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	<title>Game: Breakout: Normandy</title>
	<link>http://www.boardgamegeek.com/boardgame/730</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 30 Aug 2008 07:15:16 -0500</lastBuildDate>
	<pubDate>Sat, 30 Aug 2008 07:15:16 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Artiller support an activated area or not???</title>
	<description>Wrong: any fresh artillery  can support an assault (provided it is not in a contested area and that, if it's divisional artillery, that part of its division is participating in the assault). Basically, you don't have to activate artillery to have in join in an assault.&lt;br&gt;&lt;br&gt;Mike</description>
	<link>http://www.boardgamegeek.com/article/2603964#2603964</link>
	<pubDate>2008-08-30T08:30:15+00:00</pubDate>
	<dc:creator>mikeb13603</dc:creator>
</item><item>
	<title>Thread: Re: Sunset DRMq</title>
	<description>When:&lt;br&gt;&lt;br&gt;the Allies kill more than 3 units in an impulse and the German player does have the advantage&lt;br&gt;&lt;br&gt;the Allies kill 3 units in an impulse and the German player doesn't have the advantage&lt;br&gt;&lt;br&gt;the Germans kill 1 Allied unit and the Allied player doesn't have the advantage&lt;br&gt;&lt;br&gt;the Germans kill more than 1 Allied unit and the Allied player does have the advantage&lt;br&gt;&lt;br&gt;I think this is all listed under the rules for the advantage.&lt;br&gt;&lt;br&gt;Mike </description>
	<link>http://www.boardgamegeek.com/article/2603962#2603962</link>
	<pubDate>2008-08-30T08:28:25+00:00</pubDate>
	<dc:creator>mikeb13603</dc:creator>
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	<title>Thread: Artiller support an activated area or not???</title>
	<description>If I activate an area I may move units from that are to a different area to attack and I may support  the attack with artillery in the activated area but not with field artillery in a different area, correct?????&lt;br&gt;&lt;br&gt;&lt;br&gt;Thank you in advance for the quick response!!!!!   </description>
	<link>http://www.boardgamegeek.com/article/2603425#2603425</link>
	<pubDate>2008-08-30T00:43:52+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Sunset DRMq</title>
	<description>When and how does the sunset drm move onto track?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2603394#2603394</link>
	<pubDate>2008-08-30T00:27:35+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
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	<title>Thread: Breakout Normandy in an Ultimate Trade</title>
	<description>Looking for a copy of Breakout Normandy? An excellent, unpunched copy is in an ultimate trade for Capes &amp; Cowls. See:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/geeklist/34265&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/geeklist/34265&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2600472#2600472</link>
	<pubDate>2008-08-29T03:49:11+00:00</pubDate>
	<dc:creator>DrFlanagan</dc:creator>
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	<title>Thread: Re: Missing rules!</title>
	<description>Thanks alot guys!</description>
	<link>http://www.boardgamegeek.com/article/2599172#2599172</link>
	<pubDate>2008-08-28T19:41:32+00:00</pubDate>
	<dc:creator>Slotracer</dc:creator>
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	<title>Thread: Re: Resolving atacks</title>
	<description>This is a very good game and I hope you don't give up.&lt;br&gt;&lt;br&gt;Whilst it is relatively easy (for a wargame) the rules are not the best so don't be down hearted if you don't grasp them straight away&lt;br&gt;&lt;br&gt;Have you tried going onto consimworld? they have a folder dedicated to this game&lt;br&gt;&lt;br&gt;&lt;A target='_blank' href=&quot;http://talk.consimworld.com/WebX?13@676.cO2We7qRkpT.41036820@.ee6c9f0/7&quot; rel=&quot;nofollow&quot;&gt;http://talk.consimworld.com/WebX?13@676.cO2We7qRkpT.41036820...&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/2598454#2598454</link>
	<pubDate>2008-08-28T16:20:29+00:00</pubDate>
	<dc:creator>thirtybrowns</dc:creator>
</item><item>
	<title>Thread: Re: Missing rules!</title>
	<description>&lt;A target='_blank' href=&quot;http://www.philipsmith.ca/breakoutnormandy/&quot; rel=&quot;nofollow&quot;&gt;http://www.philipsmith.ca/breakoutnormandy/&lt;/A&gt;&lt;br&gt;&lt;br&gt;I have it bookmarked so copy the above url.</description>
	<link>http://www.boardgamegeek.com/article/2597686#2597686</link>
	<pubDate>2008-08-28T13:05:46+00:00</pubDate>
	<dc:creator>Scoobysnacks</dc:creator>
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	<title>Thread: Re: Resolving atacks</title>
	<description>You are correct, I've edited my post.&lt;br&gt;&lt;br&gt;There is a equal to BTW which I will not go into because it involves the weather rules that I will not go into unless its needed.  They are not complicated, just a memory or player aid test.</description>
	<link>http://www.boardgamegeek.com/article/2597683#2597683</link>
	<pubDate>2008-08-28T13:03:12+00:00</pubDate>
	<dc:creator>Scoobysnacks</dc:creator>
</item><item>
	<title>Thread: Re: Missing rules!</title>
	<description>Check out Philip Smith's BKN site (google Philip Smith Breakout Normandy) for a scanned set of rules, strategy tips and errata.&lt;br&gt;&lt;br&gt;Mike </description>
	<link>http://www.boardgamegeek.com/article/2597235#2597235</link>
