<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Star Wars: Battle for Endor</title>
	<link>http://www.boardgamegeek.com/boardgame/3594</link>
	<language>en-us</language>
	<lastBuildDate>Tue, 02 Dec 2008 16:08:44 -0600</lastBuildDate>
	<pubDate>Tue, 02 Dec 2008 16:08:44 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Missing rulebook</title>
	<description>contact me</description>
	<link>http://www.boardgamegeek.com/article/2650499#2650499</link>
	<pubDate>2008-09-16T15:17:15+00:00</pubDate>
	<dc:creator>yeeshkul</dc:creator>
</item><item>
	<title>Thread: Re: Missing rulebook</title>
	<description>Ack!   I'm in the same boat.  What happened to all the rulebooks?</description>
	<link>http://www.boardgamegeek.com/article/2579933#2579933</link>
	<pubDate>2008-08-22T07:55:14+00:00</pubDate>
	<dc:creator>Kimo_LeFey</dc:creator>
</item><item>
	<title>Thread: Re: Missing rulebook</title>
	<description>I am in the same situation as the former poster. I have the game, but the rules are long lost and I would be very happy to get a scanned version of them since I do not own Assault on Hoth.&lt;br&gt;&lt;br&gt; Thank you in advance for any help on the matter.&lt;br&gt;&lt;br&gt; Jari</description>
	<link>http://www.boardgamegeek.com/article/2411546#2411546</link>
	<pubDate>2008-06-20T10:15:42+00:00</pubDate>
	<dc:creator>Gemi</dc:creator>
</item><item>
	<title>Thread: Re: Question about the Imperial Bunker Complex</title>
	<description>When I've played this, I've entered the bunker with my heroes, ewoks and whatnots to duke it out with the guys inside.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2175962#2175962</link>
	<pubDate>2008-03-22T15:01:50+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Thread: Re: Missing rulebook</title>
	<description>Issue solved through the help of a friendly BGG reader.&lt;br&gt;&lt;br&gt;Thank you very much Jan !&lt;br&gt;&lt;br&gt;Now, a dad' and 4 children are impatient to play the game ...&lt;br&gt;&lt;br&gt;Greetings to all BGG readers.&lt;br&gt;&lt;br&gt;Philippe, Lausanne</description>
	<link>http://www.boardgamegeek.com/article/2142623#2142623</link>
	<pubDate>2008-03-08T20:28:04+00:00</pubDate>
	<dc:creator>pchauffo</dc:creator>
</item><item>
	<title>Thread: Missing rulebook</title>
	<description>Hello SW fans,&lt;br&gt;&lt;br&gt;I have bought recently &quot;Battle for Endor&quot; on eBay but I receive a box complete except for the rules. &lt;br&gt;I also own &quot;Assault on Hoth&quot; (completed with miniatures)and &quot;Escape from Death Star&quot; with their original rules and I 'm of course able to derive a lot from the first one.&lt;br&gt;&lt;br&gt;As the rules for &quot;Battle of Endor&quot; are the only ones not posted for this game family, is someone in position to post them on the BGG site ? I doubt that it will generate any copyright issue with WEG, looking at the situation of AoH and EfDS. But I'm not expert in this matter and will of course not ask to anyone to breach the law.&lt;br&gt;&lt;br&gt;Otherwise, I just need help on only two points to play without the rules (through deductions from AoH):&lt;br&gt;1) how to realize the initial set-up ?&lt;br&gt;2) how to breach the bunker door ?&lt;br&gt;&lt;br&gt;Thank you for your help.&lt;br&gt;Greetings from Switzerland.&lt;br&gt;&lt;br&gt;Philippe</description>
	<link>http://www.boardgamegeek.com/article/2133949#2133949</link>
	<pubDate>2008-03-05T10:00:07+00:00</pubDate>
	<dc:creator>pchauffo</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Scan of all the Action Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307640_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307640</link>
	<pubDate>2008-03-02T22:27:14+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Two of the event cards are &quot;blank&quot;, but still have the Event Card back. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307637_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307637</link>
	<pubDate>2008-03-02T22:01:44+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Scan of all the Event Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307631_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307631</link>
	<pubDate>2008-03-02T21:48:32+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Event cards, back &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307612_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307612</link>
	<pubDate>2008-03-02T21:14:40+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Action cards, back &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307608_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307608</link>
	<pubDate>2008-03-02T21:11:04+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Scan of the rule book cover &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307219_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307219</link>
	<pubDate>2008-03-01T23:17:32+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Full scan of the counter sheet, back &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307217_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307217</link>
	<pubDate>2008-03-01T23:15:08+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Full scan of the counter sheet, front &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307215_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307215</link>
