<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Dschunke</title>
	<link>http://www.boardgamegeek.com/boardgame/3234</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 16:06:59 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 16:06:59 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Giant red start player marker (with size comparison to a Carcassonne meeple and Ra token) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic403536_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/403536</link>
	<pubDate>2008-11-30T07:01:13+00:00</pubDate>
	<dc:creator>rgatti</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Two Queen Games hidden on the board. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic402738_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/402738</link>
	<pubDate>2008-11-27T21:37:18+00:00</pubDate>
	<dc:creator>Christof_Tisch</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Close up on a loaded boat &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345232_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345232</link>
	<pubDate>2008-06-20T11:14:16+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Last auction tile, last game turn &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345128_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345128</link>
	<pubDate>2008-06-19T22:44:07+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Beginning of the game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345115_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345115</link>
	<pubDate>2008-06-19T22:37:39+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A used jonque &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic345111_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/345111</link>
	<pubDate>2008-06-19T22:35:47+00:00</pubDate>
	<dc:creator>Toynan</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		hi res back cover scan - German edition &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320384_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320384</link>
	<pubDate>2008-04-08T18:42:40+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		hi res cover scan - German edition &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320381_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320381</link>
	<pubDate>2008-04-08T18:39:28+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		German parts inventory &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320379_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320379</link>
	<pubDate>2008-04-08T18:36:33+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		rule book cover - German edition &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic320377_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/320377</link>
	<pubDate>2008-04-08T18:34:18+00:00</pubDate>
	<dc:creator>Rokkr</dc:creator>
</item><item>
	<title>Thread: 2 player variant</title>
	<description>I've been using the 2-player variant, which appears on 'Die Pöppelkiste' website, since 2002. Now, as I'm selling the game, I notice that the variant doesn't seem to appear here. I have therefore uploaded my translation of the variant.</description>
	<link>http://www.boardgamegeek.com/article/1427099#1427099</link>
	<pubDate>2007-04-03T12:38:44+00:00</pubDate>
	<dc:creator>Fledermaushaus</dc:creator>
</item><item>
	<title>Thread: Re: Goods Bartering</title>
	<description>There was no mention of ties in the English rules I originally downloaded, but I see it now as a note in Mik's rules. In any event, I believe most players would prefer my tie-breaker -- no one wins -- as opposed to the unsatisfying idea of splitting the pot. Try it and see.</description>
	<link>http://www.boardgamegeek.com/article/1200067#1200067</link>
	<pubDate>2006-11-30T23:26:20+00:00</pubDate>
	<dc:creator>asfhgwt</dc:creator>
</item><item>
	<title>Thread: Re: Goods Bartering</title>
	<description>&lt;b&gt;asfhgwt wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;IIn my last game I was bidding last one round, and an opponent played six face-down cards; I strongly suspected she was bidding on the card-type I wanted (purple).  I also had six cards of that type, and agonized over playing them, since ties lose -- and we'd both have to discard all the cards we bid.&lt;/i&gt;&lt;br&gt;Ties don't automatically lose: if you bid the most, you split the amount you were bidding on, rounded down. You can end up with no yuans because of it, but that is something else.</description>
	<link>http://www.boardgamegeek.com/article/1198927#1198927</link>
	<pubDate>2006-11-30T12:21:06+00:00</pubDate>
	<dc:creator>cymric</dc:creator>
</item><item>
	<title>Thread: Re: Special Cards</title>
	<description>Old thread, but while reevaluating my ratings, I thought it worthwhile to check up on some Dschunke-tactics or variants. This certainly looks like an interesting idea; I'll have to try it.</description>
	<link>http://www.boardgamegeek.com/article/1198915#1198915</link>
	<pubDate>2006-11-30T11:33:38+00:00</pubDate>
	<dc:creator>cymric</dc:creator>
</item><item>
	<title>Thread: start player advantage?</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;Yesterday, I played Dschunke for the first time and the experience was positive (except for the final discussion on whether or not you can move a ware card that is partially covered. Luckily I found the answer today on BGG &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;I have the impression that in a 4-player game, player 1 &amp; 2 have a big advantage as they are 3 times start player whereas player 3 &amp; 4 only 2 times are to go first. Any similar experiences? If so, how did you tackle this?&lt;br&gt;&lt;br&gt;Kire</description>
	<link>http://www.boardgamegeek.com/article/1001368#1001368</link>
	<pubDate>2006-07-23T10:32:04+00:00</pubDate>
	<dc:creator>Kire</dc:creator>
</item><item>
	<title>Thread: Goods Bartering</title>
	<description>Instead of completely blind bidding, the start player plays any number of cards from his hand face-down.  The other players follow in clockwise order, once around the table.  This allows for some actual bluffing, and forces players to bid craftily, as well.&lt;br&gt;&lt;br&gt;For example, early in the game, if the start player places six cards face-down, it's a good bet he's bluffing (i.e., he played more than one type of good) and the cards will be returned to his hand.  A different example: if the first three players place only two cards, a bid of three by the last player &lt;i&gt;must&lt;/i&gt; win.  Early bidders can't be too cautious or a later bidder may win yuan with few cards. Additionally, a bid of one card must be legitimate, and may win, so it becomes a statement to the other players: bid two or (maybe) else.  &lt;br&gt;&lt;br&gt;This change works quite well. In my last game I was bidding last one round, and an opponent played six face-down cards; I strongly suspected she was bidding on the card-type I wanted (purple).  I also had six cards of that type, and agonized over playing them, since ties lose -- and we'd both have to discard all the cards we bid. What I could have done was bid four cards, on the off chance that she was bidding on another card-type, and if so, I'd win since the other two players only bid three cards each. Or I could have placed an invalid bid, let her have it and save my six cards for the next round. Instead I bid the six and we tied. Another player then took the card-type and its 4 bucks with just one card during the re-bid. Phooey!</description>