	<pubDate>2008-08-28T09:08:21+00:00</pubDate>
	<dc:creator>mikeb13603</dc:creator>
</item><item>
	<title>Thread: Missing rules!</title>
	<description>Hi, found this game on a fleemarket but the rules are missing. I took the chance and bought it anyway so now I hope someone could provide me with a lnk for the rules to download.</description>
	<link>http://www.boardgamegeek.com/article/2597178#2597178</link>
	<pubDate>2008-08-28T08:04:49+00:00</pubDate>
	<dc:creator>Slotracer</dc:creator>
</item><item>
	<title>Thread: Re: Resolving atacks</title>
	<description>Shouldn't that read &quot;LESS THAN the current impulse number&quot;?</description>
	<link>http://www.boardgamegeek.com/article/2596991#2596991</link>
	<pubDate>2008-08-28T05:50:23+00:00</pubDate>
	<dc:creator>Sunray11</dc:creator>
</item><item>
	<title>Thread: Re: Resolving atacks</title>
	<description>Thx, Much appreciated!</description>
	<link>http://www.boardgamegeek.com/article/2596838#2596838</link>
	<pubDate>2008-08-28T04:17:29+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Re: Resolving atacks</title>
	<description>Good analogy! &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2596709#2596709</link>
	<pubDate>2008-08-28T03:04:11+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>&lt;b&gt;DarrellKH wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;What an MF is depends on who you're asking, as you may have guessed.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;MF brings to mind an unpleasant saying!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2596702#2596702</link>
	<pubDate>2008-08-28T03:02:19+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>&lt;b&gt;Lt Col Lippert 1944 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Thank you!!! But that brings me to my next question what IS a zone compared to an area and what are its restrictions?&lt;br&gt;(sorry if these are dumb questions)&lt;/i&gt;&lt;br&gt;&lt;br&gt;A zone represents a larger area of France, outside the normal playing area. German reinforcements set up in the zones, and can move into certain areas of the map from those zones, as indicated by the white arrows connecting them. It's possible to move from zone to zone, but that costs all of a unit's MF.&lt;br&gt;&lt;br&gt;Is this your first wargame ? Everyone struggles with their first one. Don't worry about dumb questions, there are a lot of helpful people here.&lt;br&gt;&lt;br&gt;&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;</description>
	<link>http://www.boardgamegeek.com/article/2595934#2595934</link>
	<pubDate>2008-08-27T21:07:47+00:00</pubDate>
	<dc:creator>gamer72</dc:creator>
</item><item>
	<title>Thread: Re: Resolving atacks</title>
	<description>Each side rolls 2 dice and add's their modifiers and compare the results.  You just have to pay attention to the difference between AP's and CP's and follow the correct chart.&lt;br&gt;&lt;br&gt;This is actually a pretty easy game.  Take your time and read through the whole RB once, then go back and re-read the assault and movement sections.  It all comes together at the end.  The refit, regroup and D_Day phases are simple once you do it once.  The examples of play are very good and the player aid's have just about everything you'll need from the RB.&lt;br&gt;The hardest part is understanding the bridge rules for seizure and destroy / re-build.&lt;br&gt;&lt;br&gt;Just to answer a question before you ask (everyone does their first time) think of impulses as innings in Baseball with the Allies as the home team, each side gets one then you move on to the next impulse (inning).  Where Baseball is a 9 inning limit, the turn ends on a DR from the allies (home team) less then the current impulse number (not the one you would advance it to when you make that roll.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2595826#2595826</link>
	<pubDate>2008-08-27T20:38:38+00:00</pubDate>
	<dc:creator>Scoobysnacks</dc:creator>
</item><item>
	<title>Thread: Resolving atacks</title>
	<description>The chart is well set up and tells you all your bonuses, but you also add you dice total, right?&lt;br&gt;2 dice rolled right??!!!!&lt;br&gt;AHHHH can someone plz come to my house and teach this GAME!!!!!!!!!!!!!!!!!!!!!RAAHG its making me angry!  I feel overwhelmed!!1</description>
	<link>http://www.boardgamegeek.com/article/2595734#2595734</link>
	<pubDate>2008-08-27T20:13:18+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Re: Any chance of a reprint?</title>
	<description>I'm willing to sell mine for like $85-100 DEPENDING ON WHAT I CAN GET FOR IT ON EBAY.  But I must play 5 more games before I part with it.  Making my total games played at 6.</description>
	<link>http://www.boardgamegeek.com/article/2595610#2595610</link>
	<pubDate>2008-08-27T19:37:03+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>Thank you!!! But that brings me to my next question what IS a zone compared to an area and what are its restrictions?&lt;br&gt;(sorry if these are dumb questions)</description>
	<link>http://www.boardgamegeek.com/article/2595590#2595590</link>
	<pubDate>2008-08-27T19:31:34+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>Movement Factor</description>
	<link>http://www.boardgamegeek.com/article/2595520#2595520</link>
	<pubDate>2008-08-27T19:11:52+00:00</pubDate>
