<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: New York Chase</title>
	<link>http://www.boardgamegeek.com/boardgame/534</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 22 Nov 2008 11:26:24 -0600</lastBuildDate>
	<pubDate>Sat, 22 Nov 2008 11:26:24 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		2000 French Edition. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic380496_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/380496</link>
	<pubDate>2008-10-06T14:04:42+00:00</pubDate>
	<dc:creator>arnaudel</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Swedish version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic375545_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/375545</link>
	<pubDate>2008-09-22T15:55:47+00:00</pubDate>
	<dc:creator>bobe303</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Box Front &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic370408_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/370408</link>
	<pubDate>2008-09-09T02:24:47+00:00</pubDate>
	<dc:creator>Meat</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>&lt;b&gt;slyde wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Hey... I was the one who taught it that day!!!!!&lt;/i&gt;&lt;br&gt;&lt;br&gt;Really? I'm sorry, for some reason I thought Bill taught it.&lt;br&gt;&lt;br&gt;So, were we suppose to use 5 detectives? If we were, I'm glad we didn't because that would have been overkill.</description>
	<link>http://www.boardgamegeek.com/article/1941018#1941018</link>
	<pubDate>2007-12-18T01:39:57+00:00</pubDate>
	<dc:creator>matt71</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>Hey... I was the one who taught it that day!!!!!</description>
	<link>http://www.boardgamegeek.com/article/1938953#1938953</link>
	<pubDate>2007-12-17T14:52:12+00:00</pubDate>
	<dc:creator>slyde</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>&lt;b&gt;whac3 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Interesting. Do please let me know but that 1980's version of the game-- which I have-- is designed in such a way that one uses always exactly five detectives. The game doesn't work otherwise as it would be impossible to properly hem Mr. X in. I'd be quite interested in a rules link if you could upload or describe the rules of the newer edition.&lt;br&gt;&lt;br&gt;In the original,&lt;br&gt;&lt;br&gt;for 2 players:&lt;br&gt;1. Mr. X&lt;br&gt;2. 5 detectives&lt;br&gt;&lt;br&gt;For 3 players,&lt;br&gt;1. Mr. X&lt;br&gt;2. 2 detectives&lt;br&gt;3. 3 &quot;&lt;br&gt;etc.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I emailed the member of my gaming group that taught the game when I played it. He has responded to your question above. Thanks Bill.</description>
	<link>http://www.boardgamegeek.com/article/1936057#1936057</link>
	<pubDate>2007-12-15T19:40:31+00:00</pubDate>
	<dc:creator>matt71</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>In NY Chase you only use as many detectives as there are players.  With five detectives it is exceptionally difficult for Mr. X to escape; with three detectives it's still quite hard to escape.</description>
	<link>http://www.boardgamegeek.com/article/1936048#1936048</link>
	<pubDate>2007-12-15T19:33:35+00:00</pubDate>
	<dc:creator>latindog</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>Interesting. Do please let me know but that 1980's version of the game-- which I have-- is designed in such a way that one uses always exactly five detectives. The game doesn't work otherwise as it would be impossible to properly hem Mr. X in. I'd be quite interested in a rules link if you could upload or describe the rules of the newer edition.&lt;br&gt;&lt;br&gt;In the original,&lt;br&gt;&lt;br&gt;for 2 players:&lt;br&gt;1. Mr. X&lt;br&gt;2. 5 detectives&lt;br&gt;&lt;br&gt;For 3 players,&lt;br&gt;1. Mr. X&lt;br&gt;2. 2 detectives&lt;br&gt;3. 3 &quot;&lt;br&gt;etc.</description>
	<link>http://www.boardgamegeek.com/article/1935775#1935775</link>
	<pubDate>2007-12-15T16:15:06+00:00</pubDate>
	<dc:creator>whac3</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>Same rules interpretation as Glen. One detective per player and one black ticket per detective. &lt;br&gt;&lt;br&gt;It's not bad at all. &lt;br&gt;actually... we had experiences that, 5-detective team lost, as well as 3-detective won. </description>
	<link>http://www.boardgamegeek.com/article/1933338#1933338</link>
	<pubDate>2007-12-14T14:42:46+00:00</pubDate>
	<dc:creator>tonyfung1205</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>We have a very recent version of Scotland Yard, and in it you do indeed only use one detective per player.  However Mr. X, only gets one black ticket per detective.  This does make it more difficult for the detectives when there are fewer, but we have not found it to be too bad.</description>
	<link>http://www.boardgamegeek.com/article/1933298#1933298</link>
	<pubDate>2007-12-14T14:17:54+00:00</pubDate>