	<link>http://www.boardgamegeek.com/article/791457#791457</link>
	<pubDate>2006-02-03T01:47:32+00:00</pubDate>
	<dc:creator>asfhgwt</dc:creator>
</item><item>
	<title>Thread: Special Cards</title>
	<description>Instead of looking through a stack and picking the card you want, which I consider horribly feeble, just place four cards face-up and place the remainder of the deck to the side, face-down.  The winner of a special card picks up the four cards, chooses one and discards the rest face-down.  Four new cards are placed face-up. Reshuffle the discards when the deck runs out.   &lt;br&gt;&lt;br&gt;During an &quot;S&quot; event, each player simply gets one random card from the face-down deck.&lt;br&gt;&lt;br&gt;This makes the bidding for the special cards more (or less, based on what four cards are on display) competitive, and provide clues to opponents' strategies. It doesn't change the game a lot, while it stops players from pretty much getting whatever special cards they want. It improves the game immeasurably.</description>
	<link>http://www.boardgamegeek.com/article/789612#789612</link>
	<pubDate>2006-02-01T18:02:02+00:00</pubDate>
	<dc:creator>asfhgwt</dc:creator>
</item><item>
	<title>Thread: Re: What font is that??</title>
	<description>&lt;b&gt;Sonja wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Can anybody identify the name of the font (or a similar one!) used in the script-like text where it says &quot;12 Yuan&quot; and &quot;Bei Spielende&quot; on the cards, for example?&lt;br&gt;&lt;br&gt;Sonja &lt;img src=&quot;http://files.boardgamegeek.com/images/kiss.gif&quot; alt=&quot;:kiss:&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;Yes, I can. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;It's a slightly-modified version of a recent URW font named &lt;b&gt;&quot;Compliment&quot;&lt;/b&gt;.  If you visit the following link and look closely you can see the difference:&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.myfonts.com/fonts/urw/compliment/regular/&quot; rel=&quot;nofollow&quot;&gt;http://www.myfonts.com/fonts/urw/compliment/regular/&lt;/A&gt;&lt;br&gt;&lt;br&gt;Basically, the font is unchanged except for the removal of the curious inverted &quot;circumflex&quot; above the lower-case &lt;b&gt;u&lt;/b&gt;.&lt;br&gt;&lt;br&gt;The reason I happened to know the name of this font is that I had planned to create a set of replacement cards for &lt;i&gt;Dschunke&lt;/i&gt;, and I always try to use the original fonts.  Unfortunately, I don't own a copy of &lt;i&gt;Compliment&lt;/i&gt; (and don't want to spend $40 for a single typeface), so that project is stalled for now. &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/552112#552112</link>
	<pubDate>2005-07-13T16:02:21+00:00</pubDate>
	<dc:creator>npetry</dc:creator>
</item><item>
	<title>Thread: What font is that??</title>
	<description>Can anybody identify the name of the font (or a similar one!) used in the script-like text where it says &quot;12 Yuan&quot; and &quot;Bei Spielende&quot; on the cards, for example?&lt;br&gt;&lt;br&gt;Sonja &lt;img src=&quot;http://files.boardgamegeek.com/images/kiss.gif&quot; alt=&quot;:kiss:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/548487#548487</link>
	<pubDate>2005-07-11T07:29:55+00:00</pubDate>
	<dc:creator>Sonja</dc:creator>
</item><item>
	<title>Thread: Re: Additional Action card - Can you move hidden cargo strips?</title>
	<description>Just to close this thread with an even &quot;more&quot; official answer, I wrote to the author through his website &lt;A target='_blank' href=&quot;http://www.spiele-aus-timbuktu.de/&quot; rel=&quot;nofollow&quot;&gt;http://www.spiele-aus-timbuktu.de/&lt;/A&gt; and he wrote back saying:&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;the player can only move TOTALLY VISIBLE cargo strips.&lt;br&gt;&lt;br&gt;thank you for the interest in my games.&lt;br&gt;&lt;br&gt;nice dice&lt;br&gt;michael schacht&lt;br&gt;&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/512521#512521</link>
	<pubDate>2005-06-03T16:46:23+00:00</pubDate>
	<dc:creator>mnvalente</dc:creator>
</item><item>
	<title>Thread: Re: Additional Action card - Can you move hidden cargo strips?</title>
	<description>Hi Eric, again. You were right, I was wrong. &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;According to the author himself, as stated in a FAQ that I found through&lt;br&gt;&lt;A target='_blank' href=&quot;http://luding.org/Skripte/GameData.py/ENgameid/13061&quot; rel=&quot;nofollow&quot;&gt;http://luding.org/Skripte/GameData.py/ENgameid/13061&lt;/A&gt;&lt;br&gt;&lt;br&gt;&quot;only charge strips may be shifted, which lie in the highest level&quot; - this is a google auto-translation.&lt;br&gt;&lt;br&gt;Should have studied more german &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;We were also making another BIG mistake, during the bartering phase, we were playing cards of all colours, when a player is only allowed to barter for a single item.</description>
	<link>http://www.boardgamegeek.com/article/498523#498523</link>
	<pubDate>2005-05-18T17:04:52+00:00</pubDate>
	<dc:creator>mnvalente</dc:creator>
</item><item>
	<title>Thread: Re: Additional Action card - Can you move hidden cargo strips?</title>
	<description>&lt;b&gt;mnvalente wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I agree with the theme argument. If my crates are under a mountain of other crates, how can I take them out? I cannot. But it just feels too weak for such a special card. All other cards are much stronger.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I disagree that the card is weak. You can use it to satisfy the bonus cards, or to merely give yourself a presence on a boat at an unexpected moment. With the right planning, this card shines. Besides, you never have to choose this card as you're picking one card from the entire stack. If you don't like it, choose another card.</description>
	<link>http://www.boardgamegeek.com/article/489339#489339</link>
	<pubDate>2005-05-06T13:24:50+00:00</pubDate>
	<dc:creator>Henry Rhombus</dc:creator>
</item><item>
	<title>Thread: Re: Additional Action card - Can you move hidden cargo strips?</title>
	<description>I agree with the theme argument. If my crates are under a mountain of other crates how can i take them out? I cannot.&lt;br&gt;&lt;br&gt;But it just feels two weak for such a special card. All other cards are much stronger.&lt;br&gt;&lt;br&gt;I searched the rules again and found:&lt;br&gt;&lt;br&gt;&quot;Cargo strips are never removed. However, they may be covered or moved to other boats by special actions.&quot;&lt;br&gt;&lt;br&gt;Again, it doesn't actually state &quot;you can move hidden crates&quot;, but it gives the impression you can.&lt;br&gt;&lt;br&gt;even more confused! &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/489155#489155</link>
