<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Rush N'Crush</title>
	<link>http://www.boardgamegeek.com/boardgame/7482</link>
	<language>en-us</language>
	<lastBuildDate>Sat, 06 Sep 2008 19:33:25 -0500</lastBuildDate>
	<pubDate>Sat, 06 Sep 2008 19:33:25 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Current Download Link?</title>
	<description>I didn't realise they were in the CB file either! &lt;img src=&quot;http://files.boardgamegeek.com/images/shake.gif&quot; alt=&quot;:shake:&quot; border=&quot;0&quot;&gt;. You can download them direct from BGG &lt;a href=&quot;http://www.boardgamegeek.com/file/info/4776&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;b&gt;here.&lt;/b&gt;&lt;/a&gt;</description>
	<link>http://www.boardgamegeek.com/article/2383847#2383847</link>
	<pubDate>2008-06-10T13:58:05+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Re: Current Download Link?</title>
	<description>Ooops, did not realize the rules were in the CB module.&lt;br&gt;&lt;br&gt;Thanks.</description>
	<link>http://www.boardgamegeek.com/article/2383673#2383673</link>
	<pubDate>2008-06-10T12:37:50+00:00</pubDate>
	<dc:creator>martimer</dc:creator>
</item><item>
	<title>Thread: Re: Current Download Link?</title>
	<description>All the Files are hosted here on BGG on the RnC page. Don't bother with the links.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2381060#2381060</link>
	<pubDate>2008-06-09T14:52:14+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Current Download Link?</title>
	<description>It appears that all the links to this game are broken or invalid. Does anybody know where i can get a copy?&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;&lt;br&gt;Marty</description>
	<link>http://www.boardgamegeek.com/article/2380826#2380826</link>
	<pubDate>2008-06-09T13:34:05+00:00</pubDate>
	<dc:creator>martimer</dc:creator>
</item><item>
	<title>Thread: Re: Nails</title>
	<description>A question to Frederick Henry.&lt;br&gt;&lt;br&gt;&lt;b&gt;Q: &lt;/b&gt;What happens if a vehicle passes over a Nail token and it has no tyres left. Do you still make a test, just to see whether the nails are scattered/discarded, or do you ignore the token completely.&lt;br&gt;&lt;br&gt;&lt;b&gt;A:&lt;/b&gt; Hi. If you haven't any tyres, there is no problem passing over a nail token. You completely ignore the token.&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2231742#2231742</link>
	<pubDate>2008-04-14T19:29:30+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Card Backs &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic312434_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/312434</link>
	<pubDate>2008-03-16T20:06:54+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Re: Multiple Heat Tests</title>
	<description>From the designer:&lt;br&gt;&lt;br&gt;&lt;br&gt;HI Rob. So, in any case, you must perform just one heat test. in your example, just an orange test.&lt;br&gt;&lt;br&gt;When you are slowing down, you check only your final placement.</description>
	<link>http://www.boardgamegeek.com/article/2161357#2161357</link>
	<pubDate>2008-03-16T14:15:55+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Multiple Heat Tests</title>
	<description>During your turn.. If you move from 'say' speed [BGCOLOR=#FFFFFF]10[/BGCOLOR] (&lt;i&gt;in 4th gear&lt;/i&gt;) straight up to [BGCOLOR=#FFFF00]12[/BGCOLOR] and then use a &lt;font color='#FF0000'&gt;Turbo&lt;/font&gt; to take your speed to [BGCOLOR=#FFCC33]14[/BGCOLOR], do you only perform a Heat Test test on [BGCOLOR=#FFCC33]14[/BGCOLOR], or do you perform 2 Heat Tests, both on [BGCOLOR=#FFFF00]12[/BGCOLOR] and also on [BGCOLOR=#FFCC33]14[/BGCOLOR].&lt;br&gt;&lt;br&gt;The same applies for slowing down. If I slow down using brakes, do I perform a Heat Test for every colour Red/Orange/Yellow that I pass through with a solid &lt;b&gt;Black&lt;/b&gt; line, or do I only check on my final Gear Token placement.</description>
	<link>http://www.boardgamegeek.com/article/2159773#2159773</link>
	<pubDate>2008-03-15T13:46:49+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: In the future, cities will become deserts &amp; roads will become battlefields.</title>
	<description>After the final battle, weapons &amp; war were no longer used to settle disputes, now arguments were resolved by ritualised racing. No holds barred races to the finish line, where 1st place meant everything.&lt;br&gt;&lt;br&gt;Four cars rolled towards the start line. Each vehicle was occupied by a member of one of the few remaining survivor clans.&lt;br&gt;&lt;br&gt;The drivers gunned their engines, clouds of exhaust fumes, dust and pollution billowing up from the canyons dry, parched surface. Anything went where heavy weaponry, armour plating, and automotive extras were concerned. The nature of these special modifications were closely guarded secrets, to be revealed only during the deadly course of the race itself.&lt;br&gt;&lt;br&gt;The Red car was a battered Hunt's Quattro. The windows had long since been removed and replaced by wire mesh. The front &amp; rear bumpers consisted of rows of lethal looking iron spikes. It was driven by Wild Man Gillingham, a member of the Eastsiders Clan from one of the great ruined cities. A renowned gambler, with an insatiable craving for whisky and cigars, he often wandered into the Barren Lands for months at a time without a word of goodbye.