	<dc:creator>TCovenant</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>Hello Wac3,&lt;br&gt;&lt;br&gt;I've never played Scotland Yard. I find it interesting that the rules to that game tell you to use at least five detectives. I assume that the rules to Scotland Yard are different than NY Chase as far as what the detectives and the criminal can do?&lt;br&gt;&lt;br&gt;During our game, there were three players that were detectives. We did not use additional detectives in our game. Each detective player used only one detective pawn. So, there were three detective pawns on the board during the entire game.&lt;br&gt;&lt;br&gt;I should point out that I don't own the game. I played the game with my gaming group and the game belonged to one of the other members. If the rules say to use at least five detectives, that wasn't pointed out to us when we were learning the game. I'll email him and ask if the rules say to use at least five detectives.&lt;br&gt;&lt;br&gt;I enjoyed playing the game and would like to play it again. I only played it once so far, so it's hard to tell if the game is unbalanced. During the game I played, the detectives found Mr. X late in the game.&lt;br&gt;&lt;br&gt;I'll post back here when I have an answer to your question about the number of detectives that the rules say to use in the game.</description>
	<link>http://www.boardgamegeek.com/article/1932905#1932905</link>
	<pubDate>2007-12-14T07:14:33+00:00</pubDate>
	<dc:creator>matt71</dc:creator>
</item><item>
	<title>Thread: Re: The Hunt for Mr. X</title>
	<description>I don't have this version nor have I played it but I do have the original &lt;a class='gamelink' target='_blank' href=&quot;/game/438&quot;&gt;Scotland Yard&lt;/a&gt;. In that version, there are always five detectives in play no matter how many people are players the detectives. It sounds from your review like this is not the case is this game. Doesn't that unbalance the game against the detectives? In the original, Mr. X has to be GOOD to escape the detectives.</description>
	<link>http://www.boardgamegeek.com/article/1932822#1932822</link>
	<pubDate>2007-12-14T06:05:58+00:00</pubDate>
	<dc:creator>whac3</dc:creator>
</item><item>
	<title>Thread: The Hunt for Mr. X</title>
	<description>Ask any detective who has worked in NYC how they track down a suspect and they’ll tell you they rely on clues and deduction to figure out the likelihood of where their suspect can be found. New York Chase gives a taste of what it might be like to try and corner your suspect and take him in for a beating...I mean questioning.&lt;br&gt;&lt;br&gt;If you like deduction games, you probably will enjoy New York Chase. If you have ever played Clue, and chances are you have, then New York Chase is a good next step toward a more advanced deduction game. This game is for 3 to 6 players and the unique thing about this game as opposed to Clue is that some of the players work together to capture the suspect who is referred to as Mr. X. &lt;br&gt;&lt;br&gt;The object of the game is for the detectives to try and find Mr. X within 24 game rounds while Mr. X tries to elude them. If Mr. X eludes the detectives for 24 rounds, then Mr. X escapes and wins the game. However, if the detectives win by finding Mr. X within 24 game rounds, the players get to beat the heck out of the player who was Mr. X. No really, I’m not kidding... Oh ok, I’m kidding.&lt;br&gt;&lt;br&gt;I played this game with four players; three of us were the detectives and one played the suspect. Bill was Mr. X during our game. So, Bill put on his Mr. X visor - oh, I forgot to mention the visor. The game comes with a cardboard visor with an elastic band that is worn by the player who is Mr. X. It looks like something that you might get with a Happy Meal. And no, its not to make the player who is playing Mr. X look like a dork. It actually helps to shield the player’s eyes so when he is looking at the board he won’t give away his position. A little side note here, it was mentioned that when this game was played on another occasion that the player who was Mr. X wore a pair of sunglasses instead of the visor. This does two things. One - it makes you look like a cooler dork and two - nobody will accidentally see your eyes. &lt;br&gt;&lt;br&gt;The board is a map of Manhattan that has subway, bus, and taxi lines that run to various points on the board which are referred to as “hubs”. There are 199 hubs on the board where Mr. X can hide. During the game Mr. X can use the subways, buses, and taxi lines to move around the board. So even though their Mr. X is outnumbered, there are allot of places to hide in addition to various tricks he can use to elude the other players. The detectives also use the subways, buses, and taxi lines to move around the board.&lt;br&gt;&lt;br&gt;Each player that is a detective starts the game with 10 taxi, 8 bus, and 4 subway tickets. The players share their tickets with one another. Mr. X gets 11 taxis, 7 buses, and 4 subways. The 2X tokens allow Mr. X to take two turns without any detective getting a chance to move between those two turns. There are black tokens that are used to hide what mode of transportation Mr. X is using when moving. Don’t worry; you’ll see what a mean in bit. Once a ticket or token is used by either the detectives or Mr. X it is out of the game. So tickets and tokens must be used wisely. &lt;br&gt;&lt;br&gt;At the start of the game, the detectives are randomly given there starting positions on the board by drawing cards. Mr. X is randomly given a starting position as well, but it is kept secret. &lt;br&gt;&lt;br&gt;During the game Mr. X writes down which of the 199 hubs he is moving to on his turn. The paper he writes on is placed in a plastic holder that has the numbers 1-24 stamped on it indicating the 24 rounds of the game. The hub where Mr. X is moving to is kept secret. However, the mode of transportation that is used is reveled. Mr. X takes one of his transportation tickets and places it on the plastic holder covering the number of the hub he has moved to. Except for rounds 3, 8, 13, 18 and 24. During these rounds, the number of the hub where Mr. X is located is reveled to the detectives. So, for 19 rounds of the game, the detectives are trying to figure out where Mr. X is by the modes of transportation that is used. For five rounds of the game, the detectives have a chance to zero in on Mr. X. However, even though that may seem unfair, it is more difficult than it sounds.