	<pubDate>2008-03-01T23:10:02+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The box insert doesn't fit that well in the box. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic307213_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/307213</link>
	<pubDate>2008-03-01T23:04:05+00:00</pubDate>
	<dc:creator>Phreedh</dc:creator>
</item><item>
	<title>Thread: Re: Question about the Imperial Bunker Complex</title>
	<description>Thank you for your help.&lt;br&gt;&lt;br&gt;Ok, the Security Troopers can't move out of the Bunker Complex Box, that makes sense. But i can't find a rule explaining how to fire at them in the bunker (it should be a specific rule as the bunker box is not an hex). I think that's because the rule is implicit, and as english is not my mother tongue, I'm still missing something...</description>
	<link>http://www.boardgamegeek.com/article/2065136#2065136</link>
	<pubDate>2008-02-07T19:17:41+00:00</pubDate>
	<dc:creator>ArG!</dc:creator>
</item><item>
	<title>Thread: Re: Question about the Imperial Bunker Complex</title>
	<description>I haven't played it in a while but the way I remember it, Imperial Forces never move out of the bunker. They are there to guard it. If there were able to leave, it wouldn't be until the bunker door track showed open, even then it wouldn't make sense for the Imperials to leave it unguarded.&lt;br&gt;&lt;br&gt;You can only destroy the bunker once you've killed all the Security Troopers and any other Imperial Forces inside the bunker. As I recall, you are allowed to move into the bunker and then battle the guys inside. I'll have to check the rules, but I'm pretty sure that's what I did.</description>
	<link>http://www.boardgamegeek.com/article/2062819#2062819</link>
	<pubDate>2008-02-06T20:45:14+00:00</pubDate>
	<dc:creator>ottomobile</dc:creator>
</item><item>
	<title>Thread: Question about the Imperial Bunker Complex</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;There's something I don't understand about the Imperial Bunker Box: Some Security Troopers are placed there at the begining of the game, so it's not empty. But I can't find any paragraph in the rulebook explaining how those troopers can move out...&lt;br&gt;&lt;br&gt;Next problem then, it's explained in section 10.2 that the complex must be &quot;unoccupied by Imperial units&quot; so that the rebel heroes can attempt to destroy it. Moreover Imperial trrops will try to get in! How to fire at imperial troopers in the bunker then (as the bunker complex is not an hex nor a macrohex...)?&lt;br&gt;&lt;br&gt;I think I've missed something obvious, but I can't figure out what...&lt;br&gt;&lt;br&gt;If someone can help. Thanks.</description>
	<link>http://www.boardgamegeek.com/article/2060100#2060100</link>
	<pubDate>2008-02-05T21:22:16+00:00</pubDate>
	<dc:creator>ArG!</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A couple of Action Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic279145_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/279145</link>
	<pubDate>2007-12-14T18:53:56+00:00</pubDate>
	<dc:creator>Dazooz</dc:creator>
</item><item>
	<title>Thread: The Empire wins again</title>
	<description>I played with the hardest options: extra AT-STs, extra Stormtroopers, no &lt;br&gt;rebel reinforcements, and only three cruiser destroyed events to fail.&lt;br&gt;&lt;br&gt;Just finished my fourth game. Technically, I lost since I was playing to &lt;br&gt;three destroyed cruisers instead of four. However, it was the first time I &lt;br&gt;got the bunker open (and cleared)!&lt;br&gt;&lt;br&gt;I thought the first game was easy until I kept closing the blast doors by &lt;br&gt;accident. The reinforcements finally buried my dwindling units.&lt;br&gt;&lt;br&gt;The second game started with most all the Imperial units firing first and &lt;br&gt;succeeding in reducing my force to uselessness.&lt;br&gt;&lt;br&gt;The third was over quickly with three early draws of Cruiser Destroyed.&lt;br&gt;&lt;br&gt;&lt;br&gt;Looking on BGG, I noticed that some people claimed it was too easy. I think &lt;br&gt;they failed to read the priority rules in detail. Priority breaks ties; &lt;br&gt;Imperials will shoot any unit that is close to it regardless of priority. &lt;br&gt;This lead me to distribute Ewoks in suicide positions simply to draw the &lt;br&gt;baddums away from the heroes/bunker.&lt;br&gt;&lt;br&gt;By far, the most dangerous units are the bikes. With four dice, three moves &lt;br&gt;and an auto-die reduction for defense, these units are a problem. The AT-STs &lt;br&gt;are OK, but many unit(s) can get two hits when they attack (together); and &lt;br&gt;there are events made to take these units out (I only failed once in these &lt;br&gt;special maneuvers).&lt;br&gt;&lt;br&gt;Stormtroopers (and security troops too) were easier to eliminate since many &lt;br&gt;end up in clear hexes (many ST units converge on closest opponent leaving &lt;br&gt;later movers in the open). The catapults were essential in the destruction &lt;br&gt;of them; a megahex away leaves 2-die attacks and they get to fire twice a &lt;br&gt;turn (that's 1-die three megahexes away!).&lt;br&gt;&lt;br&gt;One of the best events for the rebels is Ewok reinforcements. It made a huge &lt;br&gt;difference when a lone leader suddenly gets four units to make a 5-die &lt;br&gt;attack on that unsuspecting Imperial.&lt;br&gt;&lt;br&gt;In all the games, Chewy was the only hero to be captured; usually, most &lt;br&gt;everybody ended up wounded.</description>
	<link>http://www.boardgamegeek.com/article/1737985#1737985</link>