&lt;br&gt;&lt;br&gt;The Blue Hyundai Metz was a fortress on wheels. Crash barriers and armour panels surrounded it &amp; covered the wheel arches. It was commandeered by Simsy of the Mion Gang, a gathering of thieves from the scorched Northland wastes.&lt;br&gt;&lt;br&gt;Yeebarr came from the Underlands, a large desert area. Thermonuclear bombs had blasted the area into a glass ocean. He was driving the Yellow car. The hood had been removed, exposing the modified V8 engine which had been crammed in. Tokyo Drifter was hand daubed on the side in what looked like blood.&lt;br&gt;&lt;br&gt;The White Super Soaker 2000 belonged to the tribe simply known as The Arisen. The vehicle was a dune buggy type affair, devoid of most of its bodywork. An angular, mesh covered, skeletal iron structure, with the engine wedged in the rear. The driver was known as Zombie. Years of living in a radiation hotspot had given his clan the appearance of the walking dead. Whispered tales of cannibalism surrounded their tribe.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Beach Valley&lt;/b&gt;&lt;/u&gt;&lt;br&gt;Crackkkkk! The pistol shot reverberated across the thronged canyon as the red flare streaked into the sky and the cars sped off. Engines screamed as the screech of rubber against hard-packed earth filled the canyon. The four drivers simultaneously engaged their Turbo buttons, speeding towards the first turn.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Rusty Belt&lt;/b&gt;&lt;/u&gt;&lt;br&gt;The Red car entered the second part of the canyon as the White vehicle pulled alongside. The attacking driver flipped a switch on the dash', pneumatic battering-ram attachments deployed out from the sides. He wrenched the steering wheel towards the Red vehicle. The White car slammed into it, tearing off sections of its 3&quot; boiler plate armour. &lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Scalps Horn&lt;/b&gt;&lt;/u&gt;&lt;br&gt;Red was in 1st place being hounded by Zombie in the White vehicle. Wild Man Gillingham motored onwards, glancing in his rear view mirror. Screaming metal hot on his tail told him he wasn't dealing with logical people. The White car sped up behind him, ploughing into his rear &amp; causing massive damage. This gave Simsy in the Blue car the break he needed and he caught up to the leaders. Yeebarr in the Yellow Tokyo Drifter brought up the rear, biding his time, there'd be plenty of chances to pick off the damaged vehicles later on.&lt;br&gt; &lt;br&gt;With the touch of a red stud below a flashing light, Simsy in the Blue Hyundai unloaded a heap of nails and spiked metal shards over a narrow section of the track. The driver in the White car sped straight over them, luckily taking no damage to the tyres, whilst Yeebarr in the Yellow car carefully skirted the danger, not risking any damage at such an early stage.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Burning Turn&lt;/b&gt;&lt;/u&gt;&lt;br&gt;Wild Man Gillingham was panicking. He was still in 1st place, but Zombie was hot on his tail. Another heavy ram attack by his rival saw Gillinghams armour reduced to critical. One more bump and it was game over for him.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Roast Chicane&lt;/b&gt;&lt;/u&gt;&lt;br&gt;The White car took the lead. Gillingham in the Red car was losing position, either due to caution, or to the numerous heavy rams he had been given. This also gave Yeebarr in the Yellow vehicle an opportunity to overtake.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Sandpit&lt;/b&gt;&lt;/u&gt;&lt;br&gt;At this point the vehicles were halfway around the track. White was in the lead, Blue and Yellow were in 2nd and 3rd place and Red was trailing at the rear of the pack.&lt;br&gt;&lt;br&gt;Zombie Slammed the vehicle into 5th gear, making the Super Soaker 2000's engine scream. The Temperature Gauge rose alarmingly, the red warning light blinked constantly on the dashboard.&lt;br&gt;&lt;br&gt;Simsy once again pressed his Turbo button, the Hyundai Metz suddenly shot past the heated up White car in a blur of speed and noise. The Yellow car followed close behind with the same manoeuvre, leaving White in 3rd place. The Red car and its driver were still cautiously bringing up the rear.&lt;br&gt;&lt;br&gt;Glancing at the lead cars disappearing into the hazy distance Zombie gunned the White vehicles engine once more, pressing the pedal to the metal. The Temperature needle hit Maximum and a cloud of hot steam hissed from the Super Soaker 2000's ruptured radiator. Gillinghams face lit up. &quot;&lt;i&gt;one down three to go,&lt;/i&gt;&quot; he spat as the Red Quattro steamed past the broken vehicle and into 3rd place. His long hair and unkempt beard flapped crazily as the baking wind roared in through the meshed windows.