&lt;br&gt;&lt;br&gt;Remember the, 5 black and 2 “2X” tokens I mentioned earlier that Mr. X has? He can use these to get out of situations where he may have to reveal himself while the detectives are close to him. Since there are bus, taxi, and subway lines connecting all the hubs, it makes it harder to pinpoint which way Mr. X moved even when the detectives are close by.&lt;br&gt;&lt;br&gt;The detectives have a couple of tricks they can use as well. They can set up roadblocks that prevent Mr. X from landing on those spaces. The number of roadblocks that are used depend upon the number of players; With 4 or 5 detectives, there are 2 roadblocks and with 3 detectives there are 3 roadblocks that can be used. The roadblocks can be placed on any hub that a detective has just left on his turn. Mr. X can still pass through a roadblock; he just can’t stop there. The detectives also can use a helicopter to quickly get to hub on a board. This is helpful when Mr. X reveals himself and the detectives are not near him. Only one detective can take the helicopter at a time and it costs two tickets of any type to use it. It also takes two turns for a detective to use the helicopter. One turn is used to fly to any hub on the board and then it takes another turn for the helicopter to land. So, even though Mr. X may have revealed himself, he has two turns to elude the detective.&lt;br&gt;&lt;br&gt;This is a fun game. At first, it looks as though there is a major disadvantage for Mr. X in this game but I don’t think so. There are 199 possible spots where Mr. X can hide. Well, technically a little less than that depending on how may detectives are in the game because Mr. X obviously can’t hide on a spot where a detective is. Even though Mr. X reveals himself 5 times during the game, he still seems to have enough tricks up his sleeve to elude the detectives. &lt;br&gt;&lt;br&gt;I found the teamwork aspect of the game enjoyable. There aren’t many games that offer that and it’s refreshing when you run across one that does. A really enjoyable game if you like deduction and cooperative play.</description>
	<link>http://www.boardgamegeek.com/article/1932583#1932583</link>
	<pubDate>2007-12-14T03:15:50+00:00</pubDate>
	<dc:creator>matt71</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Brazilian edition back of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic271500_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/271500</link>
	<pubDate>2007-11-22T22:33:06+00:00</pubDate>
	<dc:creator>FlavioRJ</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>ya, I didn't even know this one existed!! I would really like to find a copy of it and trade away my Scotland Yard!</description>
	<link>http://www.boardgamegeek.com/article/1521436#1521436</link>
	<pubDate>2007-05-28T13:18:49+00:00</pubDate>
	<dc:creator>TGov</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		back side of the box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic178766_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/178766</link>
	<pubDate>2007-01-19T17:35:11+00:00</pubDate>
	<dc:creator>itiswon</dc:creator>
</item><item>
	<title>Thread: Re: Mr. X Movement</title>
	<description>(Sorry to drudge this old one up, but I just played the game the other day, and saw something).&lt;br&gt;&lt;br&gt;Unless I misread the book, which is possible, I think if a Detective becomes &quot;stuck&quot;, Mr X can move through that space (it says it acts as a roadblock for the other detectives, but NOT for Mr X).  This shouldn't be a common occurance, though.</description>
	<link>http://www.boardgamegeek.com/article/1205698#1205698</link>
	<pubDate>2006-12-04T18:46:48+00:00</pubDate>
	<dc:creator>sigmazero13</dc:creator>
</item><item>
	<title>Thread: Re: Owner, please help!</title>
	<description>Thanks so much, Michel!&lt;br&gt;I didn't mean to be impolite. I was thinking if I should post mine. Ended up not as I thought it would ask others to do more. Besides pulling out all the numbers, also help finding what I missed.&lt;br&gt;&lt;br&gt;David.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1143347#1143347</link>
	<pubDate>2006-10-27T02:12:35+00:00</pubDate>
	<dc:creator>sc2g</dc:creator>
</item><item>
	<title>Thread: Re: Owner, please help!</title>
	<description>Doing this list made me realize that the &quot;68&quot; can easily be confused with a &quot;89&quot;. This means that there really is 19 starting numbers on 18 starting cards.</description>
	<link>http://www.boardgamegeek.com/article/1141376#1141376</link>
	<pubDate>2006-10-25T22:41:23+00:00</pubDate>
	<dc:creator>fortinm</dc:creator>
</item><item>
	<title>Thread: Re: Owner, please help!</title>
	<description>It would have been more polite to give us the numbers of your 17 cards so that we could only give you the missing one. That being said, 22, 39, 46, 51, 68, 79, 83, 87, 113, 118, 122, 145, 151, 155, 173, 176, 179 and 189.</description>