	<pubDate>2005-05-06T05:20:59+00:00</pubDate>
	<dc:creator>mnvalente</dc:creator>
</item><item>
	<title>Thread: Re: Additional Action card - Can you move hidden cargo strips?</title>
	<description>Everything in Dschunke that relates to getting goods cards, earning money, or scoring bonuses at the end of the game involves visible crates. The rules don't specify for this card that the crates must be visible, but that seems to be the only conclusion possible. The cargo strip must on the top layer of a stack; otherwise (if we jump into the theme a moment) how could those crates be moved?</description>
	<link>http://www.boardgamegeek.com/article/489147#489147</link>
	<pubDate>2005-05-06T04:29:01+00:00</pubDate>
	<dc:creator>Henry Rhombus</dc:creator>
</item><item>
	<title>Thread: Additional Action card - Can you move hidden cargo strips?</title>
	<description>There is an additional action card that says:&lt;br&gt;&lt;br&gt;&quot;You may move one of your own Cargo strips from one Junk to another.&quot;&lt;br&gt;&lt;br&gt;I picked this card up early in the game preparing for the final round cargo strip rearrangement &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt; . And in the final round i played it during my action turn, picked up a cargo strip that was not visible (under the other players cargo strips) from one junk, and put it on top of a pile of cargo strips on another junk, thus fulfilling my game end bonus and winning &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;All the other players stared at my move &lt;img src=&quot;http://files.boardgamegeek.com/images/rock.gif&quot; alt=&quot;:what:&quot; border=&quot;0&quot;&gt; arguing that i could only pick up a VISIBLE cargo strip.&lt;br&gt;&lt;br&gt;Was it an illegal move? &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/489112#489112</link>
	<pubDate>2005-05-06T02:55:14+00:00</pubDate>
	<dc:creator>mnvalente</dc:creator>
</item><item>
	<title>Thread: Re:wares = eggplants and what else?</title>
	<description>I always thought the white goods were salt too.&lt;br&gt;&lt;br&gt;As an aside, I always call the yellow cards in Mamma Mia cheese. I can't stand pineapple on pizza.</description>
	<link>http://www.boardgamegeek.com/article/485383#485383</link>
	<pubDate>2005-05-02T02:27:55+00:00</pubDate>
	<dc:creator>djlg</dc:creator>
</item><item>
	<title>Thread: Re:wares = eggplants and what else?</title>
	<description>&lt;i&gt;Sonja wrote:&lt;br&gt;What are all the different goods being traded here? Eggplants? What else? :P&lt;/i&gt;&lt;br&gt;&lt;br&gt;Color     Supposed to be     What I call it&lt;br&gt;Brown     Fish               Fish&lt;br&gt;Purple    Eggplant           Eggplant&lt;br&gt;Orange    Spice              Opium&lt;br&gt;White     Rice               Heroin&lt;br&gt;&lt;br&gt;Just my poor sense of humor, I guess.</description>
	<link>http://www.boardgamegeek.com/article/485064#485064</link>
	<pubDate>2005-05-01T16:40:32+00:00</pubDate>
	<dc:creator>BeyondMonopoly</dc:creator>
</item><item>
	<title>Thread: Re:wares = eggplants and what else?</title>
	<description>Sonja (#485022),&lt;br&gt;&lt;br&gt;Hi, just played our first game of Dschunke a couple of nights ago and loved it, we called:&lt;br&gt;&lt;br&gt;Brown - Fish&lt;br&gt;Orange - Spice&lt;br&gt;Purple - Vegetables&lt;br&gt;White - Salt (found out later - in the english translation- it's supposed to be Rice :blush&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;I've been recently pointed out that in Settlers the yellow card represents wheat, even though I taught everyone to call it hay! &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I guess you should not impose names for wares on other people, everybody calls them what they want. &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;bye</description>
	<link>http://www.boardgamegeek.com/article/485033#485033</link>
	<pubDate>2005-05-01T15:48:30+00:00</pubDate>
	<dc:creator>mnvalente</dc:creator>
</item><item>
	<title>Thread: wares = eggplants and what else?</title>
	<description>What are all the different goods being traded here? Eggplants? What else? :P</description>
	<link>http://www.boardgamegeek.com/article/485022#485022</link>
	<pubDate>2005-05-01T15:32:09+00:00</pubDate>
	<dc:creator>Sonja</dc:creator>
</item><item>
	<title>Thread: Re:Language problem ?</title>
	<description>&lt;i&gt;disclamer wrote:&lt;br&gt;tallike (#90960),&lt;br&gt;&lt;br&gt;Not bad.  There is one deck of about 20 different cards which have a small amount of German text, but you can download English translations for those here.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I wholeheartedly agree.  This a fun game that is worth the little bit of extra effort.</description>
	<link>http://www.boardgamegeek.com/article/464744#464744</link>
	<pubDate>2005-03-31T02:05:34+00:00</pubDate>
	<dc:creator>Dinky_Gnatbane</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>Another game about boats and trading, this meatier strategy game takes place in the waters of the far east.&lt;br&gt;&lt;br&gt;The object of this game is to bring home the most yen by bidding on market wares and making your market presence known on the 5 different boats.&lt;br&gt;&lt;br&gt;On your turn, you have the choice of placing crates on boats, taking stock in various goods, or just taking yen straight from the bankers. One of the twists of the game is that you get to take more stock cards or more gold on the boats where you have more of a market presence (indicated by your colored crates). On the flip side, you may not have so many choices, since when someone takes an action (such as placing crates on a boat) that action is made unavailable to the rest of the players.&lt;br&gt;&lt;br&gt;There is a depth to this game that isn't quite Puerto Rico, but is a few steps ahead of vanilla Settlers.&lt;br&gt;&lt;br&gt;The good: A lot of tough decisions. A good amount of depth without being a brain-burner.&lt;br&gt;&lt;br&gt;The not-so-good: Can be hard for 'newbies' to grasp at first; can suffer from analysis paralysis.&lt;br&gt;&lt;br&gt;My wife and I both rate this one a 9.</description>
	<link>http://www.boardgamegeek.com/article/447419#447419</link>
	<pubDate>2005-03-07T21:50:18+00:00</pubDate>
	<dc:creator>isbert</dc:creator>
</item><item>
	<title>Thread: Re:Language problem ?</title>
	<description>tallike (#90960),&lt;br&gt;&lt;br&gt;Not bad.  There is one deck of about 20 different cards which have a small amount of German text, but you can download English translations for those here.</description>
	<link>http://www.boardgamegeek.com/article/91000#91000</link>
	<pubDate>2005-02-28T18:06:06+00:00</pubDate>
	<dc:creator>disclamer</dc:creator>
</item><item>
	<title>Thread: Language problem ?</title>
	<description> How much problem is the German language for &lt;br&gt; playing the game ?&lt;br&gt; It seems good.&lt;br&gt;&lt;br&gt; tallike</description>
	<link>http://www.boardgamegeek.com/article/90960#90960</link>
	<pubDate>2005-02-28T16:46:28+00:00</pubDate>