	<dc:creator>thirtybrowns</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>What an MF is depends on who you're asking, as you may have guessed.&lt;br&gt;&lt;br&gt;For a wargamer, MF usually means &quot;Movement Factor&quot;, which is how much a unit can move in a given increment of time in a game (usually one turn).</description>
	<link>http://www.boardgamegeek.com/article/2595467#2595467</link>
	<pubDate>2008-08-27T18:56:54+00:00</pubDate>
	<dc:creator>DarrellKH</dc:creator>
</item><item>
	<title>Thread: Re: MF??????</title>
	<description>It's like any other wargame except the areas replace hexes.  You pay MF to enter areas.  Each unit has a Movement Factor (MF) allowance which is the right of the 3 numbers on the counters (see top right of page 3).  8.36 has the costs of each area to enter, you &quot;pay&quot; MF's to enter the area.  You have to have enough to enter an area, spending the required number and your movement ends when you run out of MF to enter another area.  You also have 8.38 which gives the ability to move one area only within the stated criteria.&lt;br&gt;&lt;br&gt;Within the listed rule restrictions you activate an area and move any and all fresh units to other areas.  I know you did not ask but you can also &quot;spend&quot; MF's to seize bridges while / instead of moving to another area.&lt;br&gt;&lt;br&gt;Zones are not areas so they have different restrictions.</description>
	<link>http://www.boardgamegeek.com/article/2595460#2595460</link>
	<pubDate>2008-08-27T18:55:32+00:00</pubDate>
	<dc:creator>Scoobysnacks</dc:creator>
</item><item>
	<title>Thread: MF??????</title>
	<description>What is an MF?&lt;br&gt;I just &quot;got&quot; the game(meaning found it in amongst my Dad's old stuff but it was never used).  I'm reading the rules and having trouble understanding some things.  The rule book will probably require double reading I assume?&lt;br&gt;And can SOMEONE please tell me how movement really works?&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2595421#2595421</link>
	<pubDate>2008-08-27T18:42:11+00:00</pubDate>
	<dc:creator>Lt Col Lippert 1944</dc:creator>
</item><item>
	<title>Thread: Re: Primeras impresiones</title>
	<description>Reseña magnifica.&lt;br&gt;&lt;br&gt;Muchas gracias y buena suerte.</description>
	<link>http://www.boardgamegeek.com/article/2578159#2578159</link>
	<pubDate>2008-08-21T19:32:00+00:00</pubDate>
	<dc:creator>elirlandes</dc:creator>
</item><item>
	<title>Thread: Re: Scenario for starting on June 7th- ?</title>
	<description>???  any help would be great!  thanks...</description>
	<link>http://www.boardgamegeek.com/article/2560109#2560109</link>
	<pubDate>2008-08-15T21:33:18+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
</item><item>
	<title>Thread: Re: Primeras impresiones</title>
	<description>Thanks for the compliments, gentlemen. &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/2499095#2499095</link>
	<pubDate>2008-07-24T22:31:25+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
</item><item>
	<title>Thread: Re: Primeras impresiones</title>
	<description>&lt;b&gt;Fury wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Even though I cannot Spanish, it is very obvious you worked hard on this review. I'm sorry that I cannot read it. I love the pictures.&lt;br&gt;&lt;br&gt;Great Job Job,  &lt;br&gt;&lt;br&gt;    Pete S.&lt;/i&gt;&lt;br&gt;&lt;br&gt;It is indeed a good review, I'm fortunate to be able to read in some 5 languages... &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2499085#2499085</link>
	<pubDate>2008-07-24T22:28:00+00:00</pubDate>
	<dc:creator>jmlima</dc:creator>
</item><item>
	<title>Thread: Re: Primeras impresiones</title>
	<description>Even though I cannot Spanish, it is very obvious you worked hard on this review. I'm sorry that I cannot read it. I love the pictures.&lt;br&gt;&lt;br&gt;Great Job,  &lt;br&gt;&lt;br&gt;    Pete S.</description>
	<link>http://www.boardgamegeek.com/article/2498923#2498923</link>
	<pubDate>2008-07-24T21:45:08+00:00</pubDate>
	<dc:creator>Fury</dc:creator>
</item><item>
	<title>Thread: Primeras impresiones</title>
	<description>El pasado día 6 de Junio, Speedro y un servidor decidimos probar por primera vez este juego aprovechando que era precisamente el aniversario del Día D (una excusa igual de barata que otra cualquiera, para que nos vamos a engañar &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;Se trata del último de los juegos del sistema de áreas e impulsos editados por la extinta Avalon Hill a finales de los 89 y principios de los 90, siendo considerado por muchos wargamers el “culmen” de dicho sistema.&lt;br&gt;&lt;br&gt;Los mecanismos básicos son similares a los del resto de juegos de la serie: Cada turno se compone de un número indeterminado de impulsos, en cada uno de los cuales cada jugador puede activar una o varias unidades situadas en una misma área (el tablero se divide en zonas irregulares en función principalmente de los accidentes del terreno y no en hexágonos) y realizar con ella/s una acción de movimiento, combate, etc.&lt;br&gt;&lt;br&gt;Si queréis algún detalle adicional sobre dicho mecanismo podéis echar un ojo a la reseña completa que hice en su día del &lt;a href=&quot;http://boardgamegeek.com/thread/254869&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Thunder at Cassino&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://farm4.static.flickr.com/3164/2557531348_bece055f7f.