	<link>http://www.boardgamegeek.com/article/1141370#1141370</link>
	<pubDate>2006-10-25T22:36:31+00:00</pubDate>
	<dc:creator>fortinm</dc:creator>
</item><item>
	<title>Thread: Owner, please help!</title>
	<description>Hi,&lt;br&gt;I missed one starting card. I have the blanks but I don't know what number is missing. It will be great if you can post all 18 starting numbers. Thanks in advance!&lt;br&gt;&lt;br&gt;David.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1139701#1139701</link>
	<pubDate>2006-10-25T02:56:49+00:00</pubDate>
	<dc:creator>sc2g</dc:creator>
</item><item>
	<title>Thread: Re: Is Mr. X limited by the tickets he starts with?</title>
	<description>That's how I decided for the last game I played. I was just looking for another opinion. I just thought it was a bit strange that the detectives gained a Helicopter and the road blocks, and Mr. X became limited by his tickets.&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;&lt;br&gt;-Mike</description>
	<link>http://www.boardgamegeek.com/article/969293#969293</link>
	<pubDate>2006-06-27T22:59:02+00:00</pubDate>
	<dc:creator>SliverXII</dc:creator>
</item><item>
	<title>Thread: Re: Is Mr. X limited by the tickets he starts with?</title>
	<description>I was not aware of this rule difference between the two games. I am very confident that, in N.Y. Chase, Mister X is limited to his initial tickets. One rule in the booklet seems to confirm this:&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;What happens if Mister X can no longer move?&lt;/b&gt;&lt;br&gt;He only tells the detectives that he has to stay where he is...&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/969286#969286</link>
	<pubDate>2006-06-27T22:49:32+00:00</pubDate>
	<dc:creator>fortinm</dc:creator>
</item><item>
	<title>Thread: Is Mr. X limited by the tickets he starts with?</title>
	<description>I have both Scotland Yard(old MB version) and New York Chase. In Scotland Yard, the rules state that Mr. X can use any form of transportation using the discarded detectives tickets if he runs out. Mr. X always receives 2 Black tickets in this version. In New York Chase, I can find nothing saying that he can reuse the detectives discarded tickets. Mr. X does however receive a number black tickets equal to the number of detectives. So in New York Chase is Mr. X restricted to his initial allotment of tickets?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;&lt;br&gt;Mike Schmidt&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/966600#966600</link>
	<pubDate>2006-06-25T21:37:23+00:00</pubDate>
	<dc:creator>SliverXII</dc:creator>
</item><item>
	<title>Thread: Re: Mr. X Movement</title>
	<description>Yep.&lt;br&gt;That's what i would think. Otherwise Mr. X could shadow the detectives moves each round &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;However, there's a couple new things in the game like the 'three obstructions' and the helicopters.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/790667#790667</link>
	<pubDate>2006-02-02T13:31:59+00:00</pubDate>
	<dc:creator>BlinkyJOH</dc:creator>
</item><item>
	<title>Thread: Re: Mr. X Movement</title>
	<description>I don't own NY Chase but own Scotland Yard which NY Chase is based on.&lt;br&gt;&lt;br&gt;Download the rules from the Scotland Yard here on BGG.&lt;br&gt;&lt;br&gt;ON page 7 of the rules (page 4 of the PDF) under &lt;b&gt;Key Movement Rules for All Players&lt;/b&gt;:&lt;br&gt;&lt;br&gt;It states that you can't move Mr X onto a space with a detective (if he did so, Mr X loses). In fact, only one pawn can occupy one numbered space at any time (unless the detective lands on the space with Mr X...then the game would be over!).&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/790391#790391</link>
	<pubDate>2006-02-02T04:25:15+00:00</pubDate>
	<dc:creator>shawn_low</dc:creator>
</item><item>
	<title>Thread: Mr. X Movement</title>
	<description>I feel stupid asking the first question to this game..&lt;br&gt;But!&lt;br&gt;&lt;br&gt;Three of us can't find this in the rules.&lt;br&gt;&lt;br&gt;Can Mr. X move to a square where an active detective is?&lt;br&gt;It says in the rules the detectives win if they MOVE to a square with Mr.X, but not the reverse.&lt;br&gt;&lt;br&gt;Seems obvious they'd catch him, but need second opinion &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;And if we all missed it in the rules, a page number please &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/790319#790319</link>
	<pubDate>2006-02-02T02:52:39+00:00</pubDate>
	<dc:creator>BlinkyJOH</dc:creator>
</item><item>
	<title>Thread: (LIBO) Long Island Boardgaming Organization</title>