	<pubDate>2007-09-22T04:49:41+00:00</pubDate>
	<dc:creator>flaney</dc:creator>
</item><item>
	<title>Thread: Re: Gantrell's Regimented Review</title>
	<description>&lt;i&gt;Imperial Priority&lt;/i&gt; provides the method of determining ambiguous targets. &lt;br&gt;&lt;br&gt;For movement, Imperial units will move to the closest targets, where priority breaks ties. If an Ewok and a rebel unit are equidistant, it will move toward the Ewok at &lt;b&gt;A&lt;/b&gt; priority.&lt;br&gt;&lt;br&gt;For combat, the same applies. Troopers will fire at other rebel units if they are closer than Ewoks (again at &lt;b&gt;A&lt;/b&gt; priority).&lt;br&gt;&lt;br&gt;It is important to place/move ewoks such that the heroes can open the bunker unhindered. Unfortunately, this often exposes the primitives to vastly shorter life-spans (and often causes the heroes to become targets of subsequent fire anyway). This tactic is counter to coordinated attacks from tightly grouped Ewok bands (and leader) needed to kill the heavier Imperial units.&lt;br&gt;&lt;br&gt;I suggest that all AT-ST's, and 10 troopers are used; remove the rebel reinforcements and lose the game when &lt;i&gt;three&lt;/i&gt; battleships are destroyed. It's not supposed to be easy.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1728936#1728936</link>
	<pubDate>2007-09-17T22:33:29+00:00</pubDate>
	<dc:creator>flaney</dc:creator>
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	<title>Thread: Gantrell's Regimented Review</title>
	<description>Title – Star Wars: Battle for Endor&lt;br&gt;Ages –  12 and up&lt;br&gt;Players  - 1 (solitaire)&lt;br&gt;Maker –  West End Games&lt;br&gt;Designer –  Peter Corless&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Components:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Folded paper terrain mat/game board&lt;br&gt;62 stand-up playing pieces – denoting Ewok warriors, Ewok leaders, Ewok catapults, Imperial security forces, Stormtroopers, ATt-ST walkers, Imperial speeder bikes, Rebel troopers and Rebel heroes&lt;br&gt;2 decks of cards – action and event cards&lt;br&gt;Six special fire dice&lt;br&gt;2 standard six sided dice&lt;br&gt;Rules manual&lt;br&gt;Casualty container for the box &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Concept:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	Simply put, you are attempting to replicate the ground battle at the end of  “Return of the Jedi”. You are in direct control of the rebel forces and are attempting to breach the Imperial shield bunker and blow up the shield generator. At your command are Ewok warriors, Ewok leaders, Ewok catapults, Rebel troopers and Rebel heroes. Overall the good guys are pretty weak both defensively and offensively, so their main tactic is hiding in cover and combining fire to buff up their damage rolls . &lt;br&gt;&lt;br&gt;	Attempting to stop the good guys are the nefarious imperial forces. Imperial forces include Stormtroopers, Imperial security forces, AT-ST walkers and Imperial speeder bikes. Now since this is a solitaire game and you have to “control” the opposing force, the rules tell you how the Imperials will move, fire, and react and that is both good and bad. &lt;br&gt;&lt;br&gt;	The game ends in victory when the Rebels are on the Imperial bunker hex when a special card is pulled and also roll a hit on the fire dice. The game is lost if the Imperials kill all the rebel forces or if five “Rebel Cruiser Destroyed” cards are pulled from the event card deck.&lt;br&gt;	&lt;br&gt;&lt;b&gt;&lt;u&gt;The good:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	This is a star wars game so I give it a lot just because of the theme. However it is almost 20 years old, so its components and game play won’t be on par with today’s standard. With that caveat, though, I think that a good point is the fact that it is a solitaire game. It’s pretty cool to be able to play a Star Wars adventure when you can’t pull some friends together for a regular game-night. &lt;br&gt;&lt;br&gt;        The turn sequence is done by pulling cards, so it makes difficult to plan strategies for the Rebels. I think this is a good point because it simulates the whole “fog of war” unpredictability thing.  The card pulled might be “Imperials move”, “Rebel troopers fire” ,“Heroes fire or breach” or “draw event”. So if in a game the rebels have just moved, the next card might be Imperials fire (thus killing a lot of good guys) or it might be pull event (which might be reinforcements for either side or it might end the game by being a “Rebel Cruiser Destroyed” card) or it might be “Rebels fire”. So you can see that it makes predicting very difficult.&lt;br&gt;&lt;br&gt; 	The “Imperial Priority” factor is both a good and “nitpicky” thing (see that below). It think it is good in concept so that it gives a mechanic that tells you how the imperials move and who they fire at. I really like the fact that some event card modify these priorities so even though there is no human player for the bad guys, the tone of the Imperial forces changes as the game progresses.&lt;br&gt;&lt;br&gt;	I also liked the reinforcement aspect of the game. Occasionally when the pertinent event cards are drawn, all sides get some reinforcements place on the board.  This again helps change the tone and flavor of the game as you sit there and worry that the next card might give the Imperials two more AT-STs while at the same time you are hoping that the rebels regroup giving you some troopers back.