succession, thereby increasing the scoring opportunities.&lt;br&gt;&lt;br&gt;Another scoring opportunity is to arrange a group of three adjacent farmers, which earns the player five points.  This is an easily overlooked rule, but is worth remembering as the points can be significant.  &lt;br&gt;&lt;br&gt;The game ends at the conclusion of the round when a player places his final farmer, or a pre-determined number of building types is depleted.  Players then reveal and add the value of their coal and gold tiles to their victory points, and the player with the greatest total is victorious.  The game generally takes less than an hour to play to completion.&lt;br&gt;&lt;br&gt;When learning the game, my first thought was that the placement opportunities would be quite limited.  In truth, however, there is quite a bit of flexibility here.  Possessing four cards allows for considerable latitude, and the presence of the joker expands one’s options further.  It is critical to keep the joker and extra turn tokens activated, so placing next to the appropriate buildings to reactivate them is an important move.  The game also allows for some advance planning, placing farmers or buildings on one turn in order to take advantage of these placements on a subsequent turn.  Of course, wily opponents will likely spot these moves and, if possible, take advantage of them.&lt;br&gt;&lt;br&gt;It is also wise to place farmers in a fashion that will earn you points on your opponents’ turns.  Remember, when a building is placed, it scores points for ALL players who have farmers adjacent to it.  Thus, it can be wise to place farmers near your opponents’ farmers in order to take advantage of subsequent building placements.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; is a fine light-to-middle weight game.  It offers players with an abundance of significant choices and strategies.  While the card draw does play a role, players can usually find enough options to overcome any “luck of the draw” problems.  I’m happy to make the journey to the vast wilderness of 19th century Oregon any time! &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2450529#2450529</link>
	<pubDate>2008-07-05T17:39:33+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: Group Scoring Question</title>
	<description>I'll confirm that they must be your own, based upon the german rules posted at the HiG website.&lt;br&gt;&lt;br&gt;- Anthony</description>
	<link>http://www.boardgamegeek.com/article/2435088#2435088</link>
	<pubDate>2008-06-30T02:39:48+00:00</pubDate>
	<dc:creator>LemonyFresh</dc:creator>
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	<title>Thread: Out of gold markers</title>
	<description>It happened to us last night!&lt;br&gt;We collected all the gold markers, and when another one was claimed we didn't find any reference to that in the rules.&lt;br&gt;As a compromized we allowed the player to take a coal marker + 2 points.&lt;br&gt;&lt;br&gt;Do we have an official reference to this case?</description>
	<link>http://www.boardgamegeek.com/article/2423799#2423799</link>
	<pubDate>2008-06-25T04:25:05+00:00</pubDate>
	<dc:creator>koby_shachar</dc:creator>
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	<title>Thread: Oregon - Session Report</title>
	<description>&lt;i&gt;NOTE:  My full review of Oregon will be published shortly.  What follows is an abbreviated version.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; was released at the Spiel in Essen in 2007, and frankly, it really didn’t grab my attention.  Reaction to the game from the few folks with whom I spoke was mixed.  I knew the game was being released in the United States by &lt;i&gt;Rio Grande Games&lt;/i&gt;, so I decided not to strain my already burgeoning luggage further and passed on purchasing a copy until I returned home.  &lt;br&gt;&lt;br&gt;Much to my surprise, &lt;b&gt;Oregon,&lt;/b&gt; designed by newcomers Asi and Henrik Berg, has become one of my favorites from the 2007 Essen crop.  It is easy enough for families and non-hardcore gamers to grasp and play competitively, yet offers enough challenge and decisions to keep hobbyists interested and engaged.  While one’s choices may seem limited at times, in reality there is ample room for clever moves by properly managing one’s cards and taking advantage of an ever-changing board.  &lt;br&gt;&lt;br&gt;Set in the “rush to the west” era of the mid-1800s, &lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; challenges players to populate the vast land with settlers and communities, hoping to take advantage of the growing towns and abundant reserved of gold and coal waiting to be mined in the surrounding mountains.  &lt;br&gt;&lt;br&gt;The game is played on a board depicting a 15 x 20 grid, separated into twenty-five sections containing six areas whereupon tiles can be placed.  Players will play farmers and building onto these spaces, scoring points by placing buildings next to their farmers and vice-versa.  The placing of buildings and farmers is dependent upon the playing of the proper two cards, which allow the players to place a tile or farmer onto the corresponding section of the board.  &lt;br&gt;&lt;br&gt;When placing a farmer, a player will immediately score points based on the adjacent building or buildings.  Placing a building works similarly, but every player who has farmers adjacent to the building earns points.  Thus, care must be exercised to make sure opponents don’t score more points than you!&lt;br&gt;&lt;br&gt;Each player possesses a “joker” and “extra turn” token.  The joker can be used as any landscape card, while the extra turn token allows the player to immediately take another turn before drawing replacement cards.  Once used, these tokens are inverted and cannot be used again until they are restored.  To restore these tokens, a player must place a farmer next to appropriate building (or vice versa).  These buildings only yield one point, but their power granting the restoration of the special tokens is invaluable.  One of the keys to the game is to continually have these joker and extra turn tokens at your disposal, and use them to both increase your placement flexibility and take two turns in succession, thereby increasing your scoring opportunities.&lt;br&gt;&lt;br&gt;When learning the game, my first thought was that the placement opportunities would be quite limited.  In truth, however, there is quite a bit of flexibility here.  Possessing four cards allows for considerable latitude, and the presence of the joker expands one’s options further.  The game also allows for some advance planning, placing farmers or buildings on one turn in order to take advantage of these placements on a subsequent turn.  