	<description>At a recent gaming night, Michael, Andrew, and Bill got together to play a game of New York Chase.  Since Andrew was more familiar with the game, he was chosen by the group to play as Mister X, the villain who’s job it is to survive 25 turns of the game without being cornered by the other players, the detectives.&lt;br&gt;&lt;br&gt;Both Michael and Bill played as 2 detectives each.  At game start, Mister X began the game in Midtown Manhattan, with both Michael and Bill having detectives covering the subway stations of uptown and downtown.  It was a tight spot for Mister X to start in.&lt;br&gt;&lt;br&gt;After Mister X’s first reveal, the detectives quickly started to close their dragnet around him, even bringing in a chopper to airlift one of the detectives in closer to the action, and setting up some roadblocks at some key subway platforms, further hampering Mister X’s chances of getting away.  At one point, unbeknownst to Michael and Bill, one of Bill’s detectives was literally following 1 step behind Mister X, move by move, only 1 space away from him!   Andrew thought he was to be captured for sure, but right before his next reveal, Bill had opted to have his men guard another avenue of midtown, giving Andrew the opening he needed.  On the turn of the reveal, he did a double turn and ran downtown as fast as he could.&lt;br&gt;&lt;br&gt;This is where Mister X made his one big mistake.  Thinking himself safe, Andrew proceeded to move slowly throughout downtown Manhattan.  Each turn, Michael and Bill continued to use the subways to move downtown, and bring in chopper support as well.  Andrew should have had Mister X perform his last double move to get out of the closing dragnet, but he kept thinking he had enough time to escape.  In the end, this flaw of logic doomed him, as Michael and Bill were able to completely cordon off downtown Manhattan, trapping Mister X!  With 2 turns left until Mister X would have won, Michael and Bill were able to capture Andrew near Battery Park on turn 23.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/751575#751575</link>
	<pubDate>2006-01-04T16:08:53+00:00</pubDate>
	<dc:creator>slyde</dc:creator>
</item><item>
	<title>Thread: Re: User Review</title>
	<description>I like this game, but I prefer the layout of the original Scotland Yard.</description>
	<link>http://www.boardgamegeek.com/article/747553#747553</link>
	<pubDate>2005-12-31T23:02:52+00:00</pubDate>
	<dc:creator>ze_stom</dc:creator>
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	<title>Image</title>
	<description>
		Brazilian version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic91328_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/91328</link>
	<pubDate>2005-08-26T20:33:57+00:00</pubDate>
	<dc:creator>Casulo</dc:creator>
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	<title>Image</title>
	<description>
		Brazilian version &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic91327_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/91327</link>
	<pubDate>2005-08-26T20:31:30+00:00</pubDate>
	<dc:creator>Casulo</dc:creator>
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	<title>Thread: LIBO (Long Island Boardgaming Organization)</title>
	<description>I recently had the opportunity to play a game of New York Chase with members of LIBO, the Long Island Boardgaming Organization.  The members in attendance were Andrew, John, and Jeremy.&lt;br&gt;&lt;br&gt;Since Andrew was familiar with the game having played it before, he took on the slightly harder job of playing as Mister X (and got to wear a cool looking cap to hide his eyes from the other players!), while John and Jeremy played the detectives assigned to capture him.&lt;br&gt;&lt;br&gt;The game began with Mr X in downtown Manhattan.  After having to reveal himself, the detectives worked quickly to cordon off the area and close their loophole, putting up roadblocks and calling in far-away detectives using the helicopter.  At one point, John’s has correctly guessed where Mr X was, and was sending his detectives along to intercept, not knowing that he was 100 percent correct in his assumptions, and he was literally chasing Mr X, never more than 1 space behind him, down the streets of lower Manhattan.  One crucial mistake the detectives made, was to not keep a guard on 1 subway station at a crucial juncture in the game, opting instead to try to bring their men in closer to surround Mr X.  In the end, that move cost them the game.  Mr. X was able to use that subway as a jumping on point, and went from subway to subway quickly to move all the way uptown.  By the time the detectives could rally and head after Mr X, the game ended with Mr X (Andrew) being the winner.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/560845#560845</link>
	<pubDate>2005-07-20T18:03:44+00:00</pubDate>
	<dc:creator>slyde</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic79209_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/79209</link>
	<pubDate>2005-05-12T16:06:23+00:00</pubDate>
	<dc:creator>dannoman_88</dc:creator>
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	<title>Image</title>
	<description>
		helicopter overhead &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic79207_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/79207</link>
	<pubDate>2005-05-12T16:06:23+00:00</pubDate>
	<dc:creator>dannoman_88</dc:creator>
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	<title>Image</title>
	<description>
		the chase is on! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic79206_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/79206</link>
	<pubDate>2005-05-12T16:06:23+00:00</pubDate>
	<dc:creator>dannoman_88</dc:creator>
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	<title>Thread: Re:2 player?</title>
	<description>As far as I'm concerned, this game (and Scotland Yard) is best with two players. No variants needed.</description>
	<link>http://www.boardgamegeek.com/article/484470#484470</link>
	<pubDate>2005-04-30T13:42:08+00:00</pubDate>
	<dc:creator>sborton</dc:creator>
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	<title>Thread: 2 player?</title>