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Crimson Crescent&lt;/u&gt;&lt;/b&gt;&lt;br&gt;The Blue Hyundai Metz shot around the bend, hugging the curve, followed nose to tail by Yeebarr in the Yellow car. Both had sustained damage which, though not crippling, had nevertheless reduced the efficiency of man and machinery. The Quattro was losing further position but was still in the running.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Ashes Heel&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Simsy rocketed onwards, the Hyundai's tyres were well worn at this point, the engines Temperature was also steadily creeping into the danger zone.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Zig Zag Zone&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Yeebarr fought his way around the rock strewn area, the cars tyres almost melting in the process, as Wild Man Gillingham steadily followed.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Curly Curve&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Simsy motored onwards. Risking a glance in his mirror he could see Yeebarrs face twisted into a snarl of kill-crazy bloodlust. Yeebaarr saw his chance. Accelerating to full speed he ploughed headlong into the back of the Blue car. Meat-grinding fragments of glass and metal exploded from both vehicles as Yeebarrs car took the brunt of the damage.&lt;br&gt;&lt;br&gt;The track suddenly forked, Simsy braked hard and turned hard. Burning rubber scorched the canyon floor as he fought the steering wheel, pulling hard right. Yeebar followed, braking harder, dropping back slightly, the Tokyo Drifter handling the manoeuvre with ease. Gillingham took the outside route, slightly slowing the car down, just inching in front of Yeebars car &amp; into 2nd place.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Vultures Beak&lt;/u&gt;&lt;/b&gt;&lt;br&gt;Another fork in the track saw Simsy once again take the right hand path. The Hyundai's tyres were down to critical as he tore towards the final stretch.&lt;br&gt;&lt;br&gt;Wild Man Gillingham maintained his speed, pushing his driving skills to the max. The rock face loomed in front of him as he fought the steering wheel, wrestling it to the right. The tyres blew as the next rock face rose before him. With lightning reflexes Gillingham pulled hard left, the Hunt's Quattro juddered and screamed, the vehicle unresponsive. Gillingham had to act fast! The car resisted &amp; ploughed headlong into the canyon wall. An orange-red fireball ballooned from the wreck like some obscene incendiary toadstool.&lt;br&gt;&lt;br&gt;Yeebarr risked a glance at the explosion as his vehicle tore past the crash scene. The Blue car was streaking away towards the finish line. It was now or never. Using his last Turbo boost, Yeebarrs vehicle shot forwards once more. The speedometer needle of the Tokyo Drifter shot through the redline as his head slammed backwards into the head rest &amp; he desperately tried to traverse the section of track known as Vultures Beak.&lt;br&gt;&lt;br&gt;The canyon rushed towards him as he quickly deployed a rear parachute in an attempt to lessen the impact. The vehicle careened off the rock face, upending onto two wheels. Panellings tore from the side of the vehicle as the car skidded on its own momentum towards the next wall and slammed headlong into it with an explosion that rocked the canyon, sending a wave of intense heat washing over the faces of the stunned spectators closest to the crash site.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Beach Valley - PtII&lt;/u&gt;&lt;/b&gt;&lt;br&gt;The Hyundai sped alone towards the finish line leaking a dark trail of oil. Simsy Turboed the vehicle once more, safe in the knowledge that he was the only remaining driver. He skidded the car to a halt and stepped out onto the canyons dusty floor. The roar of the crowd deafening as thick black palls of stinking smoke billowed from automotive wreckage strewn all over the canyon.&lt;br&gt;&lt;br&gt;It was over.&lt;br&gt;&lt;br&gt;The clan of scavengers known as The Arisen lurched towards the White Super Soaker 2000. Steam still rose from its ruined engine. The driver sat behind the steering wheel, resigned to failure, his goggles and dust scarf hung loosely around his neck. His clan opened the vehicles caged door and pulled him out, carrying him above their heads like a trophy. As one they all gave out a blood curdling scream and descended on him like a pack of starving rats. Tonight they would dine heartily. Tomorrow a new stronger leader would arise.&lt;br&gt;&lt;br&gt;Gillingham had long since unbuckled himself from his ejector seat, rolled up the parachute &amp; slunk away from the victory area. The chute would come in as a handy shelter from the acid rain that frequently fell in the Barren Lands. He reached in his pocket and pulled out a solitary coin and two bone dice. Maybe his luck would be more fortunate elsewhere. He'd give his clan a good year or two to forget their loss before he even thought about returning.&lt;br&gt;&lt;br&gt;Yeebarr wiped the layers of sweat, dust and grime off himself as best he could. The burning vehicle belched clouds of acrid smoke into the polluted atmosphere. The Geiger Counter attached to his belt steadily clicked away. He threw the Ejector-chute into the flames of the wreck and limped towards the finishing post.