Of course, wily opponents will likely spot these moves and, if possible, take advantage of them.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; is a fine light-to-middle weight game.  It offers players with an abundance of significant choices and strategies.  While the card draw does play a role, players can usually find enough options to overcome any “luck of the draw” problems.  I’m happy to make the journey to the vast wilderness of 19th century &lt;i&gt;&lt;b&gt;Oregon&lt;/b&gt;&lt;/i&gt; any time!  &lt;br&gt;&lt;br&gt;I led through most of our game, concentrating on scoring immediate points and arranging my farmers into groups of three.  I was very worried about my lack of effective mining, however, as all of my competitors – Mark Smith, Mark Sliwoski and Jim Ferguson – were busy toiling away in the mines, each of them accumulating quite a few tokens.  Ultimately, this did allow them to close the gap significantly, but I managed to hold on for the victory.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Finals:  Greg 82, Mark Smith 74, Jim Ferguson 70, Mark Sliwoski 69&lt;br&gt;&lt;br&gt;Ratings:  Greg 7, Jim 7, Mark Smith 7, Mark Sliwoski 6&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2372768#2372768</link>
	<pubDate>2008-06-05T19:48:54+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
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	<title>Thread: Re: 2 Player?</title>
	<description>I just finished my first playing of Oregon with 2 players, and my first thought was, &quot;There's too much space&quot;; my second thought was, &quot;I should just remove the fire cards.&quot;&lt;br&gt;&lt;br&gt;Good suggestion Aleksi! Great minds think alike! I look forward to trying it this way.</description>
	<link>http://www.boardgamegeek.com/article/2300316#2300316</link>
	<pubDate>2008-05-09T04:00:53+00:00</pubDate>
	<dc:creator>familygaming</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic326870_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/326870</link>
	<pubDate>2008-04-27T20:25:52+00:00</pubDate>
	<dc:creator>GordoMG</dc:creator>
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	<title>Image</title>
	<description>
		Friendly game in Kaiserslautern, GE.  26 Apr 2008 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic326867_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/326867</link>
	<pubDate>2008-04-27T20:22:22+00:00</pubDate>
	<dc:creator>GordoMG</dc:creator>
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	<title>Image</title>
	<description>
		Beautiful weather, a good game and an ugly tabletop &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic326864_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/326864</link>
	<pubDate>2008-04-27T20:18:47+00:00</pubDate>
	<dc:creator>GordoMG</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>Great review, I love the humor in it, but it is also spot on - of course I would expect nothing bet the very best reviews from a fellow scaper.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2261360#2261360</link>
	<pubDate>2008-04-24T15:17:20+00:00</pubDate>
	<dc:creator>Hendal</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>Excellent review for a game that I have enjoyed. I'm with you though on the theme, being a western fan myself.</description>
	<link>http://www.boardgamegeek.com/article/2256124#2256124</link>
	<pubDate>2008-04-22T23:40:50+00:00</pubDate>
	<dc:creator>ooogene</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>&lt;b&gt;VixenTorGames wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;the Norwegians who thought Oregon didn't have six-shooters.&lt;/i&gt;&lt;br&gt;&lt;br&gt;The German who made Stone Age, by the same publisher,  also thought prehistoric men didn't have clubs.</description>
	<link>http://www.boardgamegeek.com/article/2254217#2254217</link>
	<pubDate>2008-04-22T15:56:56+00:00</pubDate>
	<dc:creator>faidutti</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>&lt;i&gt;Peacenik Norwegians might not be the best people to consult about the Old West&lt;/i&gt;&lt;br&gt;Well, there were a large number of us who ended up settling Minnesota, Washington and a few other states... &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;Number of Americans of Norwegian ancestry &gt; number of Norwegians in Norway.&lt;br&gt;&lt;br&gt;Edit: Meant Minnesota not Oregon. Must have been thinking too much about the game when I wrote, ja? But I saw numbers that there were quite a few in Oregon as well...</description>
	<link>http://www.boardgamegeek.com/article/2250616#2250616</link>
	<pubDate>2008-04-21T16:21:32+00:00</pubDate>
	<dc:creator>JadedGamer</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>&lt;b&gt;VixenTorGames wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;But there's also a post office, another dead giveaway - a Pony Express stop would have been western. Post offices are a little too 20th century for a western game. But the Norwegians might not have known that.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I really like good Westerns, but many of them use post offices.  The mail car on a train seemed to be pretty common in many within the genre.  Besides the Pony Express only operated for little over a year, and that was before the most common era represented in Westerns.</description>
	<link>http://www.boardgamegeek.com/article/2250409#2250409</link>
	<pubDate>2008-04-21T15:39:21+00:00</pubDate>
	<dc:creator>badweasel</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>Good review. Pretty accurate.&lt;br&gt;&lt;br&gt;You haven't rated the game, though. &lt;br&gt;&lt;br&gt;What would you rate it?</description>
	<link>http://www.boardgamegeek.com/article/2250159#2250159</link>
	<pubDate>2008-04-21T14:26:31+00:00</pubDate>
	<dc:creator>petegrey</dc:creator>
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	<title>Thread: Re: A Western Game John Wayne Would Hate</title>
	<description>That's a fantastic review.  The humor is spot on, and the rules have been explained in a very easy to read fashion.&lt;br&gt;&lt;br&gt;Thank you.  </description>
	<link>http://www.boardgamegeek.com/article/2250113#2250113</link>
	<pubDate>2008-04-21T14:13:17+00:00</pubDate>
	<dc:creator>the1jugg</dc:creator>
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	<title>Thread: A Western Game John Wayne Would Hate</title>