	<description>Why couldn't this be played with two players, with one as Mr. X and one as four detectives?&lt;br&gt;&lt;br&gt;Why does it require 3 players at minimum?&lt;br&gt;&lt;br&gt;Doesn't seem to make sense to me. Any variants out there?</description>
	<link>http://www.boardgamegeek.com/article/484287#484287</link>
	<pubDate>2005-04-30T02:13:32+00:00</pubDate>
	<dc:creator>richardolen2</dc:creator>
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	<title>Thread: User Review</title>
	<description>NY Chase/Scotland Yard&lt;br&gt;&lt;br&gt;Published by Ravensburger&lt;br&gt;&lt;br&gt;3-6 players – but best for 2 players, 30-60 minutes&lt;br&gt;&lt;br&gt;Reviewed by Dale Yu&lt;br&gt;&lt;br&gt;This review is for both Scotland Yard and its sequel, NY Chase. The initial section describes Scotland Yard. It is followed by a section that describe the differences between Scotland Yard and NY Chase.&lt;br&gt;&lt;br&gt;NY Chase is a new release (Essen 1999) that is a “sequel” to the classic Ravensburger title “Scotland Yard”. In short, the premise of both games is that a criminal, Mr. X, is on the loose and is trying to escape from the grasp of the 5 detectives that chase him around the city for 24 turns. Much in the game is similar to its predecessor. In Scotland Yard – the detectives and Mr X get around the city using public transportation, namely taxis, buses and subway trains. The board represents the city as 199 spaces, each of which allow transportation by taxi, bus, subway, or combinations of the above. See below for an example of this arrangement.&lt;br&gt;&lt;br&gt;The detectives have an assortment of tickets which allow them to travel along the stated type of transportation. Each detective gets 10 taxi tickets, 8 bus tickets and 4 subway tickets. If the detective should run out of a type of transportation ticket, then he may not use that type of transportation any longer. Thus, it is possible for the detectives to become stranded on a particular space as they chase Mr. X. Of note, a detective may not remain in one place, they must move on each and every turn unless they are stranded. Mr. X uses the same transportation tickets, however, he is not limited in his choice of transportation. He is able to use the discarded tickets of the detectives, so he basically has an unlimited supply of taxi, bus and subway tickets.&lt;br&gt;&lt;br&gt;Starting positions for both the detectives and Mr. X are determined by drawing cards which give starting positions (there are 18 different starting position cards in the game). As in Scotland Yard, each turn starts with Mr. X. He makes his move secretly by writing down on a sheet of paper. This paper is covered by a plastic template which allows the detectives to see what type of transportation Mr. X used. Click here to see the illustration from the old Scotland Yard rules showing this mechanism.&lt;br&gt;&lt;br&gt;However, these ticket clues are not all the the detectives have to work with. They also get a glimpse of Mr. X at appointed times (turns 3, 8, 13, 18 and 24). On these turns, Mr. X has to tell the detectives where he is at the end of that movement. While this may not be fair, Mr X has some tricks up his sleeve to help him escape from the detectives. First, he has two “2X” tokens which allow him to take two consecutive turns without the detectives being able to move in between. These tickets can certainly help Mr. X get out of a tight squeeze. They are also very useful to be used around the turns where Mr. X has to show himself. For example, Mr. X can move once, reveal his location to the detectives but then use the “2X” to allow him to take another turn and hide himself again. The “2X” ticket can also be used to put a lot of ground between Mr X and a tightening dragnet of detectives.&lt;br&gt;&lt;br&gt;Mr. X also has 5 Black Tickets which allow him to disguise his movements. Mr. X can place a black ticket on his movement register in place of a taxi, bus, or subway ticket. This is most useful when Mr. X is on a space which allows him to use any of the three types of transportation. However, the Black Tickets also allow Mr. X to use a type of transportation available only to him. The River Thames, which runs thru the middle on London, can be used by Mr. X for the cost of one Black Ticket. These extra escape routes help keep Mr. X one step ahead of the detectives.&lt;br&gt;&lt;br&gt;The detectives win the game if they can land one of the detectives on the space where Mr. X is. The games is very cooperative, so the winner is not whichever player controls the detective that “captures” Mr. X but rather the side of the detectives is victorious. On the other hand, Mr. X wins the game if he is able to elude the detectives thru the 24 turns provided on his transportation template.&lt;br&gt;&lt;br&gt;Overall, this is still one of my favorite games. However, I truly believe that this game is best played by 2 players and is passable with 3 players. However, any more than 3 players tends to provide a dull game. The reason for this is that there are really two sides in the game: Mr. X vs. the detectives. In a two player game, one person is Mr. X and the other acts as all the detectives. Sometimes, it is better to have two players act as the detectives to help come up with ideas where Mr. X is. I have found, however, that with more than 2 players as detectives that there is either too much competition as each person has his own idea where Mr. X is. When this happens – the detectives’ movements are not coordinated and Mr. X can escape too easily. The other problem with too many detectives is that one player ends up coordinating the strategy of the five detectives. While this provides a much better game, this leaves the other detectives (those not planning strategy) with very little to do other than push their piece around as directed by the mind in charge.