&lt;br&gt;&quot;&lt;i&gt;Time to move on&lt;/i&gt;&quot; he thought to himself. &lt;br&gt;&quot;&lt;i&gt;Hey... where you headin' next?&lt;/i&gt;&quot; a skinny guy all of sixteen, with a few remaining wisps of hair and blistered complexion asked.&lt;br&gt;&quot;&lt;i&gt;The Land of Oz&lt;/i&gt;&quot; was his only reply, as he hobbled off into the green sunset.&lt;br&gt;&lt;br&gt;The Mion Gang greeted their driver with jubilation as the Hyundai Metz was winched back on-board their rusty pick-up truck. The tribe checked around the armoured juggernaut, its tanker was full of the precious gasoline as promised.&lt;br&gt;&quot;&lt;i&gt;One more job for you Simsy&lt;/i&gt;&quot; said their leader.&lt;br&gt;&quot;&lt;i&gt;You and the men escort the fuel tanker back home, the women &amp; children can take the food &amp; water&lt;/i&gt;&quot;.&lt;br&gt;Simsy jumped in and forced the engine into gear. Black smoke bellowed out of the exhaust pipes as the huge vehicle groaned into life and slowly began to crawl away.&lt;br&gt;&lt;br&gt;High in the hills above the canyon a lone guy on a motorcycle watched through a pair of binoculars. His hair cut Mohawk fashion, crow feathers adorned his armoured shoulder pads. He kicked the engine into life and roared back towards the camp fires in the distance. The Lord Humungus, the Warrior of the Wastelands would be very interested in the information he held.&lt;br&gt;&lt;br&gt;&lt;b&gt;Final Standings:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;***1st***&lt;/b&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/306501"><img src="http://images.boardgamegeek.com/images/pic306501_t.jpg" border=0></a></div>]]>&lt;br&gt;Ian (Simsy) Sims&lt;br&gt;Blue / Hyundai Metz&lt;br&gt;&lt;br&gt;&lt;b&gt;***2nd***&lt;/b&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/306532"><img src="http://images.boardgamegeek.com/images/pic306532_t.jpg" border=0></a></div>]]>&lt;br&gt;Chris (Yeebarr) Yee&lt;br&gt;Yellow / Tokyo Drifter&lt;br&gt;&lt;br&gt;&lt;b&gt;***3rd***&lt;/b&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/306499"><img src="http://images.boardgamegeek.com/images/pic306499_t.jpg" border=0></a></div>]]>&lt;br&gt;Richard (Wild Man) Gillingham&lt;br&gt;Red / Hunt's Quattro&lt;br&gt;&lt;br&gt;&lt;b&gt;***4th***&lt;/b&gt;&lt;br&gt;<![CDATA[<div style=''><a href="/image/306500"><img src="http://images.boardgamegeek.com/images/pic306500_t.jpg" border=0></a></div>]]>&lt;br&gt;Rob (Zombie) Robinson&lt;br&gt;White / Super Soaker 2000</description>
	<link>http://www.boardgamegeek.com/article/2120177#2120177</link>
	<pubDate>2008-02-28T19:39:44+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Re: equipment cards</title>
	<description>You discard the cards once used, and they are not replaced.&lt;br&gt;&lt;br&gt;Hope this helps,&lt;br&gt;Rob.</description>
	<link>http://www.boardgamegeek.com/article/2042746#2042746</link>
	<pubDate>2008-01-29T11:25:44+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: equipment cards</title>
	<description>Hi all,&lt;br&gt;just a simple question from a read through of the rules of this interesting game...&lt;br&gt;have the equipment cards to be discarded after use?&lt;br&gt;if so, have i to draw new cards to refill my hand?&lt;br&gt;thanks in advance,&lt;br&gt;fabio</description>
	<link>http://www.boardgamegeek.com/article/2042647#2042647</link>
	<pubDate>2008-01-29T09:55:12+00:00</pubDate>
	<dc:creator>u_ugo</dc:creator>
</item><item>
	<title>Thread: Re: Heat</title>
	<description>Ok, thanks for your quick answer. I'll come back when I have tried the game. &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1339405#1339405</link>
	<pubDate>2007-02-14T16:18:20+00:00</pubDate>
	<dc:creator>Wakroo</dc:creator>
</item><item>
	<title>Thread: Re: Heat</title>
	<description>I've played three 4-player games and I've not seen an engine blow up, far more likely to run out of tires and crash!</description>
	<link>http://www.boardgamegeek.com/article/1339115#1339115</link>
	<pubDate>2007-02-14T12:15:02+00:00</pubDate>
	<dc:creator>Matchstickman</dc:creator>
</item><item>
	<title>Thread: Re: Heat</title>
	<description>It is correct. The main reason you gain heat is by pushing through the gears too hard, so try not to do it too often. There's still a chance the engine won't heat up though even if you do need to make a Heat Test.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1339114#1339114</link>
	<pubDate>2007-02-14T12:12:40+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Heat</title>
	<description>  Hi,&lt;br&gt;&lt;br&gt;  I have found this game and I think it is very interesting. I haven't had the chance to try it out yet, but I hope to change that in the next weeks. Just a questions about heat. I have seen in one of the answers that the heat test has to be done whenever the gear shift level moves to a buble and when it stays there, but there is no way to cool down the engine apart from the Extinguisher equipment. Is this correct? Doesn't that make it too easy to blow the engine?&lt;br&gt;&lt;br&gt;  Thanks in advance for your answers.&lt;br&gt;&lt;br&gt;  Wakroo</description>
	<link>http://www.boardgamegeek.com/article/1339058#1339058</link>