	<description>One of my most favorite genres is the western. I love old gunfighter comics, shoot-em-up western movies, and biographies of outlaws. I love Deadwood, Unforgiven and Jonah Hex. I know hundreds of lines from old Clint Eastwood spaghetti westerns, and I can adequately compare the caliber of The Quick and the Dead to 3:10 to Yuma. I mean, I love westerns.&lt;br&gt;&lt;br&gt;So along comes this game from Rio Grande Games called Oregon, where you're settling that territory. And I pick up the box and go, 'hot damn! A western game!'&lt;br&gt;&lt;br&gt;Well, you can probably guess what happened. It's a Rio Grande game, which means it's a Euro, which means it's made by people who don't dig violence. Somebody went and made an entire game themed on the frontier of the Old West and managed to have not one single gunfight. No outlaws, no sheriffs, no cattle rustlers or gunfighters. Not even any gambling or whiskey. It's like a western game made by the Women's Temperance League.&lt;br&gt;&lt;br&gt;The board game is a stylized, illustrated map of Oregon with a big square grid all over it. There are five symbols across the top, and the same down the side - Old West symbols like a campfire and a bison and a covered wagon. No bullets, though, and no beat-up playing cards or faro tables. John Wayne would not have been impressed.&lt;br&gt;&lt;br&gt;The symbols across the top and sides match the landscape cards every player has in his or her hand. You play two cards, and that lets you place a farmer in any of the squares where those two symbols meet on the grid. Norwegians made this game, so your little cowboy-hat-wearing meeples are farmers, not settlers. Everyone in America knows settlers are cooler than farmers, but Norwegians apparently didn't know that. Cowboys are also cooler than farmers (no offense to any farmers out there, but Willy Nelson didn't say, 'Mommas, don't let your babies grow up to be farmers').&lt;br&gt;&lt;br&gt;There's a second deck of cards with buildings on them, and you can play a building card and a landscape card to put out a building. These are mostly pretty western - there's a church, and a general store, and a train station. But there's also a post office, another dead giveaway - a Pony Express stop would have been western. Post offices are a little too 20th century for a western game. But the Norwegians might not have known that.&lt;br&gt;&lt;br&gt;You score points based on having farmers next to buildings. If your farmer is next to a post office, you get three points; if he's next to a coal mine, he can pull a coal marker that's good for points at the end of the game; if he's next to a general store, he gets one point, but he can also flip over his joker token; if he's next to the train station, he gets a point and can flip over his extra turn token.&lt;br&gt;&lt;br&gt;These tokens - the extra turn and the joker - are key to winning the game. If you have the joker available, you can place a farmer or building almost anywhere, and if you've got the extra turn active, you can play twice in a row. Sometimes grabbing the juiciest spot on the board depends on these tokens, so any time you can get them active, you're doing yourself a favor. Really good plays use a joker to put a farmer next to a general store, essentially making the joker free and getting a decent scoring opportunity in the bargain.&lt;br&gt;&lt;br&gt;Taken simply as a game, Oregon is pretty damned good. These Norwegians don't know what made the Old West great, but they do know how to make a fun game. Swiping key spots, making cunning plays, and denying opponents the opportunity to place their farmer meeples where they want them can be tricky, but it makes a great game. There's a fair amount of luck - you may need an eagle and a wagon to place a farmer where you want him, but all you seem to pull are bison and campfires. But building a flexible strategy, planning your placement and working with what you have are key to the game, and the luck tends to favor the better players.&lt;br&gt;&lt;br&gt;The theme, on the other hand, could use a little work. Even if they didn't want to introduce gunfighters and Indians, they should have at least made the meeples into settlers. Farmers are great in Carcassonne, but Oregon is a long ways from France. This game would not earn an endorsement from Wyatt Earp, I'll tell you that. But then again, if Wyatt Earp could appreciate a good game of strategy (as opposed to running a faro table), he might have liked the game, even as he laughed at the Norwegians who thought Oregon didn't have six-shooters.&lt;br&gt;&lt;br&gt;Summary&lt;br&gt;&lt;br&gt;Pros:&lt;br&gt;Great strategy&lt;br&gt;Minimal luck that can be mitigated through good planning&lt;br&gt;Really neat components, including little wooden cowboy meeples&lt;br&gt;&lt;br&gt;Cons:&lt;br&gt;Almost an abstract game, which will not appeal to Ameritrashers&lt;br&gt;Peacenik Norwegians might not be the best people to consult about the Old West&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2249386#2249386</link>
	<pubDate>2008-04-21T05:12:48+00:00</pubDate>
	<dc:creator>VixenTorGames</dc:creator>
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	<title>Image</title>
	<description>
		Some blue ''farwest meeple'' ! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323668_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323668</link>
	<pubDate>2008-04-19T12:31:06+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		During the game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323667_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323667</link>
	<pubDate>2008-04-19T12:29:50+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
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	<title>Image</title>
	<description>
		Close up on the church &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic323666_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/323666</link>
	<pubDate>2008-04-19T12:28:47+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Thread: Every 100 Games Series</title>