&lt;br&gt;&lt;br&gt;For two players, this is a great challenge of minds. One of the best facets of the game is that it is handicappable. If the detectives are too good for Mr. X, you can cut their numbers down to three or four, thus making it much harder for them to trap Mr. X. However, if Mr. X is escaping too often, you can take away some or all of his Black tickets or 2X tokens to sway the balance the other way. In my experience, the 5 detectives seem to have an advantage over Mr. X (if you play the rules as written) – when I started playing this game, the detectives would win 65-75% of the games. The game became more balanced when one of the detectives was removed from the game – Mr. X vs. 4 detectives. This combination brings the odds almost even between the two sides. Another advantage of this game is that it is relatively quick – a game can be finished in 30 minutes or so – this gives you plenty of time to reset the board and play it again when you are done.&lt;br&gt;&lt;br&gt;That concludes the description of Scotland Yard. Below is a description of its sequel, NY Chase.&lt;br&gt;&lt;br&gt;For those of you who have played Scotland Yard, much of the game is similar (or see above). Much of the game is similar. The theme and premise is unchanged – detectives chase around a city to catch Mr. X. Also unchanged is the basic mechanism of movement. Players must spend tickets in order to travel around in taxis, buses and subways. Mr. X still gets his two “2X” tokens and his 5 Black Tickets. Mr. X is still obligated to show himself to the detectives on turns 3, 8, 13, 18 and 24. The game still ends in the same way as the original Scotland Yard. However, there are some additions to the game which make it different (and better) from the original.&lt;br&gt;&lt;br&gt;The main differences are as follows:&lt;br&gt;&lt;br&gt;1) The map – the game is now set in NYC rather than London. The most obvious difference in layout is that the water routes (usable by Mr. X via black tickets) now are on the periphery of the board (around Manhattan Island) instead of thru the middle of the board (on the River Thames). Additionally, these water routes are broken up. There are three different water routes that Mr X can use (two of them have 3 stops each, one with 4 stops) unlike the contiguous Thames River in Scotland Yard. This tends to limit how far Mr. X can escape from the detectives while using the waterways. While obviously the paths on the board are different, I do not think that there is any more or less chance of players becoming stranded or Mr. X becoming trapped in segments of the board. If anything, it does seem that the underground stations do not allow the detectives to get around as much of the board as they do in Scotland Yard. Furthermore, careful examination of the board is necessary as there are some routes which are usable but may not be evident as tall buildings obscure the lines showing connections between stations. Also, there are a few areas where no connection between stations is made. If you do not know where these tricky spots are, it can really trap you.&lt;br&gt;&lt;br&gt;2) The ticket distribution – the detectives get the same allotment of tickets (10 taxi, 8 bus, 4 subway) as they did in Scotland Yard. However, in this game, they pool their tickets together to be used as a group. Thus, it is much harder for a detective to become stranded in the end game. Furthermore, Mr X is now also limited in his movements. No longer is he able to use the detectives’ discarded tickets, but rather he must use his allotment of 11 taxi, 7 bus, 4 subway, 5 black and 2 “2X” tokens. This huge change causes a large change in strategy for Mr. X as he tries to elude the detectives because he is now also limited in his transportation choice. Now, Mr X is often forced to move further than he wishes to (i.e. take a bus instead of a taxi) because of his limit. Furthermore, having to use more buses helps the detectives in pinpointing where Mr. X is. The end result of this ticket restriction is that Mr. X usually needs to conserve two or three of his black tickets to allow himself an escape from being stranded late in the game. If Mr. X ever becomes stranded, he must expose his position to the detectives and then hope the detectives run out of turns before they are able to land on the space he is on.&lt;br&gt;&lt;br&gt;3) Road Blocks – The detectives have a new mechanism to help catch Mr. X. With 4 or 5 detectives, there are 2 roadblocks. With 3 detectives there are 3 roadblocks. The roadblocks may be placed at the end of any detective’s movement. The roadblock is placed on whatever space the detective just left on that turn. The roadblock prevents Mr. X from stopping of that space as long as it is there. However, Mr X may pass over this space (while on a bus or subway) as long as he does not end a turn on the roadblocked space (even if in the middle of a 2X turn). The roadblocks can be moved at any time. These new pieces add a great boon to the detectives in catching Mr. X because they allow the detectives to block off main escape routes from a portion of the board that they know they have Mr. X trapped in. In addition, the roadblocks have an advantage in that they don’t have to move if the detectives don’t want them to.