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The nitpicky:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;         First off, there is a lot of set up to do. You need to set up almost 50 stand up cardboard counters by rolling a die to determine which zone or  “macrohex” they go in. Then in that zone they can’t be too close to an opposing force, but also not in a certain type of terrain, etc………. It’s a decent amount to do just to set up the board. So when you are done it leaves you with a crowded board that leads to……&lt;br&gt;&lt;br&gt;         It is kind of difficult to see where a particular piece is since the pieces are flat cardboard chits stuck in plastic base holders. If they had been plastic figures it would have been easier to find them (not to mention cooler). But I think that this gets back to when the game was manufactured and back in the late 80’s most games didn’t have the cool miniatures that we get in out modern games.&lt;br&gt;&lt;br&gt;        Imperial priority as I have stated is a cool thing….in theory. In practice however it can lead to some amusing, if head scratching, situations. It is entirely possible (and fairly probable) that a situation will arise that when firing, an Imperial will ignore a close group of 4 Rebel troopers (because there are four they are a much greater threat realistically because of their combining fire ability) only to fire at one lone Ewok, even if it is far away. Even worse is movement. According to the rules, if Imperial priority states that they are gunning for Ewoks, an Imperial will leave cover, run around a wall of Rebels to again get at that one lone ewok warrior. So in practice, it seems a bit silly.&lt;br&gt;&lt;br&gt;         Also on the issue of priority is how the Rebel heroes are handled. Because there are never a priority unless the “breeched priority” is in effect the heroes are virtually ignored. This pretty much gives them impunity to run around and not worry about getting shot at.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Overall:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	I have to say that this game is just okay. It’s not one that I am dying to play on a daily basis, but it is one I will pull of the bookcase, blow the dust off and have a go at it. Because of (or maybe it was designed that way???) that “Imperial priority” hiccup the game has a real cinematic feel, with the heroes running around and doing fine while all the grunts are dropping like flys. So all in all it’s a nice way to capture the fun and adventure of “Return of the Jedi”, but seeing as how this was developed in the days before the internet, I think other, better ways of playing solo-play games now exist. Anyone wanna join me on a World of Warcraft raid?&lt;br&gt;&lt;br&gt;That’s my .02&lt;br&gt;Gantrell&lt;br&gt;“KMG365”&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1658795#1658795</link>
	<pubDate>2007-08-12T06:27:36+00:00</pubDate>
	<dc:creator>gantrell</dc:creator>
</item><item>
	<title>Thread: Gantrell's Regimented Review</title>
	<description>Title – Star Wars: Battle for Endor&lt;br&gt;Ages –  12 and up&lt;br&gt;Players  - 1 (solitaire)&lt;br&gt;Maker –  West End Games&lt;br&gt;Designer –  Peter Corless&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Components:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Folded paper terrain mat/game board&lt;br&gt;62 stand-up playing pieces – denoting Ewok warriors, Ewok leaders, Ewok catapults, Imperial security forces, Stormtroopers, ATt-ST walkers, Imperial speeder bikes, Rebel troopers and Rebel heroes&lt;br&gt;2 decks of cards – action and event cards&lt;br&gt;Six special fire dice&lt;br&gt;2 standard six sided dice&lt;br&gt;Rules manual&lt;br&gt;Casualty container for the box &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The Concept:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	Simply put, you are attempting to replicate the ground battle at the end of  “Return of the Jedi”. You are in direct control of the rebel forces and are attempting to breach the Imperial shield bunker and blow up the shield generator. At your command are Ewok warriors, Ewok leaders, Ewok catapults, Rebel troopers and Rebel heroes. Overall the good guys are pretty weak both defensively and offensively, so their main tactic is hiding in cover and combining fire to buff up their damage rolls . &lt;br&gt;&lt;br&gt;	Attempting to stop the good guys are the nefarious imperial forces. Imperial forces include Stormtroopers, Imperial security forces, AT-ST walkers and Imperial speeder bikes. Now since this is a solitaire game and you have to “control” the opposing force, the rules tell you how the Imperials will move, fire, and react and that is both good and bad. &lt;br&gt;&lt;br&gt;	The game ends in victory when the Rebels are on the Imperial bunker hex when a special card is pulled and also roll a hit on the fire dice. The game is lost if the Imperials kill all the rebel forces or if five “Rebel Cruiser Destroyed” cards are pulled from the event card deck.&lt;br&gt;	&lt;br&gt;&lt;b&gt;&lt;u&gt;The good:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	This is a star wars game so I give it a lot just because of the theme. However it is almost 20 years old, so its components and game play won’t be on par with today’s standard. With that caveat, though, I think that a good point is the fact that it is a solitaire game. It’s pretty cool to be able to play a Star Wars adventure when you can’t pull some friends together for a regular game-night. &lt;br&gt;&lt;br&gt;        The turn sequence is done by pulling cards, so it makes difficult to plan strategies for the Rebels. I think this is a good point because it simulates the whole “fog of war” unpredictability thing.  