	<description>Since I’ve been logging games here on BGG, I’ve decided to write a review for every hundredth game played. I’ve begun calling it the “Every 100 Games Series” and enjoy the mystery of what game I will review next.&lt;br&gt;&lt;br&gt;Oregon was my 800th and 801st game played. It was extremely popular at our last game day, being played a total of 4 times. I was lucky enough to when it at our local B.I.G. event here in Indianapolis and am very happy that I did.&lt;br&gt;&lt;br&gt;&lt;b&gt;Looks&lt;/b&gt;&lt;br&gt;Oregon, though it is not an extremely thematic game, does very well in the looks department. The board has good art which is also functional. Even the back of the board has a nice scene printed on it. There are two types of cards, which look very similar to each other and so can be accidentally mixed together. The meeples, which are of the typical Euro variety, do have a cowboy hat shape to their heads. The looks in this game are overall functional and well done.&lt;br&gt;&lt;br&gt;&lt;b&gt;Strategy &amp; Tactics&lt;/b&gt;&lt;br&gt;If you are looking for a game with a huge amount of strategy and little luck, you should look elsewhere. In Oregon there is a fair amount of both strategy and luck. Since you are using only 4 cards at a time, if you don’t have the right cards that you need, then you must improvise. Improvising is not all that bad usually though and more often than not there is a way to score somehow.&lt;br&gt;&lt;br&gt;After only three plays of this game I have seen a pattern of the gold mines being extremely powerful. Each game I’ve played in the person that has the most gold pieces has also been the person to win the game. Iron seems to be almost completely ignored. Also, the flow of the game seems to be place a lot of farmers until you only have two or three left and then begin to place buildings in earnest. Then place the last 2 farmers to end the game.&lt;br&gt;&lt;br&gt;I’ll have to play more times to see if these strategies continue.&lt;br&gt;&lt;br&gt;&lt;b&gt;Difficulty to Learn &amp; Play&lt;/b&gt;&lt;br&gt;On the box it says that kids 8 years old and up could play. I’m not sure that I would go that young, though the game is relatively simple. The most difficult part is understanding the difference between where you can place a building (the row and column of the landscape card) or where you can place a farmer (the 12 squares where the different landscape cards meet). I would suggest ages 10 and up for the game, though younger kids could play with help.&lt;br&gt;&lt;br&gt;&lt;b&gt;Overall&lt;/b&gt;&lt;br&gt;This game fits in the same category as Thurn &amp; Taxis for me. Quite easy to play, plays quickly, and there is not any direct conflict. Though T&amp;T seems to have more depth of strategy and less luck, Oregon is still a great game to pull out when you only have 45 minutes to get a game in. To sum up my feelings about the game, it is probably not one I would have bought, but it is one that I’m glad I own now.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2245323#2245323</link>
	<pubDate>2008-04-18T22:20:31+00:00</pubDate>
	<dc:creator>ooogene</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>Lorna - I understand being from Oregon you wanted more out of the game.  I just found the game Ohio the other day, and man did I expect more since it was named after such a cool state.</description>
	<link>http://www.boardgamegeek.com/article/2236117#2236117</link>
	<pubDate>2008-04-16T02:17:13+00:00</pubDate>
	<dc:creator>Hendal</dc:creator>
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	<title>Image</title>
	<description>
		&quot;What happened to your hat, Lucky?&quot;  &quot;Shut up, Dude.&quot; &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic322311_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/322311</link>
	<pubDate>2008-04-15T01:39:22+00:00</pubDate>
	<dc:creator>petegrey</dc:creator>
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	<title>Image</title>
	<description>
		oregon inside the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320663_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320663</link>
	<pubDate>2008-04-09T15:55:21+00:00</pubDate>
	<dc:creator>fabricefab</dc:creator>
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	<title>Thread: Re: Can't move?</title>
	<description>&lt;b&gt;Sparhawk wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;GeoMan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;It is ultra rare to happen because you always have at least one building and one landscape card in your hand.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I see your point. For most combinations on your hand there shouldn't be a problem. But some are vulnerable. One fire and three train stations would be such a combination. Still, ultra-rare.&lt;br&gt;&lt;br&gt;To get me right: I am not worried that this problem will arise when you play it as a board game. I am considering to offer it as a a play-by-web-implementation online. Once there are 10000 games played, special cases may well arise and then there needs to be a rule for that, otherwise the game is broken. &lt;br&gt;&lt;br&gt;a) Either the player may not move and does not move&lt;br&gt;b) The player get 1,2,3 or 4 new cards. &lt;br&gt;&lt;br&gt;Sparhawk&lt;/i&gt;&lt;br&gt;&lt;br&gt;I would think that (a) is a bad idea, as that player would be out of the game (although it would be completely his own fault!)&lt;br&gt;&lt;br&gt;I would say he passes his turn and chooses 2 cards to discard (or a different number) and draws new ones.&lt;br&gt;&lt;br&gt;Would be great to see this one on Yucata!&lt;br&gt;&lt;br&gt;&lt;br&gt;N.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2219093#2219093</link>
	<pubDate>2008-04-08T09:49:32+00:00</pubDate>
	<dc:creator>Moviebuffs</dc:creator>
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	<title>Image</title>
	<description>
		the game illustrator's picture graces one side of the box bottom &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic318896_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/318896</link>
	<pubDate>2008-04-04T20:55:40+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
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	<title>Image</title>
	<description>
		the game designers pictures grace one side of the box bottom &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic318895_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/318895</link>
	<pubDate>2008-04-04T20:53:53+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
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	<title>Thread: Re: 2 Player Improvement</title>
	<description>Are you &lt;strike&gt;crying&lt;/strike&gt; interacting? &lt;br&gt;&lt;br&gt;Are you &lt;strike&gt;crying&lt;/strike&gt; interacting? &lt;br&gt;&lt;br&gt;ARE YOU &lt;strike&gt;CRYING&lt;/strike&gt; INTERACTING? &lt;br&gt;&lt;br&gt;There's no &lt;strike&gt;crying&lt;/strike&gt; interacting! &lt;br&gt;&lt;br&gt;THERE'S NO &lt;strike&gt;CRYING&lt;/strike&gt; INTERACTING IN &lt;strike&gt;BASEBALL&lt;/strike&gt; EUROGAMES!&lt;br&gt;&lt;br&gt;Seriously, though...  My wife and I have not really seen a need to &quot;tighten up &quot; the playing area...&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2173644#2173644</link>
	<pubDate>2008-03-21T14:14:09+00:00</pubDate>
	<dc:creator>CovertDad</dc:creator>
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	<title>Thread: Re: 2 Player Improvement</title>