&lt;br&gt;&lt;br&gt;4) The Helicopter – the detectives have a further advantage in catching Mr. X because they can use a helicopter to catch the fugitive Mr. X. The helicopter allows the detectives to airlift one of their colleagues from any space on the board to any other. This maneuver takes two turns to complete and costs two transportation tokens of any type. To use the helicopter, the detective spends one ticket of any type to board the helicopter and fly it to any other space on the board. (The helicopter token as well as the detective’s token are placed next to the space where the detective would like to fly to). However, that detective’s turn ends with the detective still on the helicopter (thus, not on any space of the board). On the next turn, the detective on the helicopter pays another ticket of any type to allow him to get off of the helicopter onto the space chosen on the previouh†Ü«Å</description>
	<link>http://www.boardgamegeek.com/article/5137#5137</link>
	<pubDate>2003-01-01T00:29:49+00:00</pubDate>
	<dc:creator>yudp</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Matt Newman as MR X, defeating the Detective team of Chris, Robyn and Jason. Scotland Yard done on Manhattan with the addition of blockades and a Helicopter. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/12272#12272</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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	<title>Thread: Session Report</title>
	<description>(*Rich I*, Ric B., Michael)&lt;br&gt;&lt;br&gt;RichI: &quot;We tried out this variant of Scotalnd transplanted to Manhattan.  Basically the same game: Mr X writes his moves on a pad and has to reveal the mode of transportation. The other players team up to try to catch him.  A few new wrickles are added:&lt;br&gt;&lt;br&gt;- The helicopter allows a detective to move to any space on the map in two  turns. The first one he has to reveal his intended destination, the second  he actually lands. The detectives can only use this three times through the course of the game. &lt;br&gt;- Roadblocks: The detectives may leave a roadblock in a space which have  exited which cannot be entered by Mr. X. It is intended to help the  detective since the map has fewer tight spots than the London map in SY.  Otherwise I think the map is bit easier than SY.&lt;br&gt;&lt;br&gt;Since there was only one winner, so obviously I won as Mr. X. Michael and  Ric made a few rookie mistakes (It was their first game for both): They  closed the net too tight, if they didn't get me I'd have a good chance of  breaking through and they didn't cover the subways--very important to block off key. They also ran out of key tickets and got in each other's way too much. If they give it another chance, they should be able to do better.&lt;br&gt;&lt;br&gt;This is the first a game of this ilk with only 4 detectives. I think the  game is porbably better with 5 (especially with new players taking the detectives)&quot;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/12431#12431</link>
	<pubDate>2001-01-01T06:00:00+00:00</pubDate>
	<dc:creator>davekohr</dc:creator>
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	<title>Thread: Preview</title>
	<description>This is a revision of an older game called Scotland Yard with some added features and a new map.  One person plays Mr. X who is attempting to avoid capture in downtown Manhattan while the rest of the players are attempting to locate and apprehend Mr. X.  &lt;br&gt;&lt;br&gt;The map shows downtown Manhattan and a grid of various transportation paths through the city.  Players have the option of going by taxi, bus or subway through the city each turn.  Each type of transportation has benefits and drawbacks.  Taxies are most prevalent but only take you a block, Buses go farther but are less accessible, and finally subways can take you quite a distance but the stations are much more rare.  NY Chase adds some additional types of transports to the game.  Mr. X can take boat trips up and down the river and the investigators can utilize a helicopter three times in the game to hop anywhere on the board.&lt;br&gt;&lt;br&gt;Basically each turn Mr. X takes a move, recording the location secretly on paper and then covering that move with a chit that displays the type of transport being used.  In addition to the normal chits players have, Mr. X also has wild chits to throw off the investigators.  Every five turns or so Mr. X surfaces for a moment to let players get a bearing on where to move next.&lt;br&gt;&lt;br&gt;Some of the other new features of NY Chase include a visor which the Mr. X player can wear to hide where they are looking on the board.  This is a great improvement since with Scotland Yard you always had to grab a pair of sunglasses to hide your glances, something which could bother some people if you are trying to play at night with the light of lamps.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/622#622</link>
	<pubDate>2000-07-09T18:09:37+00:00</pubDate>
	<dc:creator>BoardGameGeek</dc:creator>
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