The card pulled might be “Imperials move”, “Rebel troopers fire” ,“Heroes fire or breach” or “draw event”. So if in a game the rebels have just moved, the next card might be Imperials fire (thus killing a lot of good guys) or it might be pull event (which might be reinforcements for either side or it might end the game by being a “Rebel Cruiser Destroyed” card) or it might be “Rebels fire”. So you can see that it makes predicting very difficult.&lt;br&gt;&lt;br&gt; 	The “Imperial Priority” factor is both a good and “nitpicky” thing (see that below). It think it is good in concept so that it gives a mechanic that tells you how the imperials move and who they fire at. I really like the fact that some event card modify these priorities so even though there is no human player for the bad guys, the tone of the Imperial forces changes as the game progresses.&lt;br&gt;&lt;br&gt;	I also liked the reinforcement aspect of the game. Occasionally when the pertinent event cards are drawn, all sides get some reinforcements place on the board.  This again helps change the tone and flavor of the game as you sit there and worry that the next card might give the Imperials two more AT-STs while at the same time you are hoping that the rebels regroup giving you some troopers back.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;The nitpicky:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;         First off, there is a lot of set up to do. You need to set up almost 50 stand up cardboard counters by rolling a die to determine which zone or  “macrohex” they go in. Then in that zone they can’t be too close to an opposing force, but also not in a certain type of terrain, etc………. It’s a decent amount to do just to set up the board. So when you are done it leaves you with a crowded board that leads to……&lt;br&gt;&lt;br&gt;         It is kind of difficult to see where a particular piece is since the pieces are flat cardboard chits stuck in plastic base holders. If they had been plastic figures it would have been easier to find them (not to mention cooler). But I think that this gets back to when the game was manufactured and back in the late 80’s most games didn’t have the cool miniatures that we get in out modern games.&lt;br&gt;&lt;br&gt;        Imperial priority as I have stated is a cool thing….in theory. In practice however it can lead to some amusing, if head scratching, situations. It is entirely possible (and fairly probable) that a situation will arise that when firing, an Imperial will ignore a close group of 4 Rebel troopers (because there are four they are a much greater threat realistically because of their combining fire ability) only to fire at one lone Ewok, even if it is far away. Even worse is movement. According to the rules, if Imperial priority states that they are gunning for Ewoks, an Imperial will leave cover, run around a wall of Rebels to again get at that one lone ewok warrior. So in practice, it seems a bit silly.&lt;br&gt;&lt;br&gt;         Also on the issue of priority is how the Rebel heroes are handled. Because there are never a priority unless the “breeched priority” is in effect the heroes are virtually ignored. This pretty much gives them impunity to run around and not worry about getting shot at.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Overall:&lt;/u&gt;&lt;/b&gt;&lt;br&gt;	I have to say that this game is just okay. It’s not one that I am dying to play on a daily basis, but it is one I will pull of the bookcase, blow the dust off and have a go at it. Because of (or maybe it was designed that way???) that “Imperial priority” hiccup the game has a real cinematic feel, with the heroes running around and doing fine while all the grunts are dropping like flys. So all in all it’s a nice way to capture the fun and adventure of “Return of the Jedi”, but seeing as how this was developed in the days before the internet, I think other, better ways of playing solo-play games now exist. Anyone wanna join me on a World of Warcraft raid?&lt;br&gt;&lt;br&gt;That’s my .02&lt;br&gt;Gantrell&lt;br&gt;“KMG365”&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1658794#1658794</link>
	<pubDate>2007-08-12T06:25:56+00:00</pubDate>
	<dc:creator>gantrell</dc:creator>
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	<title>Thread: Re: Where to place bunker progress marker at beginning of ga</title>
	<description>Thanks Scott!  I think your interpretation is a good one...I'll do the same!&lt;br&gt;&lt;br&gt;Rich</description>
	<link>http://www.boardgamegeek.com/article/1655442#1655442</link>
	<pubDate>2007-08-09T23:50:31+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
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	<title>Thread: Re: Where to place bunker progress marker at beginning of game?</title>