	<dc:creator>tallike</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>The players: Paul, Tami, Jeremy, Eric&lt;br&gt;&lt;br&gt;I've been wanting to get this Schacht game to the table, and with Tami so insistent about playing a &quot;D&quot; game, we grabbed two others and began.&lt;br&gt;&lt;br&gt;Dschunke puts players in the role of goods trader, trying to earn the most money by the end of the game by importing and selling goods. The game has a puzzly, programy feel that hits me just right. Almost nothing is hidden in the game -- only the bids during the sell phase -- so you can look ahead several turns and try to guess who will do what when, thereby letting you choose roles to do such and such.&lt;br&gt;&lt;br&gt;I managed to do this when I set up seven crates on one boat, then scored money off of it four times over four turns, placing a big target on my head as the leader. You reveal money counts twice during the game, and I was indeed far ahead on the second reveal, but then I didn't do much in the final turns, whereas Paul and Jeremy sold lots of goods and drew close. Paul and I tied with 54 Yuan, but I had more goods cards and therefore won the tiebreaker.</description>
	<link>http://www.boardgamegeek.com/article/87606#87606</link>
	<pubDate>2005-02-20T17:52:57+00:00</pubDate>
	<dc:creator>Henry Rhombus</dc:creator>
</item><item>
	<title>Thread: Re:How many tiles for pricing goods in market?</title>
	<description>Superfage (#72153),&lt;br&gt;&lt;br&gt;Sounds like a production mistake.  You only need 10 of them.  One for each round.</description>
	<link>http://www.boardgamegeek.com/article/72160#72160</link>
	<pubDate>2004-12-21T13:31:19+00:00</pubDate>
	<dc:creator>asmiles</dc:creator>
</item><item>
	<title>Thread: How many tiles for pricing goods in market?</title>
	<description>I just opened a new box of this interesting game and I found 18 tiles for pricing the goods during selling.&lt;br&gt;After reading how many the game should have, only 10, I checked again and I noted that 10 are different and 8 have a double copie.&lt;br&gt;&lt;br&gt;Does someone can help me explaining this situation?&lt;br&gt;&lt;br&gt;It can be possible a mistake of production? A good one! &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Thank you,&lt;br&gt;Superfage</description>
	<link>http://www.boardgamegeek.com/article/72153#72153</link>
	<pubDate>2004-12-21T12:11:54+00:00</pubDate>
	<dc:creator>Superfage</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>Friday the 13th turned out to be an interesting game session. I was expecting anywhere between 5 to 7 players tonight (David, Heather, myself, Wendy, James and 2 of his buddies). James had called me in the afternoon though to let me know that his two buddies wouldn't be joining us so it would just the 5 of us. Taking that into consideration, I thought we'd try out either Traders of Genoa, Santiago or Wallenstein, most of which I hadn't played much before.&lt;br&gt;&lt;br&gt;David was driving Kirsten to the airport after work so he wouldn't be able to get to our place before 7. As we had previously agreed to feed him a BBQ dinner, I told the others to show up around 8pm so that we'd have time to eat and clean up. Just as we were finishing up our grilled sausage and BBQed corn and fries, I got a call from Wendy.She had just been in an accident. She was OK but a litlle shaken up so she decided to just go home and relax. Friday the 13th strikes again!&lt;br&gt;&lt;br&gt;As we were down to four, I changed gears and decided we'd try out Dschunke. Heather is a big fan of Princes of Florence and I thought this would suit her style. So we took the game out and explained the game while we waited for James. 8:20 rolled along and James hadn't shown up yet so we decided to play a couple rounds of 3 player Dschunke until he showed up. Unfortunately, we finished the game before he did as never did show up...Friday the 13th again!?!&lt;br&gt;&lt;br&gt;We started with the setup variant and I stupidly placed 2 of David's crate strips on what turned out to be the merchant boat. David was playing last in the first turn so there was ample opportunity for either Heather or I to play a little defense but we both opted to take the other roles, giving David the chance to get 6 sugar right off the bat. &lt;br&gt;&lt;br&gt;David and I battled during the 1st four rounds trying to get as many special cards as possible. By the 4th round, we were both had found 1 extra goods supply card and I had found the tie-breaker card. Heather, up until this point was winning mostly gold in the auctions. At the first reveal score round, our scores were H=20, D=12, me=12.&lt;br&gt;&lt;br&gt;In the later part of the game, I decided I'd try to win as many auctions as possible (which I thought would be easier with the tie-breaker). Most of the time I ended up winning at least 2 of the auctions. My board position was weakening though and so it became harder and harder to win at the auctions. In retrospect, I focussed to much on money in the later part of the game. David and Heather though exercised a very balanced approach, although Heather did concentrate on getting more special cards in the auction. David had the best board position.&lt;br&gt;&lt;br&gt;In what I thought was the turning point in the game, David made a great move to secure the 25 yen bonus for having visible crates on all ships. In the previous turn he had set himself up to make 7 yen on the wild ship. I was banking on him taking the trader so that I could play an extra trader action (special card) on the sugar ship. Instead of taking the trader, he instead opted to place 2 strips on the sugar ship which a) prevented me from taking it and b) absolutely prevented anyone from taking away the 25 yen bonus at the end of the game. The move prevented me from making 6 yen on that turn and also cost me 4 yen at the end of the game as I didn't have any visible crates on the sugar ship.&lt;br&gt;&lt;br&gt;Going into the final round, the scores were H=27, D=29, me=38. Despite the lead, I knew I was toast. I had very few crates showing and didn't have any special bonus scoring cards (even if I had any, I wouldn't have been able to score them for lack of crates). David and Heather though had excellent board position and were each holding 2 special cards. In the end, the both managed to complete the 2 bonus scoring cards they held (for 20 yen) and they both also got the 25 yen bonus for having a crate visible on each ship. I on the other hand had no scoring bonuses and crates on only 3 boats (worth only 12 yen).&lt;br&gt;&lt;br&gt;Final scores: David=82, Heather=72, Jasen=59.&lt;br&gt;&lt;br&gt;David played an excellent game throughout, planning his moves at least 2 or 3 turns in advance. I on the other hand played a much more tactical game. Heather also played a good game -  the difference was mostly in the auctions and the lack of early special cards. Oddly enough, the 2 times I've tried this game I have done rather poorly. And yet, I'm really liking this game. Heather and David also quite enjoyed the game and I'm sure they'd be willing to give it another go soon.</description>