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;&lt;a href=&quot;http://farm4.static.flickr.com/3164/2557531348_bece055f7f_b.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Despliegue inicial&lt;/a&gt; (pinchar para ver más grande)&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Pero si en algo sobresale el Breakout Normandy es en el nivel de detalle y refinamiento del sistema que alcanza, sin por ello dejar de ser un juego muy jugable, de una duración más que razonable (5-6 horas) y con unas reglas bastante asequibles a pesar de tener un manual infumable escrito en auténtico “avalonhilliano” (¡Me pregunto cómo éramos capaces de tragarnos semejantes bodrios sin rechistar!).&lt;br&gt;&lt;br&gt;Os daré unos cuantos ejemplos de la riqueza del juego:&lt;br&gt;&lt;br&gt;* Lanzamiento de paracaidistas: Previo al inicio de los turnos normales hay un turno 0 en el que los paracaidistas aliados entran en acción y atacan a los desprevenidos alemanes en ciertas áreas. &lt;br&gt;&lt;br&gt;* Bombardeo naval y aéreo: Tanto en el turno 0 como en todos los posteriores el jugador aliado puede activar su artillería naval y sus bombarderos para realizar ataques a distancia. Dependiendo del éxito de dichos ataques las defensas costeras alemanas serán más o menos poderosas y opondrán mayor o menor resistencia a las sucesivas oleadas de desembarco aliadas.&lt;br&gt;&lt;br&gt;* Desembarcos: En el turno 0 se produce la primera oleada de desembarco en las famosas playas Utah, Omaha, Gold, Juno y Sword bajo el fuego defensivo alemán que puede reducir drásticamente la fuerza de combate de dichas unidades. En turnos sucesivos los diferentes refuerzos pueden intentar también desembarcar.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://farm4.static.flickr.com/3160/2557532010_41d9017c7a.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;Las playas americanas: Utah y Omaha&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://farm4.static.flickr.com/3265/2557532684_27baf43332.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;Las playas británicas: Gold, Juno y Sword&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;* Demolición y reparación de puentes: Ambos bandos (aunque normalmente sólo lo harán los alemanes) pueden intentar demoler los puentes sobre ríos y canales para entorpecer el avance enemigo, puentes que también pueden ser reparados aunque llevará varios turnos el hacerlo.&lt;br&gt;&lt;br&gt;* Superioridad aérea: La gran superioridad aérea aliada se refleja en modificadores en ataque en días de buen tiempo, así como en la posibilidad de bloquear y dañar las unidades alemanas que se muevan en campo abierto. De todas formas, la presencia de antiaéreos teutones puede reducir la efectividad del poder aéreo aliado.&lt;br&gt;&lt;br&gt;* Artillería: La artillería puede apoyar ataques en su mismo área o lanzar andanadas en áreas contiguas aunque su capacidad de daño es reducida (máximo 1 paso por unidad enemiga afectada).&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;img border=0 src=&quot;http://farm4.static.flickr.com/3004/2557533048_3f5623d14a.jpg&quot;&gt;&lt;/div&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;&lt;a href=&quot;http://farm4.static.flickr.com/3004/2557533048_3f5623d14a_b.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Los refuerzos de ambos bandos (con las temibles unidades negras de las divisiones SS)&lt;/a&gt; (pinchar para ver más grande)&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;Pero especialmente hay tres aspectos del juego que me han parecido sobresalientes:&lt;br&gt;&lt;br&gt;* Suministros: Cada bando tiene un número de puntos de suministro asignados repartidos en depósitos. Pero para que dichos depósitos puedan suministrar a las distintas unidades dichos suministros deberán tener una vía de acceso a las mismas, costando más suministrar unidades alejadas de dichos depósitos o a través de áreas disputadas. &lt;br&gt;&lt;br&gt;  Los alemanes tienen menos suministros pero mejor situados (al menos al inicio) mientras que los aliados tiene más pero muchos no pueden llegar a utilizarse (al menos no en el campo de batalla, pero sí de otros modos como explicaré un poco más adelante). &lt;br&gt;&lt;br&gt;  Los suministros son imprescindibles para recuperar no sólo a las unidades dañadas en combate (que, por cierto, sólo pueden recuperar un paso por turno) sino incluso para recuperar a su capacidad normal a las unidades que simplemente hayan movido. &lt;br&gt;&lt;br&gt;  Todo lo anterior se traduce en el caso de los alemanes en que normalmente los puntos de suministro no son ni mucho menos suficientes para abastecer a todas las unidades. Para los aliados el problema es cómo hacer llegar sus ingentes depósitos a unidades en territorio enemigo, lo cual es muchas veces imposible y les genera jugosos excedentes.&lt;br&gt;&lt;br&gt;* Meteorología: El clima tiene una gran influencia, pues los días nublados proporcionan una serie de ventajas (o, mejor dicho, eliminan una serie de desventajas) al bando alemán. Fundamentalmente, el poder de intercepción aérea de los aliados desaparece y la capacidad de conseguir más suministros aumenta, con lo que la movilidad y ritmo de recuperación de las unidades alemanas aumenta significativamente.