	<pubDate>2007-02-14T10:01:17+00:00</pubDate>
	<dc:creator>Wakroo</dc:creator>
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	<title>Image</title>
	<description>
		Cyberboard game in progress &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic136927_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/136927</link>
	<pubDate>2006-07-28T20:19:45+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Cyberboard Playsheet &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic136926_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/136926</link>
	<pubDate>2006-07-28T20:19:39+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Cyberboard Version by Rob Robinson &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic131761_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/131761</link>
	<pubDate>2006-06-25T19:08:58+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Re: &quot;Rush N' Crush&quot; rule clarification requests</title>
	<description>&lt;i&gt;&lt;br&gt;By &quot;along with&quot; do you mean they can be done in any order? i.e., from&lt;br&gt;180 in 5th gear can I do&lt;br&gt;&lt;font color='#0000FF'&gt;&lt;br&gt;[brake (to 160), brake (to 140), brake (to 120), gear change to 3rd, brake (to 100)]&lt;br&gt;&lt;/font&gt;&lt;br&gt;to get to 100 in 3rd?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yeah use which ever method you want:&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;Gear Change&gt;Brake&gt;Brake&gt;Brake&gt;Brake.&lt;br&gt;&lt;br&gt;Decelerate&gt;Brake&gt;Brake&gt;Brake&gt;Brake.&lt;br&gt;&lt;br&gt;Brake&gt;Brake&gt;Brake&gt;Gear Change&gt;Brake.&lt;/font&gt;&lt;br&gt;&lt;br&gt;As long as it's all done in the same move the order isn't really relevant.&lt;br&gt;&lt;br&gt;Just remember Braking is only done along &lt;u&gt;&lt;b&gt;Solid&lt;/b&gt;&lt;/u&gt; lines&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;OK, so if I have 6 movement points, use one to move  to a space diagonally behind another car (I now have 5 movement points remaining) I can try to push and would still have 5 remaining?&lt;br&gt;&lt;br&gt;And if I started with 1 movement point I could do the same as above, pushing even with 0 movement points left?&lt;br&gt;&lt;br&gt;Thanks for your answers, and sorry if I'm being slow.&lt;/i&gt;&lt;br&gt;&lt;br&gt;You only use the movement point up when you move your piece (either forward or diagonally forward).&lt;br&gt;&lt;br&gt;So if you had 6 points and moved forwards (diagonally behind another car) you have 5 left... You try to push:&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;Fail - move onwards 5 left.&lt;br&gt;&lt;br&gt;Success - move the rammed car over for free. You 'may' occupy the space for a cost of 1 movement point.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;And if I started with 1 movement point I could do the same as above, pushing even with 0 movement points left?&lt;/i&gt;&lt;br&gt;&lt;br&gt;personally I wouldn't allow a ram with 0 points left. The Rush 'n' Crush technique makes you have points remaining to actually hit. So I would follow suit with the Side Ram.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/966286#966286</link>
	<pubDate>2006-06-25T10:56:48+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re: &quot;Rush N' Crush&quot; rule clarification requests</title>
	<description>&lt;b&gt;zombiegod wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;i&gt;When using multiple brake tokens, can some be used before changing gear and some after? For example, can you go from 180 in 5th gear to 100 in 4th gear by using 4 brake tokens?&lt;br&gt;If not, must braking be done before or after changing gear, or is it the player's choice?&lt;/i&gt;&lt;br&gt;You decelerate before you move. You may play as many Brake Tokens as you wish, along with either a Deceleration or Gear Change up to or equal to the amount of Brake Tokens you just played.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;(I should have said 3rd gear above, not 4th)&lt;br&gt;&lt;br&gt;By &quot;along with&quot; do you mean they can be done in any order? i.e., from&lt;br&gt;180 in 5th gear can I do&lt;br&gt;&lt;font color='#0000FF'&gt;&lt;br&gt;[brake (to 160), brake (to 140), brake (to 120), gear change to 3rd, brake (to 100)]&lt;br&gt;&lt;/font&gt;&lt;br&gt;to get to 100 in 3rd?&lt;br&gt;&lt;br&gt;&lt;b&gt;zombiegod wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;i&gt;Are there a maximum of 6 armour tests when running into another vehicle (front/rear collision)?&lt;/i&gt;&lt;br&gt;Not sure what you mean. You get 6 armour tokens as standard!?&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I've just reread that rule &lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;br&gt;The number of tests of armour to be carried out by the two players involved in a front/rear collision is equal to the number of movement points remaining to be carried out by the vehicle causing the collision.&lt;br&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;so it looks like I just misread it before, and it is clear that more than 6 armour tests can be performed (not all of which necessarily result in an armour point being lost, so this does make sense even when only starting with 6 armour tokens).