	<link>http://www.boardgamegeek.com/article/49342#49342</link>
	<pubDate>2004-08-15T15:01:54+00:00</pubDate>
	<dc:creator>Baldboy_1</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>After our game of Web of Power, Christopher had to go and Bob was done with his HeroClix tournament.  So I convinced Chris, Bob and Lissa to give Dschunke a go with me (I just got it in the mail a couple of weeks ago).  After explaining the round structure and how bidding at the market works, we were off!&lt;br&gt;&lt;br&gt;It was quite an interesting game.  Bob attempted to secure every single special action card that gave you extra goods.  By the end of the game, he had seven or eight of them in front of him.  He utilized these to win whichever auctions he wanted during the game.  I concentrated on mainly establishing myself on all five junks with crates in hopes of the big bonus at the end of the game.  Chris and Lissa both worked on a more balanced strategy in hopes of securing money from a junk with lots of crates or winning auctions that no one else bid on.&lt;br&gt;&lt;br&gt;From the free special action cards, I was able to secure a 12 Yen and 8 Yen bonus (from having certain numbers of crates on certain junks), and won an auction with netted me another 8 Yen bonus.  Fortunately, I was able to plan ahead and position my crates just so to get the Yen from all three of these at the end.  That, combined with money I was making all along and the bonuses from ships earned me the victory by over 10 Yen!  Bob came in second, with Chris and Lissa not far behind him.  Quite a neat little game that I'm looking forward to playing again.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/45365#45365</link>
	<pubDate>2004-07-16T23:21:50+00:00</pubDate>
	<dc:creator>Zambo</dc:creator>
</item><item>
	<title>Thread: User Review</title>
	<description>A dschunke (pronounced junk) is a kind of oriental boat.  Dschunke, the game, deals with merchants selling goods on 5 dschunkes connected by planks.&lt;br&gt;&lt;br&gt;There are 3 wandering merchants each offering a different service to the players.  Turn by turn these merchants step from dschunke to dschunke and offer their respective service on the dschunke they currently occupy.  The services are:&lt;br&gt;&lt;br&gt;1. Paying money (Yuans) based on the number of visible crates a player has loaded on the dschunke the merchant presently occupies.  As money is what wins the game, don't neglect it.&lt;br&gt;2. Dispersing goods (in cards), again, based on the number of visible crates.&lt;br&gt;3. Load crates.  Players load crates by the strip, each strip having 3 crates.  Normally, 2 strips (6 crates) are loaded at a time.&lt;br&gt;&lt;br&gt;Each player selects a merchant and performs the offered service.  Each merchant, represented by a wooden disc, is then flipped to indicate that the offered service was &quot;used&quot; this round and that no one else may perform it until the next round.&lt;br&gt;&lt;br&gt;In addition to the merchants are two trainees, or &quot;apprentice&quot; merchants, whose services change turn by turn as they run along a track of differing services (the sames ones offered by the merchants themselves) at the top of the board.  As there are three merchants and 5 dschunkes, there are always two unoccupied dschunkes.  Trainees offer their services on these 2 dschunkes.  &lt;br&gt;&lt;br&gt;The starting player may choose from the services offered by the three merchants and the two trainees.  (Each other player progressively has one less option.)  The primary difference between merchants and trainees is that merchants offer their service only on the dschunke they occupy, while trainees offer their service on either of the two vacant dschunkes.  The possible, and progressively, narrowing choices remind me of the phase choices offered in Puerto Rico.&lt;br&gt;&lt;br&gt;Let's flashback to the three services again:&lt;br&gt;&lt;br&gt;1. Getting money.  If you choise &quot;money&quot; merchant or trainee, you get paid 1 Yuan for each crate of yours visible of the given dschunke, but at minimum 3 Yuans even if you have no crates visible.&lt;br&gt;&lt;br&gt;Crate visibility.  Each player is loading crates of his color onto the 5 dschunkes.  Crate strips are interwoven as they're played--think Jenga!  Because of this, as the rounds progress, your crates may gradually become covered.  &lt;br&gt;&lt;br&gt;2. Getting goods cards.  Each of four dschunkes have goods--either fish, vegetables, rice or spices--represented by cards.  The odd dschunke serves as a wild-card dschunke, that is, when you would otherwise take goods cards from this dschunke, instead take the same number of cards from any other dschunke.  Like taking money, you take as many goods cards as the number of your visible crates showing on the dscunke of the select merchant or trainee.  As you can see, crate visibility becomes very important as it impacts both goods and money dispersements.&lt;br&gt;&lt;br&gt;3. Load crates.  This is what I've been leading you to do.  Loading crates helps you throughout the game and at the end of the game.  (At game end, you receive 4 Yuans per dschunke which shows at least one crate of yours or 5 Yuans per dschunke if every dschunke shows at least one of your crates!)&lt;br&gt;&lt;br&gt;Engaging in these three services (at the right times!) is the heart of the game.  Now that we've covered the central theme, let's cover the turn overview:&lt;br&gt;&lt;br&gt;1. Market cards and Events &lt;br&gt;2. Player Actions (we covered this above)&lt;br&gt;3. Resupplying Goods &lt;br&gt;4. Goods Bartering &lt;br&gt;5. Move Markers &lt;br&gt;6. Change Start-Player &lt;br&gt;&lt;br&gt;1. Market cards and Events.  Each round a market card is exposed displaying the payout value for each of the 4 kinds of goods.  The payouts (different for each good) are either 1 Yuan, 2 Yuans, 3 Yuans, 4 Yuans or 1 Special Card.  These payouts will take place during the Goods Bartering phase.&lt;br&gt;&lt;br&gt;2. Player Actions.  Covered.&lt;br&gt;&lt;br&gt;3. Resupplying Goods.  Initially, all players have two special cards in front of them (they get them free at the start of the game).  Each of these two cards gives the holder the ability to choose a free goods card.  Therefore, each player during this phase selects two goods cards and add them to his hand.  The size of a player's hand is always fluctuating.&lt;br&gt;&lt;br&gt;4. Goods Bartering.  This phase is nothing about goods bartering if you ask me.  What happens is each player secretly takes any number of one type of goods card and &lt;br&gt;reveals them simultaneously.  Then, whoever offered the most cards of each of the given kinds of goods wins the payout shown on the market card.  Regardless of whether a player won the bid, his cards are forfeit.  This phase is repeated until a payout has been awarded for each kind of good.&lt;br&gt;&lt;br&gt;5. Move markers.  Here's where the merchants wander clockwise to the next dschunke.  The trainees advance down the service track.&lt;br&gt;&lt;br&gt;6. The next starting player is chosen.