	<description>I will have to try this out.  I liked the game as it was for 2, but this will certainly tighten things up a bit.</description>
	<link>http://www.boardgamegeek.com/article/2173633#2173633</link>
	<pubDate>2008-03-21T14:07:59+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: 2 Player Improvement</title>
	<description>My great gamer gal said we should take out all of the &quot;fire&quot; cards to make the playing area smaller.  She even took all those cards and created a border to make sure we didn't overlook the new edges.  It worked great!  We got a lot more interaction.  By looking at the grid it reduced the palying area by 9/25.  So more than a 1/3 of the area was removed from play.</description>
	<link>http://www.boardgamegeek.com/article/2172953#2172953</link>
	<pubDate>2008-03-21T03:03:03+00:00</pubDate>
	<dc:creator>treece keenes</dc:creator>
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	<title>Thread: Re: Possible Variants or will break game?</title>
	<description>good idea.  will give it a try!</description>
	<link>http://www.boardgamegeek.com/article/2172950#2172950</link>
	<pubDate>2008-03-21T02:59:06+00:00</pubDate>
	<dc:creator>treece keenes</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>Although Vikings has Tile placement and Viking meeples (veeples), I think it's nothing like Carcassonne. There's money, there's a market, it's a resource engine sort of game.</description>
	<link>http://www.boardgamegeek.com/article/2159293#2159293</link>
	<pubDate>2008-03-15T04:04:04+00:00</pubDate>
	<dc:creator>BrenoK</dc:creator>
</item><item>
	<title>Thread: Re: Westward Ho!!</title>
	<description>Nice review. I also really like Vikings but I have to say my friends and I here in Oregon were all disappointed with this game. We were especially uninspired by the board art, nary a duck nor a beaver to be found &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;But seriously, I found the choices in the game to be severely limited by your card draw and a bit more luck dependent than even I care for and I don't mind a healthy bit of luck in a game. I agree with you on the upside, it's a brief game.</description>
	<link>http://www.boardgamegeek.com/article/2156063#2156063</link>
	<pubDate>2008-03-14T04:16:56+00:00</pubDate>
	<dc:creator>lorna</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;This is a scenic view of Oregon as it may have looked in the late 1800s.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Errrm...maybe to something who lives in &lt;i&gt;New Jersey&lt;/i&gt;??  &lt;img src=&quot;http://files.boardgamegeek.com/images/tounge.gif&quot; alt=&quot;:p&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;As far as 'pasted on theme', I think this one is doing pretty well.  And heck, maybe THAT is the Carcassonne tie-in!  It looks about as much like Oregon as Carcassonne looks like Southern France!  &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2156012#2156012</link>
	<pubDate>2008-03-14T03:56:15+00:00</pubDate>
	<dc:creator>XanderF</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>I've enjoyed this one a lot and have to agree 100% that any comparisons to Carc are superficial at best.&lt;br&gt;&lt;br&gt;I haven't minded the cards as much as you as you only ever have 4 max and I have my Battlelore card holders for those with sausage fingers.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2155400#2155400</link>
	<pubDate>2008-03-13T23:51:18+00:00</pubDate>
	<dc:creator>Axelfudge</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>One play and me and the wife liked it because it IS NOT CC, but it has a lot to offer in  a  short time frame, it looks good, plays fast, and the choices are just interesting enough without leading to AP. &lt;br&gt;&lt;br&gt;Good review.</description>
	<link>http://www.boardgamegeek.com/article/2155376#2155376</link>
	<pubDate>2008-03-13T23:44:21+00:00</pubDate>
	<dc:creator>denverarch</dc:creator>
</item><item>
	<title>Thread: Re: Westward Ho!!</title>
	<description>&lt;b&gt;stormseeker75 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've heard good things about Vikings.  Never had the chance to play it so far.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Played it two times now, and really liked it!&lt;br&gt;&lt;br&gt;Oeh...and did I mention it is Carcassonne like? &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2155107#2155107</link>
	<pubDate>2008-03-13T22:32:48+00:00</pubDate>
	<dc:creator>Faerun</dc:creator>
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	<title>Thread: Re: Westward Ho!!</title>
	<description>I've heard good things about Vikings.  Never had the chance to play it so far.</description>
	<link>http://www.boardgamegeek.com/article/2154797#2154797</link>
	<pubDate>2008-03-13T21:18:45+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
</item><item>
	<title>Thread: Re: Westward Ho!!</title>
	<description>Only played it once, but I really love it!&lt;br&gt;&lt;br&gt;Just to tease you: Recently I played another game that is &quot;just like Carc&quot; named Vikings...&lt;br&gt;&lt;br&gt;Now...go buy! &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Kidding aside, nice review! Thanks, I just put it on my wishlist!</description>
	<link>http://www.boardgamegeek.com/article/2154777#2154777</link>
	<pubDate>2008-03-13T21:14:00+00:00</pubDate>
	<dc:creator>Faerun</dc:creator>
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	<title>Thread: Westward Ho!!</title>
	<description>As soon as someone mentions that a game is &quot;just like Carcassonne&quot;, I'm chomping at the bit to get my hands on it.  You see, I'm a Carc addict and I'm not too proud to admit it.  Unfortunately, my insatiable desire for more Carc has led me down some dark paths before.  It seems that whenever a game seems &quot;just like Carcassonne&quot;, thats a metaphor for them saying &quot;we took everything good about Carc and over-complicated it.&quot;  Luckily for Rio Grande Games, I haven't gotten too gun-shy, so when Oregon came out, I was immediately interested.  The first pictures I saw made me look forward to it even more.  I saw it on Tanga at a great price, so I picked one up.  Did I get what I was hoping for, or was this just another Carc-wannabe?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Rules&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Oregon is a game for 2-4 players.  To start the game, sort the building tiles by type and place them face up in 7 stacks next to the board.  Then shuffle the landscape cards and  deal 3 to each player.  Next shuffle the building cards and deal 1 to each player as well.  