&lt;br&gt;&lt;br&gt;&lt;b&gt;zombiegod wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;i&gt;If a car pushes another car diagonally, does it use a movement point up?&lt;br&gt;What about if it tries to do so but fails?&lt;/i&gt;&lt;br&gt;It pushes the target car and you continue as normal. When you move onwards you use your next movement point (&lt;i&gt;this includes moving into the empty square it previously occupied if this was to be your intention&lt;/i&gt;). If you failed to push it you would continue &amp; move past it (&lt;i&gt;if you had any movement points left&lt;/i&gt;).&lt;/i&gt;&lt;br&gt;&lt;br&gt;OK, so if I have 6 movement points, use one to move  to a space diagonally behind another car (I now have 5 movement points remaining) I can try to push and would still have 5 remaining?&lt;br&gt;&lt;br&gt;And if I started with 1 movement point I could do the same as above, pushing even with 0 movement points left?&lt;br&gt;&lt;br&gt;Thanks for your answers, and sorry if I'm being slow.&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;Ian&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/731582#731582</link>
	<pubDate>2005-12-15T16:35:59+00:00</pubDate>
	<dc:creator>igloo</dc:creator>
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	<title>Thread: Re: &quot;Rush N' Crush&quot; rule clarification requests</title>
	<description>&lt;i&gt;When using multiple brake tokens, can some be used before changing gear and some after? For example, can you go from 180 in 5th gear to 100 in 4th gear by using 4 brake tokens?&lt;br&gt;If not, must braking be done before or after changing gear, or is it the player's choice?&lt;/i&gt;&lt;br&gt;You decelerate before you move. You may play as many Brake Tokens as you wish, along with either a Deceleration or Gear Change up to or equal to the amount of Brake Tokens you just played.&lt;br&gt;&lt;i&gt;Do you retest overheat if you don't move gear shift lever? For example, on turn 10 I go from 80 in 2nd gear to 100 in 2nd gear, and do a 2 dice heat test. On turn 11 I remain at 100 in 2nd gear. Do I do a second 2 dice heat test?&lt;/i&gt;&lt;br&gt;As long as you remain in the red you perform a heat test every turn.&lt;br&gt;&lt;i&gt;Are there a maximum of 6 armour tests when running into another vehicle (front/rear collision)?&lt;/i&gt;&lt;br&gt;Not sure what you mean. You get 6 armour tokens as standard!?&lt;br&gt;&lt;i&gt;If a car pushes another car diagonally, does it use a movement point up?&lt;br&gt;What about if it tries to do so but fails?&lt;/i&gt;&lt;br&gt;It pushes the target car and you continue as normal. When you move onwards you use your next movement point (&lt;i&gt;this includes moving into the empty square it previously occupied if this was to be your intention&lt;/i&gt;). If you failed to push it you would continue &amp; move past it (&lt;i&gt;if you had any movement points left&lt;/i&gt;).</description>
	<link>http://www.boardgamegeek.com/article/731540#731540</link>
	<pubDate>2005-12-15T16:07:29+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: &quot;Rush N' Crush&quot; rule clarification requests</title>
	<description>Hi all,&lt;br&gt;&lt;br&gt;I have a few questions from a read through of the rules.&lt;br&gt;&lt;br&gt;When using multiple brake tokens, can some be used before changing gear and some after? For example, can you go from 180 in 5th gear to 100 in 4th gear by using 4 brake tokens?&lt;br&gt;If not, must braking be done before or after changing gear, or is it the player's choice?&lt;br&gt;&lt;br&gt;Do you retest overheat if you don't move gear shift lever? For example, on turn 10 I go from 80 in 2nd gear to 100 in 2nd gear, and do a 2 dice heat test. On turn 11 I remain at 100 in 2nd gear. Do I do a second 2 dice heat test?&lt;br&gt;&lt;br&gt;Are there a maximum of 6 armour tests when running into another vehicle (front/rear collision)?&lt;br&gt;&lt;br&gt;If a car pushes another car diagonally, does it use a movement point up?&lt;br&gt;What about if it tries to do so but fails?&lt;br&gt;&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;Ian&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/731065#731065</link>
	<pubDate>2005-12-15T02:57:05+00:00</pubDate>
	<dc:creator>igloo</dc:creator>
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	<title>Thread: New Download site for Rush n'Crush</title>
	<description>Almost all of the games that Hexagames makes available as Print-n-Play downloads can now be found at &lt;A target='_blank' href=&quot;http://www.printandplay.net/&quot; rel=&quot;nofollow&quot;&gt;http://www.printandplay.net/&lt;/A&gt;, including Rush n'Crush.  Just an FYI (since the download link on their main site is dead).</description>
	<link>http://www.boardgamegeek.com/article/492262#492262</link>
	<pubDate>2005-05-10T16:50:22+00:00</pubDate>
	<dc:creator>iolar</dc:creator>
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	<title>Thread: Re:Miniatures used</title>