&lt;br&gt;&lt;br&gt;I won't cover all the special cards that one might win during Goods Bartering, but I will breifly mention that certain ones offer ongoing abilities, certain ones offer single-use actions, and still others offer end game whammies (like Prestige cards in Princes of Florence).&lt;br&gt;These cards can really help your game.&lt;br&gt;&lt;br&gt;When I read about Dschunke on &lt;A target='_blank' href=&quot;http://www.gamenight.com&quot; rel=&quot;nofollow&quot;&gt;www.gamenight.com&lt;/A&gt; and elsewhere it seemed something I'd really like.  To my disappointment, I was not impressed.  I've played it three times and, despite the numerous considerations and decisions to be made, but I didn't think it was much fun.  I can't describe exactly why, maybe it was the theme, maybe I just didn't feel the turn angst, maybe it was the group I played with, maybe I need to give it more of a chance.  Who knows!?&lt;br&gt;&lt;br&gt;What I do know, is that I love gaming.  In fact, I'm one of those fellows who likes the hobby so much, that I can have a good time playing even a lackluster game.  Sure, I may break out Dscunke again and play it in a different group or a different setting.  Or, by the time you read this, I may have even traded it for the next Knizia game.  &lt;br&gt;&lt;br&gt;Dschunke?  Yeah, I'll play.  It's not junk (well, it is...) but it's not great either.  My advice: play someone else's copy before you buy it.  I give it a 6.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/5738#5738</link>
	<pubDate>2003-01-25T15:34:32+00:00</pubDate>
	<dc:creator>mlanza</dc:creator>
</item><item>
	<title>Thread: Preview</title>
	<description>New game from Michael Schacht. I like it. It seems to me to have a sort of &quot;Web of Power&quot; (or maybe it is just a Michael Schacht) feel in the following sense: it is basically abstract in nature (although the there is some tie in with the theme), it is nicely produced, it plays relatively quickly (in my experience) and leaves me feeling like I really did something. It does seem very &quot;German&quot; to me in that the basic game is not too complex but then there are all these intricate scoring mechanisms (that's no necessarily bad). I have heard mention that one can sort of scope out the whole flow of the game ahead of time as the turn order and possible actions each turn are known right from the beginning. This seems pretty questionable to me since you don't know what actions your opponents will take or what the game situation will be like in terms of what you have in hand and what the cargo situation on the boats is like. But perhaps the ability to look a few turns ahead at any given point may cause some excessive slowness as someone attempts to optimize their move.&lt;br&gt;&lt;br&gt;I haven't heard to much about this one and I haven't seen anything about an English version so I just want to put in a plug for it, because I think it is quite good and I hope it doesn't get overlooked. Some have mentioned that it has no Earth-shattering new mechanics or some such, but I think it is a really solid game that you can just sit down and play and it works and it doesn't depend on anything gimmicky to play, so I think it is a good long term investment. I like it and intend to buy it.</description>
	<link>http://www.boardgamegeek.com/article/813#813</link>
	<pubDate>2002-05-02T16:36:00+00:00</pubDate>
	<dc:creator>tejmo</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>I am always hesitant to take chances on games &quot;sight unseen&quot;, but sometimes&lt;br&gt;the lure of newly released games prove to be just too much.  When putting&lt;br&gt;together a recent game order from Germany, most of the newer Nürnberg&lt;br&gt;releases were not yet available.  One exception was Dshunke from Michael&lt;br&gt;Schacht, so I took a chance and ordered the game.  When it arrived, the&lt;br&gt;graphics didn't appear too appealing and a cursory reading of the rules&lt;br&gt;didn't generate much excitement.  Still, we just had to give it a try.  I&lt;br&gt;was joined by Lenny, Jim and Ashton.&lt;br&gt;&lt;br&gt;Players represent powerful trading merchants in the Far East, attempting to&lt;br&gt;secure commodities, execute profitable trades and load their goods onto&lt;br&gt;junks (cargo ships).  The ultimate objective is to earn the most money,&lt;br&gt;which is earned by skillful (and sometimes lucky) transactions.&lt;br&gt;&lt;br&gt;The game is relatively short -- only ten turns.  Turns move fairly quickly,&lt;br&gt;with a full game being played in 1 - 1 1/2 hours.  The mechanics are also&lt;br&gt;very straight-forward and after a turn or two, everyone should easily grasp&lt;br&gt;the rules and mechanisms.&lt;br&gt;&lt;br&gt;The board depicts five junks of various colors, as well as a market area,&lt;br&gt;tracks for the two merchant trainees and four locations for the action&lt;br&gt;cards.  The artwork is functional, but somehow fails to impress.  The&lt;br&gt;quality of the components, however, is quite nice and the game should prove&lt;br&gt;quite durable.  Each junk has a space for commodity cards, as well as a hold&lt;br&gt;for loading cargo.&lt;br&gt;&lt;br&gt;Players begin the game with numerous cargo plaques, each depicting three&lt;br&gt;crates.  These will be stacked into the various junks during the course of&lt;br&gt;the game.  Each player also begins with eight commodity cards.  The&lt;br&gt;remaining commodity cards are divided by type and begin the game located on&lt;br&gt;the junks.  The set-up chart also calls for certain junks to be pre-loaded&lt;br&gt;with a few crates, and the three merchant tokens begin on pre-designated&lt;br&gt;junks.  They will move clockwise top the next junk with the passing of each&lt;br&gt;turn.  The two trainees begin on at the beginning of their charts.&lt;br&gt;&lt;br&gt;The Sequence of Play is very straightforward:&lt;br&gt;&lt;br&gt;1) New market tile is revealed.  The market tile depicts the four&lt;br&gt;commodities and their value for the current turn, ranging from 1 - 4.  There&lt;br&gt;may also be an &quot;S&quot; indicated on one of the commodities, which allows the&lt;br&gt;player who wins the right to sell this type of commodity to choose a special&lt;br&gt;action card.&lt;br&gt;&lt;br&gt;2) Special actions.  In turn order, players may select one of the three&lt;br&gt;merchants or one of the two trainees and perform their special action.  Once&lt;br&gt;a merchant's or trainee's special action is used, it is inverted and not&lt;br&gt;available for use by another player that round.&lt;br&gt;&lt;br&gt;The special actions of the merchants are fixed can only be executed on the&lt;br&gt;junk where they are present located.  The trainees actions are listed on the&lt;br&gt;trainee chart and vary from turn to turn.  Those actions can only be&lt;br&gt;utilized on a junk where a merchant is NOT present.&lt;br&gt;&lt;br&gt;The special actions of the merchants are:&lt;br&gt;&lt;br&gt;a) Load 2 Crates.  The player executing this action loads two of his crates&lt;br&gt;onto the junk where this merchant is located.  