Set the Coal tiles and Gold tiles into their own piles and mix each pile throughly.  Each player should take the 15 cowboys of their chosen color, and then place one on the scoretrack.  Players should also take 1 Joker tile and 1 Extra Turn tile.  Shuffle up the 7 Starting Tiles facedown and deal one to each player.  The starting player will place his Start Tile anywhere on the board that matches its background.&lt;br&gt;&lt;br&gt;On a player's turn, he must play cards and then place a farmer or a tile.  If the player plays 2 Landscape cards, he will place his farmer in one of the two places on the board where that intersection exists.  He then scores points for each building his cowboy is surrounded by.  If a player plays one Landscape card and one Building card, he may place a tile of that type in any row or column that matches the Landscape card.  Any cowboys in the 8 spaces around the building that is being played will score points for it.  After completing these actions, the player draws cards so that his hand size is 4 and contains at least 1 of each card type (Landscape and Building).&lt;br&gt;&lt;br&gt;  A player may use his Joker tile to substitute for any 1 Landscape card.  Once used, the Joker is turned face down.  Players also have an Extra Turn tile.  They may use it after playing cards but before drawing their replacements.  This allows them to place an extra cowboy or tile.  They may then draw the necessary cards and end their turn.&lt;br&gt;&lt;br&gt;The game ends when either one player places his last cowboy on the board, or when some of the tile types are all used up (depending on the number of players).  The player with the highest score wins.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Components&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;If nothing else, Oregon is one of the nicest looking games I've seen.  Its definately nice looking on the table to say the least.&lt;br&gt;&lt;br&gt;The board is a good sized quad-fold board.  The stock is exactly the kind of quality you'd expect from Rio Grand as is the binding.  The board is sturdy enough to last a long time.  One of the nice things about this board in particular is that the art is full-bleed, meaning it goes all the way to the sides.  This provides ample room for the playing area with a score track around it.  In my opinion, the artwork on the board is truly gorgeous.  This is a scenic view of Oregon as it may have looked in the late 1800s.  There's mountains and lush green meadows.  There are also a few lakes and train tracks which connect to the ocean and to Washington above and California below.  Along the top and the left side are 5 symbols.  The board is divided into a grid based on these symbols because they are used to determine placement of pieces.  The grid stands out well without interfering with the nice artwork behind it.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/261526"><img src="http://images.boardgamegeek.com/images/pic261526_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;As if this wasn't enough of, they put a huge picture on the back of the map which is the same as the cover of the box without the words.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/264955"><img src="http://images.boardgamegeek.com/images/pic264955_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The cowboys are just a slight variation of your standard meeple.  They're made of the same wood and appear to have the same basic paint job that the originals have.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/287905"><img src="http://images.boardgamegeek.com/images/pic287905_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The Building tiles are a bit thinner than Carc tiles and they don't have the same textured coating.  These tiles have a nice eggshell coating so they should resist wear pretty well.  In addition to being made of good stock, these tiles have great artwork.  Each tile depicts a different kind of building that would be found in the area at that time.  The 2 different mine tiles show a Gold Mine and a Coal Mine repectively.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/287911"><img src="http://images.boardgamegeek.com/images/pic287911_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The Gold and Coal tokens are made of the same kind of stock as the tiles, but they are round instead.  One side shows a picture of either gold or coal while the other side has a value.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/287907"><img src="http://images.boardgamegeek.com/images/pic287907_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;The Joker and Extra Turn tiles are also made of the same stock with the same coating.  These tiles have 2 different sides:  One showing the unused building, and the other showing it as unavailable.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/287909"><img src="http://images.boardgamegeek.com/images/pic287909_t.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="/image/287910"><img src="http://images.boardgamegeek.com/images/pic287910_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;Despite all its other components, Oregon boils down to being a card game.  Cards drive everything.  While its important for the tiles to be good because they will get used a lot, its even more important for the cards to be good.  To start of on a good not, the illustrations on the cards are beautiful.  In the case of the Landscape cards, these drawings match the symbols around the board.  The Building cards therefore match the drawings on the building tiles.  In addition to terrific artwork, the cards have a great textured coating that reminds me of the original cards that came with Ticket to Ride.  Unfortunately, the size is also the same which is my big complaint about the game.  I really dislike little cards.  I can't for the life of me figure out why companies use these little cards.  They don't fit in sleeves and they're a pain to hold a lot of.  Large cards are so much easier to use and identify, that I can't understand why any company would use little cards.  Surely they must cost more than regular sized cards because they're an odd size.  This just baffles me.  If there's one thing I would gladly pay to change about Oregon, its the tiny cards.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/287912"><img src="http://images.boardgamegeek.com/images/pic287912_t.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="/image/287921"><img src="http://images.boardgamegeek.com/images/pic287921_t.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;A player's turn in Oregon is very simple.  