	<description>Rich:&lt;br&gt;&lt;br&gt;I just got the game...and looked at the rules.  Did not play yet.  I think you are right.  Notice that the zero is in parenthesis in the rules.  Usually something surronded by parenthesis implies something exists even though it is not visible.  I think this is what is meant by these rules.  The empty space next to the one would act like a &quot;0&quot; in my book.  Therefore, when I play I will start the breach marker to the left of the 1 space.  I guess you could start the marker on the 1 space if you wanted an easier/beginner game.  Also notice the rulebook suggests ways to make the game &quot;harder&quot; in other ways.  You could look at the breach marker placement as just another game balancing feature.&lt;br&gt;&lt;br&gt;Scott </description>
	<link>http://www.boardgamegeek.com/article/1653401#1653401</link>
	<pubDate>2007-08-09T00:46:33+00:00</pubDate>
	<dc:creator>ScottKuhn</dc:creator>
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	<title>Thread: Re: 3 questions about rules</title>
	<description>Thanks Rich for answering, i'd really almost given up &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/1556159#1556159</link>
	<pubDate>2007-06-16T18:20:50+00:00</pubDate>
	<dc:creator>yeeshkul</dc:creator>
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	<title>Thread: Where to place bunker progress marker at beginning of game?</title>
	<description>Now my turn to ask a question that will probably go unanswered for this relatively obscure game.&lt;br&gt;&lt;br&gt;Where do you place the bunker progress marker at the beginning of the game?  &lt;br&gt;&lt;br&gt;I can't find it in the rules anywhere!  I would logically think it starts on the &quot;1&quot; position...but then you need only breach the bunker twice before gaining entry (requiring only two full turns before breaching which seems very easy to do).  &lt;br&gt;&lt;br&gt;Also, in section 10.1 of the rules on Breaching the bunker it mentions that if you fail with a vader symbol on the dice you move the marker to the left and that &quot;There is no effect for rolling Vader symbols if the Breach marker is on &quot;0&quot;&quot;) However, there is no &quot;0&quot; position! Just a blank space next to the left of the number 1 position.  I'm beginning to think that the marker starts to the left of the number 1 position, requiring three successful breaches in order to open the bunker.&lt;br&gt;&lt;br&gt;I'll patiently wait some assistance, although I suspect I may never get any!</description>
	<link>http://www.boardgamegeek.com/article/1495672#1495672</link>
	<pubDate>2007-05-12T19:53:29+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
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	<title>Thread: Re: 3 questions about rules</title>
	<description>Well, you've probably given up on anyone answering these questions, but I just pulled it out to play and will give it a shot:&lt;br&gt;&lt;br&gt;&lt;i&gt;1. Can AT-STs and Speeders actually enter the Bunker Entrance hex? The rules say both &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; first &quot;no&quot; (they can't go into/through the hex) just to say a bit later: &quot;all units are allowed to enter the hex&quot;.&lt;/i&gt;&lt;br&gt;&lt;br&gt;AT-STs and speederbikes can enter the entrance hex, they just cannot enter the bunker complex without first converting to troopers.&lt;br&gt;&lt;br&gt;&lt;i&gt;2. When i am about to move an Imperial unit but that unit is at the same macro-hex as my potential target (let's say the highest priority Rebel unit) do i have to move it anyway (just to fulfill the rule that imperials alway have to move)?&lt;/i&gt;&lt;br&gt;&lt;br&gt;I think the wording of &quot;must move&quot; is a bit awkward.  If you follow the imperial movement rules, the imperial would move to a hex with cover if already in the same macrohex as the closest Rebel Unit.  If the imperial unit already was in cover and in the same macrohex as the closest Rebel unit then they've already fufilled the movement conditions and shouldn't move...where else would they move?&lt;br&gt;&lt;br&gt;&lt;i&gt;3. Can i reinforce Ewoks/Rebel Troopers right into the Imperial Bunker Box when i have an appropriate leader there? &lt;/i&gt;&lt;br&gt;I would say no...the imperial bunker box is clearly not a macrohex, and reinforcements occur in the macrohexes.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1495671#1495671</link>
	<pubDate>2007-05-12T19:46:35+00:00</pubDate>
	<dc:creator>rcmoore4</dc:creator>
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	<title>Thread: Re: User Review</title>
	<description>I agree. The game is a bit simple to win, especially after you've played it for a few times. Some of the rules should be changed. &lt;br&gt;&lt;br&gt;&lt;b&gt;Developers' suggestions:&lt;/b&gt;&lt;br&gt;1. definitely remove the Event &quot;Security Code&quot;&lt;br&gt;2. set up with 1-2 extra AT-STs&lt;br&gt;&lt;br&gt;&lt;b&gt;My suggestions (after having played 6 times and haven't lost one single game):&lt;/b&gt;&lt;br&gt;&lt;b&gt;1.&lt;/b&gt; R2D2/C3-PO character is far too strong. It can be placed(set-up) 5 hexes from the Bunker Entrance and basically start breaching with 4D on the first turn. I suggest this double-hero had just one life point, like a normal unit. On the other hand Imperials should be targeting the human heroes(when the Heroes are the priority) first as a rule.&lt;br&gt;&lt;b&gt;2.&lt;/b&gt; Four imperial tactics is too much. And they are quite close to each other anyway - with exeption of &quot;&lt;b&gt;D.&lt;/b&gt;&quot;. I guess that &quot;&lt;b&gt;B.&lt;/b&gt;&quot; can be simply skipped.&lt;br&gt;&lt;b&gt;3.&lt;/b&gt; To forbide units(but catapults) from shooting over hills might be another improvment to the strategy. &lt;br&gt;&lt;b&gt;4.&lt;/b&gt; Entering hills should maybe reduce MPs (down to 3?).&lt;br&gt;&lt;b&gt;5.&lt;/b&gt; Ewok leaders who are by paradox well protected by the Imperial tactics do not have to have the same privileges as heroes and should have just one life-point like the other Ewoks.</description>