&lt;br&gt;&lt;br&gt;* Duración variable de los turnos: Mecanismo heredado de los juegos anteriores de la serie pero al que ahora se le añaden una serie de modificadores basados en la capacidad de suministro de cada bando.&lt;br&gt;&lt;br&gt;   Básicamente, el exceso de suministros no utilizados por cada bando se puede utilizar para hacer avanzar o retroceder el número de impulsos jugados y así intentar hacer más largo o corto cada turno de juego (1 turno= 1 día).&lt;br&gt;&lt;br&gt;   Esto que aparentemente suena completamente abstracto e irreal, creo que refleja estupendamente la mejor logística aliada que les permitía ejecutar más acciones y más rápido que los alemanes.&lt;br&gt;&lt;br&gt;Realmente el juego es de los wargames más emocionantes e intensos que he probado en mucho tiempo. En cada bombardeo, cada combate, cada movimiento del contrario estás rezando porque tus tropas aguanten un poco más. El toma y daca a nivel táctico es continuo, y cada acción en una zona del tablero te pone en el brete de responder de inmediato o tomar la iniciativa en otra zona distinta de la batalla. &lt;br&gt;&lt;br&gt;Todo ello en una reñida lucha contrarreloj en la que los aliados quieren que los días sean lo más “largos” posibles y los alemanes todo lo contrario, ya que la victoria o derrota se decide en función de los puntos de victoria cosechados por los aliados en siete turnos que representan exactamente la primera semana tras el Día D.&lt;br&gt;&lt;br&gt;Además, la gran diversidad de resultados que se pueden producir en cada combate hace que el juego tenga una enorme rejugabilidad. Por ejemplo, habrá partidas en las que el bombardeo aliado inicial reducirá mucho las defensas alemanas facilitando mucho las primeras oleadas del desembarco; mientras que en otras Omaha se convertirá en un infierno igual o peor del que fue en realidad. &lt;img src=&quot;http://files.boardgamegeek.com/images/cool.gif&quot; alt=&quot;:cool:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Por cierto, hay una opción de juego extendido para incluir todo el avance aliado hacia el interior en la segunda y tercera semana tras el desembarco inicial en el que también entran en juego la falta de refuerzos y suministros aliados por posibles tormentas en el Canal de la Mancha.&lt;br&gt;&lt;br&gt;Resumiendo, una joyita gracias a la cual uno se da cuenta de lo incierto que fue el resultado durante los primeros días del desembarco. Nada que ver con la imagen de “victoria imparable” que durante mucho tiempo se dio del desembarco aliado.&lt;br&gt;&lt;br&gt;El juego tiene un nutrido número de seguidores en todo el mundo y se sigue jugando bastante tanto en vivo como a través del Vassal o CB, y a pesar de estar descatalogado se puede encontrar con cierta facilidad en eBay por un precio de unos 50-60 euros (gastos de envío incluidos desde EE.UU.).&lt;br&gt;&lt;br&gt;También existe una &lt;a href=&quot;http://www.philipsmith.ca/breakoutnormandy/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;página semioficial del juego&lt;/a&gt; con un montón de información más que interesante y a través de la cual, si no me equivoco, se organizan partidas y torneos varios.&lt;br&gt;&lt;br&gt;&lt;i&gt;Edited for typos&lt;/i&gt;</description>
	<link>http://www.boardgamegeek.com/article/2497722#2497722</link>
	<pubDate>2008-07-24T16:31:25+00:00</pubDate>
	<dc:creator>harzal</dc:creator>
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	<title>Thread: Re: Scenario for starting on June 7th- ?</title>
	<description>Any help on this?</description>
	<link>http://www.boardgamegeek.com/article/2453928#2453928</link>
	<pubDate>2008-07-07T16:09:52+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Scenario for starting on June 7th- ?</title>
	<description>I've heard there's a scenario where the game starts on dawn June 7th, in order to eliminate some of the element of luck with how D-Day pans out.  Can anyone link me to it or send it to me?&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2419466#2419466</link>
	<pubDate>2008-06-23T20:30:19+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: British 79th Armoured Division - ?</title>
	<description>I don't mind - in BKN it's the same thing with American infantry regiments having various tank and/or tank destroyer battalions attached, cavalry units, etc.  </description>
	<link>http://www.boardgamegeek.com/article/2416846#2416846</link>
	<pubDate>2008-06-22T20:03:32+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: British 79th Armoured Division - ?</title>
	<description>A sound concept. Too many wargames are being too obssessed with &quot;getting it right&quot; with historical unit designations. German artillery and flak divisions, for example, never fought as a single unit. German paratroop divisions was strewn over the entire Eastern front.</description>
	<link>http://www.boardgamegeek.com/article/2415772#2415772</link>
	<pubDate>2008-06-22T02:30:06+00:00</pubDate>
	<dc:creator>WalterLai</dc:creator>
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	<title>Thread: Re: Defender unevenly assigning CPs</title>
	<description>Wow I can't believe I misinterpreted that rule until now, it makes a huge difference.&lt;br&gt;&lt;br&gt;Thanks again Ian~</description>
	<link>http://www.boardgamegeek.com/article/2385679#2385679</link>
	<pubDate>2008-06-10T23:01:53+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Defender unevenly assigning CPs</title>