Crates are loaded in rows of&lt;br&gt;three, with the next row being stacked atop the previous row but in a&lt;br&gt;different direction.  This is important as the number of crates visible&lt;br&gt;plays an important role in the game.&lt;br&gt;&lt;br&gt;b) Take Commodity Cards.  The player executing this action takes a number of&lt;br&gt;commodity cards from the junk where this merchant is located equal to the&lt;br&gt;number of visible crates of his own color loaded on that junk.  The minimum&lt;br&gt;number of commodity cards he takes is three even if he has less crates&lt;br&gt;visible.&lt;br&gt;&lt;br&gt;c) Take Money.  The player executing this action takes money equal to the&lt;br&gt;number of crates he has visible on the junk where this merchant is located.&lt;br&gt;Again, the minimum amount of money he takes is three.&lt;br&gt;&lt;br&gt;The actions of the trainees basically mirror those of the merchants, but&lt;br&gt;vary from turn to turn and can only be executed on the junks where a&lt;br&gt;merchant is NOT present.&lt;br&gt;&lt;br&gt;Four times throughout the game, the trainees will be located on a special&lt;br&gt;spot.  Two of those allow all players to choose an action card from one of&lt;br&gt;the four stacks, while the other two force all players to reveal their&lt;br&gt;current money totals.&lt;br&gt;&lt;br&gt;3) Refill Hand.  Each player selects two commodity cards of his choice from&lt;br&gt;the junks.  The number of commodity cards a player is entitled to may&lt;br&gt;increase during the game if the proper special action cards are taken.&lt;br&gt;&lt;br&gt;4) Bid for Right to Sell Commodities.  At this point, all players bid&lt;br&gt;commodity cards for the right to sell those cards for the price listed on&lt;br&gt;the current market tile.  Players secretly place a number of commodity cards&lt;br&gt;of the same type before them and simultaneously reveal them.  The player&lt;br&gt;bidding the most for a particular commodity receives the amount of money&lt;br&gt;indicated on the market tile.  Ties are split between the tied players.  In&lt;br&gt;any case, ALL players who bid on this commodity, whether they won or lost,&lt;br&gt;must discard the cards they bid.  Ouch!  This forces players to pay&lt;br&gt;attention to the number and types of commodity cards each player has in&lt;br&gt;their hands, a skill I am not particularly adept at!&lt;br&gt;&lt;br&gt;If some commodities were not offered for sale, a new bidding round is held&lt;br&gt;until all commodities are sold or everyone passes.&lt;br&gt;&lt;br&gt;5) Merchants and Trainees move.  The three merchants then move to the next&lt;br&gt;junk in clockwise order, while the trainees progress one space to the right&lt;br&gt;on their charts.&lt;br&gt;&lt;br&gt;6) Start Player Rotates.  The entire sequence is again repeated, with the&lt;br&gt;start player rotating clockwise.&lt;br&gt;&lt;br&gt;As mentioned, there are several opportunities for players to select special&lt;br&gt;action cards.  When these opportunities arise, players actually take one of&lt;br&gt;the four stacks of action cards into their hands, study them and select one&lt;br&gt;they prefer.  The remainder are returned to the board.  It behooves a player&lt;br&gt;to remember what types of cards are remaining in the various stacks in order&lt;br&gt;to benefit the player in future selection rounds.&lt;br&gt;&lt;br&gt;The action cards allow a variety of special abilities, including:&lt;br&gt;&lt;br&gt;a) Break Ties.  This is a VERY important power and there is only one card in&lt;br&gt;the deck.  Any ties during the bidding round are broken in favor of the&lt;br&gt;player who possesses this card.  Grab this one if you can!&lt;br&gt;&lt;br&gt;b) Extra Commodity Cards.  This allows the player to collect an additional&lt;br&gt;commodity card each turn.&lt;br&gt;&lt;br&gt;c) Swap Commodity Cards.  The Player can swap two commodity cards for two&lt;br&gt;others when the market tile is revealed.&lt;br&gt;&lt;br&gt;d) Move or Load Crate.  These cards allow the player to move one of his&lt;br&gt;crates, or load a new one to a junk&lt;br&gt;&lt;br&gt;e) Victory Points.  These cards are used at the end of the game and award&lt;br&gt;victory points if the player has the required number of crates visible on&lt;br&gt;the indicated junks.  Points awarded vary from 8 - 12 points.&lt;br&gt;&lt;br&gt;The game ends following the tenth turn and players tally their victory&lt;br&gt;points:&lt;br&gt;&lt;br&gt;a) Money&lt;br&gt;&lt;br&gt;b) 4 points for each junk wherein a player has at least one visible crate,&lt;br&gt;or 25 points if a player had crates visible on all 5 junks.&lt;br&gt;&lt;br&gt;c) Any bonus points awarded by the action cards.&lt;br&gt;&lt;br&gt;The game follows a very processional path and players are able to discern&lt;br&gt;the future movements of the merchants and trainees.  This allows the astute&lt;br&gt;player to carefully plan his actions and take advantage of opportunities on&lt;br&gt;the turn when he is the start player and gets to select his action first.  I&lt;br&gt;didn't realize this until a few turns into our first game ... what I call a&lt;br&gt;&quot;D'uh!&quot; moment!&lt;br&gt;&lt;br&gt;The bidding can be frustrating and does involve quite a bit of guessing.  As&lt;br&gt;mentioned, it pays to have a good idea as to the quantity and type of&lt;br&gt;commodity cards held by your opponents.  I normally am not too fond of this&lt;br&gt;type of guesswork, but it seems to work well here and isn't too bothersome&lt;br&gt;to me.&lt;br&gt;&lt;br&gt;In spite of a few rules glitches (we mistakenly allowed the victory point&lt;br&gt;action cards to be played immediately, not held to the end of the game as&lt;br&gt;required), we all enjoyed the game.  Subsequent playings didn't tarnish my&lt;br&gt;opinion.  This is a good game, but not spectacular.  I can see it hitting&lt;br&gt;the table a few times each year and it may well be one that my 'casual&lt;br&gt;gaming' friends will also take a liking to.&lt;br&gt;&lt;br&gt;Our scores and the outcome was a bit skewered since we allowed the victory&lt;br&gt;point cards to be played during the course of the game.  This made achieving&lt;br&gt;the conditions WAY too easy.  Still, we had fun, in spite of Jim's&lt;br&gt;impressive victory.&lt;br&gt;&lt;br&gt;Finals:  Jim 73, Greg 59, Ashton 58, Lenny 56&lt;br&gt;&lt;br&gt;Ratings:  Ashton 8, Jim 7, Lenny 7, Greg 6&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/16028#16028</link>
	<pubDate>2002-04-30T18:52:32+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item><item>
	<title>Thread: Preview</title>