	<link>http://www.boardgamegeek.com/article/1247420#1247420</link>
	<pubDate>2006-12-29T16:45:40+00:00</pubDate>
	<dc:creator>yeeshkul</dc:creator>
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	<title>Thread: Re: Too Much Ewok Bias</title>
	<description>Hello guys, i put 3 questions about rules to the rules forum. I just got the game and i am getting a bit tangled bout things, but i like the game (as a SW fan). I feel that some things need to be adjusted a bit, but ... just a bit. For example - R2D2/C-3PO can open the bunker door SO EASILY that the whole imperal tactic thing seems to be reduced to A. and D. chart. I guess they MP should be reduced so they can't reach the door hex on the first &quot;Rebel move&quot; action. Also R2D2 should not be able to climb the rocks as far as i dare say ...</description>
	<link>http://www.boardgamegeek.com/article/1245711#1245711</link>
	<pubDate>2006-12-28T11:00:03+00:00</pubDate>
	<dc:creator>yeeshkul</dc:creator>
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	<title>Thread: 3 questions about rules</title>
	<description>Hello, i've just received the game, red the rules a played twice.&lt;br&gt;Please could anyone tell me:&lt;br&gt;&lt;br&gt;1. Can AT-STs and Speeders actually enter the Bunker Entrance hex? The rules say both &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; first &quot;no&quot; (they can't go into/through the hex) just to say a bit later: &quot;all units are allowed to enter the hex&quot;.&lt;br&gt;&quot;enter&quot;/&quot;into&quot; - i am confused &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;2. When i am about to move an Imperial unit but that unit is at the same macro-hex as my potential target (let's say the highest priority Rebel unit) do i have to move it anyway (just to fulfill the rule that imperials alway have to move)?&lt;br&gt;&lt;br&gt;3. Can i reinforce Ewoks/Rebel Troopers right into the Imperial Bunker Box when i have an appropriate leader there? Again, rules say something like yes - but they refere to the card-text on Events and there is nothing like that being mentioned. Also the rules don't say that the Imperial bunker box is technically a macro-hex ... so i don't know&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1243784#1243784</link>
	<pubDate>2006-12-26T22:28:04+00:00</pubDate>
	<dc:creator>yeeshkul</dc:creator>
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	<title>Thread: Re: Too Much Ewok Bias</title>
	<description>Sounds to me like the theme is just pasted on.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1076422#1076422</link>
	<pubDate>2006-09-13T05:56:09+00:00</pubDate>
	<dc:creator>myopia</dc:creator>
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	<title>Thread: Re: Too Much Ewok Bias</title>
	<description>This review is short, and I would say it doesn't tell me much.  But the title gives it big props in my book, anything that contains 'Ewok Bias' is going to end up being a good story to hear...</description>
	<link>http://www.boardgamegeek.com/article/1075990#1075990</link>
	<pubDate>2006-09-13T00:34:21+00:00</pubDate>
	<dc:creator>i7dealer</dc:creator>
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	<title>Thread: Re: Too Much Ewok Bias</title>
	<description>I'm sick of all the Ewok bias in games these days! For example: Don't get me wrong, I think Caylus is a fine game.  But if it just had a little less Ewok bias it could be a GREAT game. I'm glad to hear someone else finally pointing out this trend.</description>
	<link>http://www.boardgamegeek.com/article/1075295#1075295</link>
	<pubDate>2006-09-12T18:50:38+00:00</pubDate>
	<dc:creator>cornjob</dc:creator>
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	<title>Thread: Too Much Ewok Bias</title>
	<description>&quot;Battle for Endor&quot; is one of a series of Star Wars based games produced by West End Games. Like its cousin, &quot;Assault on Hoth&quot;, this game recreates a famous (or is it infamous?) battle from &lt;i&gt;Return of the Jedi&lt;/i&gt;, pitting rebel troops and Ewoks against Imperial stormtroopers and scout walkers, and &quot;Battle for Endor&quot; uses many of the same mechanics. &quot;Endor,&quot; however, is entirely a solitaire game, in which the player takes the side of the rebels and matches wits with the game system itself.&lt;br&gt;&lt;br&gt;The solitaire player sets up his initial set of soldiers and Ewoks around the board, which centers on the shield bunker at the center, along with Han, Leia, and Chewbacca. Following the game rules, the Imperial pieces are then set up. Each turn consists of drawing an Action card, which will dictate what side can take an action and what action can be performed. Certain cards allow one side to fire weapons of a certain kind, others allow one side to move specific types of pieces, and some action cards instruct the player to draw from the Event card deck. When moving or firing for the Imperial side, the player must again follow a defined set of rules for where and how far those pieces will go. &lt;br&gt;&lt;br&gt;The Event cards are generally the key to winning or losing the game, as it is through the event cards that the player can attempt to