	<description>Floydski (#35084),&lt;br&gt;&lt;br&gt;I use Cavity Wall Fixing Plugs, see my photo' &quot;&lt;i&gt;Broken Sandglass&lt;/i&gt;&quot;. &lt;b&gt;For some reason the photo' comments do not show!?!?!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Basically I split &amp; cut the ends off them, then painted them different colours.&lt;br&gt;&lt;br&gt;Although not exactly reminiscent of regular cars they do remind me of some futuristic speed craft... if you use a little imagination.&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/35133#35133</link>
	<pubDate>2004-05-04T13:49:14+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Miniatures used</title>
	<description> &lt;br&gt; Hey guys, &lt;br&gt; &lt;br&gt; I am currently working on scratch built vehicles for this game (about the size of Formula De cars). I have 2 prototypes done(sans the wheels) one is the Yellow Pursuit XB from Mad Max and the other is a &quot;dune&quot; buggy.&lt;br&gt; &lt;br&gt; I was wondering what you (The designers) use for mini's to play your game?  Since it's such a small scale, I'm sure the range of choices is small.  Unless, they have alot more tiny vehicles available on your side of the pond.&lt;br&gt; &lt;br&gt; I'll post pictures (or links here) when I have a few cars done, and a bridge piece I am also building for the track.&lt;br&gt; &lt;br&gt; I've only got to test play the game once with carboard cut-outs &lt;img src=&quot;http://files.boardgamegeek.com/images/sad.gif&quot; alt=&quot;:(&quot; border=&quot;0&quot;&gt;  . But even then it was pretty fun. And I look forward to playing with actual vehicles.&lt;br&gt;&lt;br&gt;-Floyd</description>
	<link>http://www.boardgamegeek.com/article/35084#35084</link>
	<pubDate>2004-05-03T22:50:38+00:00</pubDate>
	<dc:creator>Floydski</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>richpizor (#33498),&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;&lt;br&gt;My 'Beer Mat' deck should last me a few more decades though &lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/33511#33511</link>
	<pubDate>2004-04-18T10:26:52+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>I print a lot of custom cards and maps for Star Wars Epic Duels, and my experience there suggests that printing on 110lb cardstock produces materials that are sturdy enough to withstand a good deal of gameplay; it's also thick enough that unless you hold it right up to the light, it's essentially opaque, so you can double-print cards with impunity. Might want to try that should you ever decide to go for a thinner deck of cards. &lt;img src=&quot;http://files.boardgamegeek.com/images/wink.gif&quot; alt=&quot;;)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/33498#33498</link>
	<pubDate>2004-04-18T06:55:20+00:00</pubDate>
	<dc:creator>richpizor</dc:creator>
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	<title>Thread: Re:User Review</title>
	<description>My friends (co-designers) and I have really appreciated your kind words on our game and we are delighted to know that you do not regret the time and money (ink cartridges and cereal boxes) you spent on the &quot;building&quot; of this game.&lt;br&gt;&lt;br&gt;We hope you will really enjoy playing it again and again... now that you have a very resistant cards deck !!! &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Thanks a lot for your interest in Rush'n'Crush. And may your &quot;publishing&quot; wishes come true... one day...&lt;br&gt;&lt;br&gt;Have fun !!!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/30869#30869</link>
	<pubDate>2004-03-18T23:16:11+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
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	<title>Thread: Re:Nails</title>
	<description>You can place a Nails token &quot;during your move on the space of your choice&quot;. I admit that it is not perfectly clear but your first interpretation is right. In fact, as you say, vehicles are passively dropping nails behind them, which means that a player is forced to place a Nails token on one of the empty spaces on which his vehicle has just passed. There is consequently no problem linked to occupied spaces because a player can obviously not drop a Nails token under his own vehicle, only behind it on what I would call its &quot;trail&quot;... &lt;br&gt;&lt;br&gt;Have fun, &lt;br&gt;&lt;br&gt;Guillaume B</description>
	<link>http://www.boardgamegeek.com/article/30867#30867</link>
	<pubDate>2004-03-18T22:58:49+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
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	<title>Thread: Nails</title>
	<description>Although the card says you can place a Nails token 'anywhere' during your turn, I assume this mean only behind your vehicle (&lt;i&gt;as you are in effect dropping the Nails passively from your vehicle&lt;/i&gt;), not anywhere on any section of the track (&lt;i&gt;i.e. three boards away from where your current situation is&lt;/i&gt;).&lt;br&gt;&lt;br&gt;But can you place the tokens only on empty squares? Or on vehicle occupied squares as well? If on occupied squares, do the nails still come into effect as the player moves off from them with his first movement point?</description>
	<link>http://www.boardgamegeek.com/article/30865#30865</link>
	<pubDate>2004-03-18T22:42:19+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: User Review</title>