	<description>&lt;br&gt;Hi Kevin, long time no hear !&lt;br&gt;&lt;br&gt;In an assault impulse, the defender can assign CP as he sees fit, as opposed to a bombardment impulse, where only one level of disruption is gained by each defending unit (up until the AP requirement is satisfied, of course). &lt;br&gt;&lt;br&gt;As you can see, this is very useful at Omaha beach, where the German player will want to keep the 352nd artillery fresh for as long as possible, until it's time for that killer bombardment !&lt;br&gt;&lt;br&gt;Btw, don't forget that a Fresh unit can retreat for its fourth CP rather than be eliminated, unless it is an immobile coastal defence unit.&lt;br&gt;&lt;br&gt;Cheers !&lt;br&gt;&lt;br&gt;Ian</description>
	<link>http://www.boardgamegeek.com/article/2385598#2385598</link>
	<pubDate>2008-06-10T22:28:54+00:00</pubDate>
	<dc:creator>gamer72</dc:creator>
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	<title>Thread: Defender unevenly assigning CPs</title>
	<description>Let's say the defender has 4 fresh units in an area that is being assaulted.  The attacker inflicts 4 CPs... is it legal for the defender to apply ALL 4 CPs to the lead unit, causing it's elimination, but keeping the other 4 units fresh?  I always thought that the defender could not assign something like 2 CPs to any one unit before assigning ALL units at least 1 CP, similar to bombardments. &lt;br&gt;&lt;br&gt;If the defender can unevenly assign CPs, that would really change things in my mind... it would make prep bombardments that much more important (to lower the defenders DV by flipping fresh units to spent) and would make bocage and 4-TEM areas that much stronger as &quot;Fortress&quot; areas.&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/2385343#2385343</link>
	<pubDate>2008-06-10T21:07:23+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: The &quot;Magic bridge&quot; - between Montebourg and St.Mere Eglise (52/50)</title>
	<description>Hmmmm it would certainly seem so.  And seems to be the rare combo of a good move that can be attempted many times, and if June 6th runs around 6+ impulses, easy to choose since the Allied landing are usually spent and Allied bridge construction becomes their order of the day.</description>
	<link>http://www.boardgamegeek.com/article/2341007#2341007</link>
	<pubDate>2008-05-24T17:10:40+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: The &quot;Magic bridge&quot; - between Montebourg and St.Mere Eglise (52/50)</title>
	<description>What is the significance of the &quot;Magic Bridge&quot; between areas 52 and 50 (Montebourg and St. Mere Eglise)?&lt;br&gt;&lt;br&gt;Is it because (going from memory here) if St. Mere Eglise can be reinforced by the Germans (before the Coastal Artillery unit there is destroyed I would think), then they can make it very difficult for the U.S. to get through and past into Carentan?&lt;br&gt;&lt;br&gt;Why is the Carentan-St.Mere Eglise bridge NOT a 'magic bridge'?  Because it's boundary is flooded providing a prohibitive extra -1 drm - meaning that if the US has 2 fresh paratroop units in St.Mere, then the Germans can still roll a '6' to seize the 52/50 bridge but the Germans have a &quot;+0&quot; net drm from Carentan and thus can't seize it until the US has LESS THAN 2 fresh units in St.Mere?</description>
	<link>http://www.boardgamegeek.com/article/2338322#2338322</link>
	<pubDate>2008-05-23T15:01:38+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Why Contest an Area you can't easily control (i.e. Caen)??</title>
	<description>&lt;br&gt;Hi Kevin,&lt;br&gt;&lt;br&gt;The pros definitely outweigh the cons. About Caen specifically :-&lt;br&gt;&lt;br&gt;Contesting 7VP to gain 1 will be very hard without contesting Caen.&lt;br&gt;&lt;br&gt;The garrison will be very weak on June 6 &amp; 7 if the German player makes the standard move of his Flak and Pak from Caen into Bretteville. &lt;b&gt;Any&lt;/b&gt; chance for an attack from a cleared beach into Caen should be taken on June 6, even if the odds are poor. If other priorities permit, an early attack into Caen on June 7 could gain great success, particularly if the Advantage is used to mount an attack from two areas. Ideally, Caen should be Contested by an armour unit and the two commando units.&lt;br&gt;&lt;br&gt;As you point out, refitting German units in Caen will be much harder if it is Contested. The Germans will be looking to garrison the city with at least four units, since losing the city is unthinkable for them, so their limited supply will be at a premium. &lt;br&gt;&lt;br&gt;Once Caen is Contested, the British/Canadian beaches are safe from attack. If Caen fills up with 12th SS, then the Brits will never get in, and will never get off the beaches, and their naval and artillery assets will be forever bombarding the city to disrupt potential German attacks.&lt;br&gt;&lt;br&gt;Trust me, Contest Caen.&lt;br&gt;&lt;br&gt;&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;</description>
	<link>http://www.boardgamegeek.com/article/2317997#2317997</link>
	<pubDate>2008-05-15T21:37:58+00:00</pubDate>
	<dc:creator>gamer72</dc:creator>
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	<title>Thread: Why Contest an Area you can't easily control (i.e. Caen)??</title>