enter the shield bunker and, in theory, destroy it. Some events also bring in reinforcements for one side or the other, and some allow certain characters (like Chewbacca) to make a special attack on a piece under the right circumstances (as in taking over a scout walker). &lt;br&gt;&lt;br&gt;The mechanics are identical to &quot;Assault on Hoth,&quot; a superior Star Wars based game, but somehow don't quite make for a similarly great game. As it is a solitaire game, the player has an upper hand immediately, since all Imperial movement can be roughly predicted (unlike trying to predict the actions of a live opponent). In addition, the heavy machinery of the Imperial side doesn't quite have enough counterbalance to the rebels' special characters and abilities. (Not to mention the Ewoks seem to have a little too much luck.) After a few tries, the player should routinely be able to beat the game and win.&lt;br&gt;&lt;br&gt;The game would probably have better replay value if it allowed the player to take the Imperial side against the rebels, but this is not part of the rules. In theory, one could devise rules for two players, but at that point you may as well play &quot;Assault on Hoth&quot;, which is much more tightly balanced between the opposing sides.&lt;br&gt;&lt;br&gt;For collection purposes, of course, the game is worth having, especially if you own the other West End Star Wars games. But you won't see it come off the shelf much once you've figured out how to crush the game system.</description>
	<link>http://www.boardgamegeek.com/article/1075056#1075056</link>
	<pubDate>2006-09-12T16:57:11+00:00</pubDate>
	<dc:creator>kimapesan</dc:creator>
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	<title>Thread: Re:Anyone can post the rules and a detailed card list??</title>
	<description>I contacted West Eng Games and they say that there is &lt;br&gt;no way to get the rules (or other parts of the game) from them (out of print),&lt;br&gt;&lt;br&gt;&lt;br&gt;so if anyone can post something it's well accepted!!&lt;br&gt;&lt;br&gt;Thanks </description>
	<link>http://www.boardgamegeek.com/article/68447#68447</link>
	<pubDate>2004-12-01T13:42:04+00:00</pubDate>
	<dc:creator>mae68it</dc:creator>
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	<title>Thread: Re:Anyone can post the rules and a detailed card list??</title>
	<description>Isn't West End Games still around? Why not contact them about their rules... maybe they will even given permission for them to be posted.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/67519#67519</link>
	<pubDate>2004-11-25T09:32:09+00:00</pubDate>
	<dc:creator>The Maverick</dc:creator>
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	<title>Thread: Anyone can post the rules and a detailed card list??</title>
	<description>Please,&lt;br&gt;&lt;br&gt;anyone can post the rules and a detailed card list??&lt;br&gt;&lt;br&gt;Thanks</description>
	<link>http://www.boardgamegeek.com/article/67413#67413</link>
	<pubDate>2004-11-24T16:12:52+00:00</pubDate>
	<dc:creator>mae68it</dc:creator>
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	<title>Thread: User Review</title>
	<description>Battle for Endor recreates the famous battle at the end of Return of the Jedi.&lt;br&gt;&lt;br&gt;Much of the game is similar to Assault on Hoth, so if you have played that, this one will be instantly familiar.&lt;br&gt;&lt;br&gt;Most of the mechanics are shared between these two games. In each phase of the game, a card is turned over revealing which units can move and/or fire, or if an event takes place. If an event occurs, a second card is drawn from an event deck. These cover such happenings as Imperial reinforcements and Chewbacca capturing a scout walker.&lt;br&gt;&lt;br&gt;See my Assault on Hoth review for more info on game mechanics: &lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/29366&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/29366&lt;/A&gt; &lt;br&gt;&lt;br&gt;The primary difference between this and Assault on Hoth, is that Battle for Endor is a solo game, with the player taking the part of the Ewoks and Rebel heroes. The Rebels are attempting to get into the bunker before their space fleet is destroyed. There are five event cards which depict the destruction of a Mon Calamari cruiser, and when all have been drawn, the Rebels lose.&lt;br&gt;&lt;br&gt;Hero markers are special in that they can take a damage point or two before they are 'captured'.&lt;br&gt;&lt;br&gt;Imperial actions are dealt with simply. They start of using a certain set of tactics, and this can change as the game progresses. Each set of tactics is essentially a list of options the player looks down for each activated Imperial piece. The first one the counter can carry out is the one it does. Most of the time this works well, although I think the lists tend to be a little too similar. &lt;br&gt;&lt;br&gt;I think simplicity is often important in solo games and Battle for Endor has rules which ensure the game plays well, without getting the player bogged down in needless detail. The emphasis is definitely on fun.&lt;br&gt;&lt;br&gt;All in all, this is a good solo game if you want a bit of Star wars action. But unless you are a fan, there may not be too much for you here.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/34484#34484</link>
	<pubDate>2004-04-28T14:30:55+00:00</pubDate>
	<dc:creator>cdwalkley</dc:creator>
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