Play cards to place a building tile or a cowboy, score points, and then draw replacement cards.  Its the options of when and where you place tiles or cowboys that make the game very interesting.&lt;br&gt;&lt;br&gt;On a normal turn, you'll only be able to place 1 cowboy or building tile, so you need to do so wisely.  When placing a cowboy, you need to try to place it somewhere so it will score points.  When you place a cowboy, you score points for each building in the 8 spaces surrounding your cowboy.  Ideally, you want to place your cowboy near a couple buildings so you can score.  If you can only place a cowboy such that its near 1 or 2 buildings, you should try to position him such that he's in adjacency with other cowboys of his own color.  If you connect 3 or more cowboys, you score an immediate 5 points.  This is a great way to score points when  you can't place next to buildings.&lt;br&gt;&lt;br&gt;If you choose to place a building, you need to be extra careful where you place it because every cowboy in the 8 spaces around the placed tile scores points for it.  This means not only your cowboys but also your opponents.  Therefore, you don't want to be giving away free points.  Additionally, you don't want to place a building tile where your opponent will be able to benefit from it more than you.  This is harder to do than you might think, but as a general rule, don't place buildings in clusters.  This makes it way too easy for other players to score points.&lt;br&gt;&lt;br&gt;Since Oregon is mostly a card game, that means that luck of the draw will play a part in the outcome.  This happens in every game involving cards, because  you have no control over what you draw.  The designers must have felt like this was a downfall because they built in a way to mitigate some of the luck.  Each player has a Joker tile that they can use once.  When they use it, the Joker takes the place of any one Landscape card.  What this effectively means is that when using a Joker, a player can literally put a cowboy anywhere, or put a building anywhere.  Its a lot of freedom that comes at the price of only being useable once.  Again, I think they may have felt that this was too limiting, so they made a way to get your Joker back.  Whenever a cowboy scores points from a Store, that player may unflip his Joker tile.  This also adds a decision layer to placing tiles or cowboys, because you will want to try and keep your Joker as available as possible.  If used properly, the Joker will ensure that you very rarely get stuck with no good plays.&lt;br&gt;&lt;br&gt;In addition to the Joker tile, each player also has an Extra Turn tile.  Like the Joker, this tile can be used once.  When used, the player may play a second set of cards and place cowboy or building tile.  This is done before replacement cards are drawn so that luck doesn't break the game.  This also means that you need to plan when to use your Extra Turn because you don't want to waste it on a sub-optimal play.  Just like the Joker, you can get your Extra Turn back.  To do this, you need to score a Train Station.  Its important to note that the Extra Turn may only be used once per turn, regardless of how many times you get it back.&lt;br&gt;&lt;br&gt;If you're up for some gambling, Oregon has you covered.  When a player scores a Gold Mine or Coal Mine tile, that player takes one of the face down tokens.  The coal tokens range from 1-3 while the gold ranges from 3-5.  Obviously, this makes Gold Mines the better choice and as such, players will compete for them more.  This often leaves Coal Mines uncontested.  While the payout isn't as good, frequently grabbing coal tiles can really add up.  These points are all kept secret until the end of the game, so nobody will know what's left in each mine pile.  If you've been going after Gold and you've gotten a couple 5's, its a safe bet that you won't draw many more and you should therefore abandon gold for something else.&lt;br&gt;&lt;br&gt;Oregon is for 2-4 players, probably because of the limited size of the board.  2-player games work surprisingly well.  The game for 2 is a very light game because there's not a whole lot of conflict.  Its a lot of fun and it feels a bit more like a race than the other player levels.  When you add a 3rd player in, things tighten up a bit because there's suddenly a lot less room to work with.  The 3rd player adds conflict because suddenly you can't avoid your opponents as easily.  This increases competition for position and makes the Extra Turn tiles a lot more important.  When you add the 4th player, things get really tight.  There are very few moves that can be made without interacting with other players.  Placing a building will almost always result in other players getting points as well.&lt;br&gt;&lt;br&gt;For a fairly light game, Oregon probably won't work well as a gateway game.  The concepts are pretty easy and the play time isn't too long, but there's a lot of scoring so you may find yourself doing more math than you care for.  The game is visually pleasing, which is always a plus.  I'd probably only use this as a gateway if the new players were really interested in learning more as opposed to just casually interested.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Theme&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;The theme is kind of nice.  You get the feeling of building the Western frontier without having it be a deep simulation.  The artwork and the board layout help the theme along.  The cowboy meeples are a really nice touch as well.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Compare it to...&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;Every time a game features tile-laying, people want to compare it to Carc.  This isn't Carc, and it doesn't try to be.  &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Overall&lt;/b&gt;&lt;/u&gt;&lt;br&gt;&lt;br&gt;I really enjoy Oregon.  Its fast and fun, but its also light, so you can't take the game too seriously.  The game has a great visual presence on the table as well.  The game has been a hit for my fiance and I and the people we've introduced it to have enjoyed it as well.  I can definately see myself playing this game and enjoying it for the foreseeable future.  &lt;br&gt;&lt;br&gt;Oregon gets a 7.5/10 from me.  Its a solid design that has a lot of replayability.  I'd never turn down a game, and I'll probably suggest it fairly frequently.  The games approach is highly accessible and its visual appeal is stunning.  This game fits nicely into the super-filler category for me which is great because I don't have many games occupying that slot.  This one will probably get played a lot for that very reason.  Its long enough to satisfy, but not so long as to take up a whole night.&lt;br&gt;&lt;br&gt;This game isn't a Carc clone and thats a good thing.  Oregon stands on its own as a totally different game.  Sure there are meeples and tile placement.  But the way those things interact has nothing to do with Carc.  Carc is a classic.  Oregon may not have the same staying power, but its a fun game that will see its fair share of play in my groups.  And that makes it a winner in my book.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2154564#2154564</link>