	<description>In reading about BKN tactics, some write about what seems to be an important tactic to them... contesting an area that then can't easily be controlled... especially Caen, but other areas as well (just about an VP area in bocage).&lt;br&gt;&lt;br&gt;What is the value of doing that?  &lt;br&gt;&lt;br&gt;I see the pro's and con's as follows... please feel free to sound off about this and offer add'l ideas or pros/cons:&lt;br&gt;&lt;br&gt;Cons:&lt;br&gt;- If many units are in a contested area, the refit cost doubles for all of those units.  It's not so bad if only one or two units are in a contested area (for refit purposes)&lt;br&gt;&lt;br&gt;- Since refit is more expensive, it's is more likely that if counterattacked, the units can offer less resistance and thus the Germans may eliminate one or more of them, causing Advantage / Sunset DRM losses.&lt;br&gt;&lt;br&gt;- If not all unit are refit (let's say maybe 1 fresh unit and 2 spent or disrupted units) remain, the Allies may lose MANY units to a (possibly overcast-assisted) counterattack.  If they regroup them back out, what was the point of contesting to begin with?&lt;br&gt;&lt;br&gt;&lt;br&gt;PRO's:&lt;br&gt;- Contested VP areas contribute towards the &quot;0.7=1&quot; VP.&lt;br&gt;&lt;br&gt;- If Infantry contest an area, then enemy infantry can only move out 1 area, using all MP.  If Armor contest an area, then enemy armor can only move out 1 area, using all MP.  This can tie up German units that might be needed to reinforce/counterattack other areas (i.e. units in Caen needed to reinforce the Merville/Troarn or Bayeux/Bretteville/Tilly/Villars, or even St.Lo regions.&lt;br&gt;&lt;br&gt;- German refit will be made more expensive as well, and this may cause a big problem is they only have 5/depot during that refit phase.&lt;br&gt;&lt;br&gt;With Caen- it seems that if the Allies don't contest it on June 6th or early on the 7th before Lehr and the 12th SS can get to it, it may almost never be worth the risk of losing an assault or just getting a few spent unit in... which if left there will face a big counterattack during the 1st German impulse the next morning.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2317465#2317465</link>
	<pubDate>2008-05-15T19:21:19+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Moving Supply Depots</title>
	<description>Correct!&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/2308877#2308877</link>
	<pubDate>2008-05-13T00:14:43+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
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	<title>Thread: Re: Moving Supply Depots</title>
	<description>Thanks Ian~&lt;br&gt;&lt;br&gt;I thought so... but figured it would be useful to post it hear and make sure... since I kept missing this in my early games and still wasn't 100% sure until now.</description>
	<link>http://www.boardgamegeek.com/article/2307880#2307880</link>
	<pubDate>2008-05-12T20:10:55+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Moving Supply Depots</title>
	<description>&lt;br&gt;&lt;br&gt;That sounds about right.&lt;br&gt;&lt;br&gt;&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;</description>
	<link>http://www.boardgamegeek.com/article/2307823#2307823</link>
	<pubDate>2008-05-12T19:59:12+00:00</pubDate>
	<dc:creator>gamer72</dc:creator>
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	<title>Thread: Moving Supply Depots</title>
	<description>Is it true that BOTH the Allies and Germans... can only move their Depots through and/or into areas that are&lt;br&gt;&lt;br&gt;1) Friendly controlled&lt;br&gt;and&lt;br&gt;2) Free areas (not contested by the enemy)?&lt;br&gt;&lt;br&gt;BUT units can still be supplied by a depot by tracing a line through friendy-controlled areas that are free OR contested (paying 1 extra Supply point for each contested areas the supply has to travel through)?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2307582#2307582</link>
	<pubDate>2008-05-12T19:13:00+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Automatic rebuild of a demolished bridge?</title>
	<description>&lt;b&gt;5th_Para_Bde wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Are demolished bridges ever automatically rebuilt?  I.e. let's the the Bridge between Port-en-Bessin and Bayeux has been destroyed, but the nearest German-occupied or -controlled area is several areas away.  Do the Allies still have to use a Supply Pt. during Refit or try to Rebuild it with an assault impulse?  I would think so, just checking...&lt;/i&gt;&lt;br&gt;&lt;br&gt;As other have written, yes, a supply point is required or as an action during an assault impulse.  Also, a contruction marker must be available or taken from another bridge undergoing repair -- preventing the other bridge from benefit from that marker.&lt;br&gt;&lt;br&gt;In your example, the modifiers would be +3 (control of Port-en-Bessin), +3 (Bayeuz controlled), and -1 for the repair attempt, or a net +5 drm, and an available construct marker.&lt;br&gt;&lt;br&gt;If unsuccessful then construction marker is placed at the site and a +1 drm is added to the next attempt and then it would be 'automatic', in this situation (+3, +3, -1, +1 for a net of +6), as long as the construction marker remained in place.  &lt;br&gt;&lt;br&gt;Also, the Allies have a maximum of 4 construction markers and the Germans 1.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2303347#2303347</link>
	<pubDate>2008-05-10T05:54:11+00:00</pubDate>