	<description>Players represent powerful trading merchants in the Far East, attempting to secure commodities, execute profitable trades and load their goods onto junks (cargo ships).  The ultimate objective is to earn the most Yuan(money), which is earned by skillful (and sometimes lucky) transactions.&lt;br&gt;&lt;br&gt;The game is relatively short -- only ten turns.  Turns move fairly quickly, with a full game being played in 1 - 1 1/2 hours.  The mechanics are also very straight-forward and after a turn or two, everyone should easily grasp&lt;br&gt;the rules and mechanisms.&lt;br&gt;&lt;br&gt;The board depicts five junks of various colors, as well as a market area, tracks for the two merchant trainees and four locations for the action cards.  The artwork is functional, but somehow fails to impress.  The quality of the components, however, is quite nice and the game should prove quite durable.  Each junk has a space for commodity cards, as well as a hold for loading cargo.&lt;br&gt;&lt;br&gt;Players begin the game with numerous cargo plaques, each depicting three crates.  These will be stacked into the various junks during the course of the game.  Each player also begins with eight commodity cards.  The remaining commodity cards are divided by type and begin the game located on the junks.  The set-up chart also calls for certain junks to be pre-loaded with a few crates, and the three merchant tokens begin on pre-designated junks.  They will move clockwise top the next junk with the passing of each turn.  The two trainees begin on at the beginning of their charts.&lt;br&gt;&lt;br&gt;The Sequence of Play is very straightforward:&lt;br&gt;&lt;br&gt;1) New market tile is revealed.  The market tile depicts the four commodities and their value for the current turn, ranging from 1 - 4.  There may also be an &quot;S&quot; indicated on one of the commodities, which allows the player who wins the right to sell this type of commodity to choose a special&lt;br&gt;action card.&lt;br&gt;&lt;br&gt;2) Special actions.  In turn order, players may select one of the three merchants or one of the two trainees and perform their special action.  Once a merchant's or trainee's special action is used, it is inverted and not&lt;br&gt;available for use by another player that round.&lt;br&gt;&lt;br&gt;The special actions of the merchants are fixed can only be executed on the junk where they are present located.  The trainees actions are listed on the trainee chart and vary from turn to turn.  Those actions can only be utilized on a junk where a merchant is NOT present.&lt;br&gt;&lt;br&gt;The special actions of the merchants are:&lt;br&gt;&lt;br&gt;a) Load 2 Crates.  The player executing this action loads two of his crates onto the junk where this merchant is located.  Crates are loaded in rows of three, with the next row being stacked atop the previous row but in a&lt;br&gt;different direction.  This is important as the number of crates visible plays an important role in the game.&lt;br&gt;&lt;br&gt;b) Take Commodity Cards.  The player executing this action takes a number of commodity cards from the junk where this merchant is located equal to the number of visible crates of his own color loaded on that junk.  The minimum&lt;br&gt;number of commodity cards he takes is three even if he has less crates visible.&lt;br&gt;&lt;br&gt;c) Take Money.  The player executing this action takes money equal to the number of crates he has visible on the junk where this merchant is located. Again, the minimum amount of money he takes is three.&lt;br&gt;&lt;br&gt;The actions of the trainees basically mirror those of the merchants, but vary from turn to turn and can only be executed on the junks where a merchant is NOT present.&lt;br&gt;&lt;br&gt;Four times throughout the game, the trainees will be located on a special spot.  Two of those allow all players to choose an action card from one of the four stacks, while the other two force all players to reveal their current money totals.&lt;br&gt;&lt;br&gt;3) Refill Hand.  Each player selects two commodity cards of his choice from the junks.  The number of commodity cards a player is entitled to may increase during the game if the proper special action cards are taken.&lt;br&gt;&lt;br&gt;4) Bid for Right to Sell Commodities.  At this point, all players bid commodity cards for the right to sell those cards for the price listed on the current market tile.  Players secretly place a number of commodity cards&lt;br&gt;of the same type before them and simultaneously reveal them.  The player bidding the most for a particular commodity receives the amount of money indicated on the market tile.  Ties are split between the tied players.  In&lt;br&gt;any case, ALL players who bid on this commodity, whether they won or lost, must discard the cards they bid.  Ouch!  This forces players to pay attention to the number and types of commodity cards each layer has in their hands, a skill I am not particularly adept at!&lt;br&gt;&lt;br&gt;If some commodities were not offered for sale, a new bidding round is held until all commodities are sold or everyone passes.&lt;br&gt;&lt;br&gt;5) Merchants and Trainees move.  The three merchants then move to the next junk in clockwise order, while the trainees progress one space to the right on their charts.&lt;br&gt;&lt;br&gt;6) Start Player Rotates.  The entire sequence is again repeated, with the start player rotating clockwise.&lt;br&gt;&lt;br&gt;As mentioned, there are several opportunities for players to select special action cards.  When these opportunities arise, players actually take one of the four stacks of action cards into their hands, study them and select one&lt;br&gt;they prefer.  The remainder are returned to the board.  It behooves a player to remember what types of cards are remaining in the various stacks in order to benefit the player in future selection rounds.&lt;br&gt;&lt;br&gt;The action cards allow a variety of special abilities, including:&lt;br&gt;&lt;br&gt;a) Break Ties.  This is a VERY important power and there is only one card in the deck.  Any ties during the bidding round are broken in favor of the player who possesses this card.  Grab this one if you can!&lt;br&gt;&lt;br&gt;b) Extra Commodity Cards.  This allows the player to collect an additional commodity card each turn.&lt;br&gt;&lt;br&gt;c) Swap Commodity Cards.  The Player can swap two commodity cards for two others when the market tile is revealed.&lt;br&gt;&lt;br&gt;d) Move or Load Crate.  These cards allow the player to move one of his crates, or load a new one to a junk&lt;br&gt;&lt;br&gt;e) Victory Points.  These cards are used at the end of the game and award victory points if the player has the required number of crates visible on the indicated junks.  Points awarded vary from 8 - 12 points.&lt;br&gt;&lt;br&gt;The game ends following the tenth turn and players tally their victory points:&lt;br&gt;&lt;br&gt;a) Money&lt;br&gt;&lt;br&gt;b) 4 points for each junk wherein a player has at least one visible crate, or 25 points if a player had crates visible on all 5 junks.&lt;br&gt;&lt;br&gt;c) Any bonus points awarded by the action cards.&lt;br&gt;&lt;br&gt;The game follows a very processional path and players are able to discern the future movements of the merchants and trainees.  This allows the astute player to carefully plan his actions and take advantage of opportunities on&lt;br&gt;the turn when he is the start player and gets to select his action first.  &lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/807#807</link>
	<pubDate>2002-04-30T15:08:39+00:00</pubDate>
	<dc:creator>gschloesser</dc:creator>
</item></channel></rss>