	<pubDate>2008-03-13T20:30:21+00:00</pubDate>
	<dc:creator>stormseeker75</dc:creator>
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	<title>Thread: Re: 2 Player?</title>
	<description>Whenever we are playing with only two people, we take the fire cards out of the deck so that the playing area is tighter and luck factor is decreased a bit. Try it, it is a whole different experience.</description>
	<link>http://www.boardgamegeek.com/article/2149397#2149397</link>
	<pubDate>2008-03-11T20:37:26+00:00</pubDate>
	<dc:creator>so_not</dc:creator>
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	<title>Thread: Re: Discarding unusable cards?</title>
	<description>&lt;b&gt;GeoMan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;You just discard cards and draw new ones.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Would that be your full turn - discard and draw?</description>
	<link>http://www.boardgamegeek.com/article/2140661#2140661</link>
	<pubDate>2008-03-07T19:45:17+00:00</pubDate>
	<dc:creator>Sanders</dc:creator>
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	<title>Thread: Re: Discarding unusable cards?</title>
	<description>&lt;b&gt;Sanders wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;2. Also, if you have to wait until the discard stage - what happens if you cannot go due to having all unusable cards?&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;You just discard cards and draw new ones.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2140309#2140309</link>
	<pubDate>2008-03-07T18:06:56+00:00</pubDate>
	<dc:creator>GeoMan</dc:creator>
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	<title>Thread: Re: Discarding unusable cards?</title>
	<description>1. During your draw phase, which would be the very last action of your turn.&lt;br&gt;&lt;br&gt;2. Not really sure.  The rule explicitly states you have to play cards, so in the unliklihood of the situation in which you have only 1 landscape and 3 unusable building cards in your hand, I assume you must do the only legal move of placing a meeple if your joker is still active.  Otherwise, maybe create a house rule to allow the player to discard one of them and draw another one.</description>
	<link>http://www.boardgamegeek.com/article/2140210#2140210</link>
	<pubDate>2008-03-07T17:30:41+00:00</pubDate>
	<dc:creator>Zalasta</dc:creator>
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	<title>Thread: Discarding unusable cards?</title>
	<description>I have two really quick questions...&lt;br&gt;&lt;br&gt;1. When can I discard a card that can no longer be used? Do I have to wait until I draw cards at the end of my turn or can I do it at the start of my turn &lt;i&gt;(if perhaps my opponent played the last building of that type, etc.)&lt;/i&gt; ?&lt;br&gt;&lt;br&gt;2. Also, if you have to wait until the discard stage - what happens if you cannot go due to having all unusable cards?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2140145#2140145</link>
	<pubDate>2008-03-07T17:06:27+00:00</pubDate>
	<dc:creator>Sanders</dc:creator>
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	<title>Thread: Re: Oregon - uma perspectiva portuguesa</title>
	<description>Muito boa sua review, já tinha achado o jogo interessante, agora darei uma chance a ele...</description>
	<link>http://www.boardgamegeek.com/article/2129202#2129202</link>
	<pubDate>2008-03-03T20:23:29+00:00</pubDate>
	<dc:creator>DrGrayrock</dc:creator>
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	<title>Thread: Re: Group Scoring Question</title>
	<description>Can you tell us why the groups must be your own farmers (aside from the single-color exammple)?  As the OP pointed out, the rules just say 3 adjacent farmers.  I'm not disagreeing with you, just looking for a definitive ruling... such as poor English translation, designer posting to a different forum, etc.&lt;br&gt;&lt;br&gt;Thanks!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2106609#2106609</link>
	<pubDate>2008-02-24T04:23:29+00:00</pubDate>
	<dc:creator>tritone</dc:creator>
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	<title>Thread: Re: How to score when placing a church?</title>
	<description>&lt;b&gt;aseoghenrik wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;carl67lp wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;casterman wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;... This potentially makes the church perhaps a little too overpowered.&lt;/i&gt;&lt;br&gt;&lt;br&gt;That was the consensus in our group.  If we played correctly, then the potential is to be able to score:&lt;br&gt;&lt;br&gt;8*8 + 7*7 + 6*6 + 5*5 + 4*4 + 3*3 + 2*2 + 1*1 = 204 points&lt;br&gt;&lt;br&gt;on a single church.  This assumes that a church exists with no other colors, and you place one farmer around the church over a series of 8 turns, with no other players placing.&lt;br&gt;&lt;br&gt;Am I interpreting that correctly?&lt;/i&gt;&lt;br&gt;&lt;br&gt;No, you can't score more than 64 points for a church. Which is still quite much, but to do this, you would first have to place 8 farmers around an empty spot, then place a church in the middle. Not impossible, but we have never seen this actually happen in a game.&lt;br&gt;&lt;br&gt;If a church already exist, and you place one farmer around the church over a series of 8 turns, the first farmer would get you 1 point, the second 2 points, the third 3 points and so on. So placing 8 farmers around an existing church would give a total of&lt;br&gt;1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 = 36 points.&lt;br&gt;&lt;br&gt;Å+H&lt;/i&gt;&lt;br&gt;&lt;br&gt;Ah yes, you're right; I was scoring per-color, rather than per farmer, in my example.&lt;br&gt;&lt;br&gt;Now it makes me wonder how many points I erroneously got in the game!</description>
	<link>http://www.boardgamegeek.com/article/2098372#2098372</link>
	<pubDate>2008-02-20T23:59:57+00:00</pubDate>
	<dc:creator>carl67lp</dc:creator>
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