	<dc:creator>Galileo</dc:creator>
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	<title>Thread: Re: Automatic rebuild of a demolished bridge?</title>
	<description>Thanks for the replies folks...&lt;br&gt;&lt;br&gt;I'm thinking it could only be a +5 between free areas if the boundary is flooded though... but in my example (Port-en-Bessin vs. Bayeux) it's a normal river boundary so +6 applies.&lt;br&gt;&lt;br&gt;There are two bridges in my current game that are like this - going from Bayeux to Port-en-Bessin and Trevieres.  The fact that they are still demolished doesn't hurt the Allies, since the front is along the line of St.Lo / Caumont / Aunay sur Odon, and US reinforcements such as the 30th ID and XIX Corps arty weren't hindered.  I haven't had a spare 1 or 2 points to spend rebuilding them... good to know that such Supply costs would still have to be paid.  </description>
	<link>http://www.boardgamegeek.com/article/2303215#2303215</link>
	<pubDate>2008-05-10T04:22:07+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Thread: Re: Automatic rebuild of a demolished bridge?</title>
	<description>I believe that's true!&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/2302962#2302962</link>
	<pubDate>2008-05-10T01:19:55+00:00</pubDate>
	<dc:creator>JackFlash</dc:creator>
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	<title>Thread: Re: Automatic rebuild of a demolished bridge?</title>
	<description>My understanding is that with both areas Free it would be a +6 DRM.  Thus automatic, but still requiring the use of a Supply Point.</description>
	<link>http://www.boardgamegeek.com/article/2302591#2302591</link>
	<pubDate>2008-05-09T21:42:33+00:00</pubDate>
	<dc:creator>bk_otj</dc:creator>
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	<title>Thread: Automatic rebuild of a demolished bridge?</title>
	<description>Are demolished bridges ever automatically rebuilt?  I.e. let's the the Bridge between Port-en-Bessin and Bayeux has been destroyed, but the nearest German-occupied or -controlled area is several areas away.  Do the Allies still have to use a Supply Pt. during Refit or try to Rebuild it with an assault impulse?  I would think so, just checking...</description>
	<link>http://www.boardgamegeek.com/article/2302363#2302363</link>
	<pubDate>2008-05-09T20:25:34+00:00</pubDate>
	<dc:creator>5th_Para_Bde</dc:creator>
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	<title>Image</title>
	<description>
		Henri and Patrick at Eerste Oorlogsdag Eindhoven &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic250572_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/250572</link>
	<pubDate>2007-09-24T19:10:51+00:00</pubDate>
	<dc:creator>Tsaar</dc:creator>
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	<title>Image</title>
	<description>
		Big picture of game contents. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245454_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245454</link>
	<pubDate>2007-09-09T02:23:43+00:00</pubDate>
	<dc:creator>theaney</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		The Famed 100 Panzer Replacement Battalion (and friends). &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245450_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245450</link>
	<pubDate>2007-09-09T02:17:10+00:00</pubDate>
	<dc:creator>theaney</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Germany starting units. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245448_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245448</link>
	<pubDate>2007-09-09T02:07:26+00:00</pubDate>
	<dc:creator>theaney</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Allied starting units. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245447_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245447</link>
	<pubDate>2007-09-09T02:06:17+00:00</pubDate>
	<dc:creator>theaney</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		clean and flat cover shot &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic239937_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/239937</link>
	<pubDate>2007-08-22T15:18:31+00:00</pubDate>
	<dc:creator>Zopper-Alf</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Game in progress at Origins 2007 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic227835_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/227835</link>
	<pubDate>2007-07-10T17:08:50+00:00</pubDate>
	<dc:creator>WatchmanX2000</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Western game board &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic165283_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/165283</link>
	<pubDate>2006-12-01T01:02:35+00:00</pubDate>
	<dc:creator>dougadamsau</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Closeup of western game board &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic165285_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/165285</link>
	<pubDate>2006-12-01T00:56:47+00:00</pubDate>
	<dc:creator>dougadamsau</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Closeup of western game board - Utah Beach &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic165284_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/165284</link>
	<pubDate>2006-12-01T00:56:04+00:00</pubDate>
	<dc:creator>dougadamsau</dc:creator>
</item></channel></rss>