	<description>I first became aware of &lt;b&gt;Rush N' Crush &lt;/b&gt;after reading one of the GeekLists on Boardgamegeek. Eagerly following the link through the games main page to the site where I could download it I was disappointed to find that the rules were only available in French. Nevertheless I downloaded it anyway to check out the artwork and the courses, and was so impressed by the look of it I put up an offer of Geekgold for a translation for a ridiculous amount which was duly taken.  But in the end I still needed to be 100% sure the translation was correct, and seeing how the Weapons Cards were still in French I was still far from the finish line. Ah well maybe one day!&lt;br&gt;&lt;br&gt;Very recently one of the games creators 'Guillaume Blossier' refuelled my interest in the game by officially releasing all the rules etc in my native tongue. It was now time to seriously begin work on piecing this module together.&lt;br&gt;&lt;br&gt;I began printing out the sheets; And a small fortune in ink cartridges later it was all ready for the scissors, cardboard and glue. Building the game took an hour or so per day for the best part of a week. I stuck the counters (backed them) onto similarly coloured stickers, and pasted the Weapons Cards onto cereal packets. I now have one of the thickest decks of cards in the world &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt; with hindsight I should have simply stuck them onto another sheet of paper (like I did with the gear shift sheets), but at least they will stand up to the most rigorous of gaming sessions.&lt;br&gt;&lt;br&gt;Finally the Track layouts were cut and pasted onto card to finish off all of the paperwork aspect, and then all that remained was for me to find a set of 5 dice and some suitable gaming tokens to represent the cars.&lt;br&gt;&lt;br&gt;I rummaged through my bag of gaming odds n sods for some dice and counters and found the pawn pieces I use for many a game, which were pillaged from an old children’s game of Headache or similar. I also have a load of those clear gaming gems they should work just as good, if not better (I'll try them next time) as they won't obscure the view of the vehicles current speed/gear setting.&lt;br&gt;&lt;br&gt;A look through my toolbox brought up some plasterboard fixing wall plugs (see my BGG photo). I carefully whipped the ends off these with a knife and sloshed some paint on them to represent the players various vehicle pieces. IMO they look like some form of futuristic hover car (maybe out of the PSX game Wipeout), but for me they fit the bill perfectly.&lt;br&gt;&lt;br&gt;The rules and the game are quite simplistic, with only a few queries’ I stumbled on. These the games creator has so generously taken time to explain.&lt;br&gt;&lt;br&gt;The purpose of the game is to race around a track of a predetermined length, with the winner being the first person to cross the finish line. The track is formed out of between 4-8 pieces of around 20 separate sections of track ALA Scalextric. These track sections often have eroded edges, tight (single) lanes, curves, bends, straights, and chicanes, as well as rock structures popping out of them.&lt;br&gt;&lt;br&gt;Each player is armed with weapons and equipment to make his task of navigating the course that little bit easier, these range from Nails, Cannons,  and Bumpers to Turbos. If you’ve played any of the more violent games of motor racing you’ll know what to expect from these weapons, they are pretty self explanatory, so I won’t go into detail on them.&lt;br&gt;&lt;br&gt;The gear shift table is an idea I’ve never come across before in a game. It is very simple to use and quite realistic. It allows you to either accelerate/decelerate or change gear. You can accelerate in various combinations of either accelerate, gear change, or turbo to reach maximum speeds quickly , but some combinations (accelerating quickly without changing gear) runs the risk of your engine overheating. It sounds complex, but the mechanism and design of this is simple and elegant.&lt;br&gt;&lt;br&gt;Running at high speeds also poses the problem of manoeuvrability. This is also handled very simply. Low speeds are no problem and you may change lanes at will; But speed up and your lane changing options become severely limited. You end up rolling 5 dice then 4 then 3 etc, with only the highest die coming into effect for the amount of lane changes available to you. Over 100mph and you roll  2 dice, then 3 then 4 etc with only the lowest die coming into effect. Run at full throttle and you can only advance forwards.&lt;br&gt;&lt;br&gt;Of course you have Tyre tokens and maybe Ailerons to assist you in these manoeuvres (use either for a free lane change) but they only come in a limited supply, and lets not forget the risky move known as 'Forcing the Way'. This is where you ram into a solid object (rock face) on purpose (or even accidentally)  in the hope that you survive and ricochet off into a free lane (nasty… but sometimes it’s  the only way out).&lt;br&gt;&lt;br&gt;Armour tokens are used to soak up the damage your vehicle receives, but these also come in limited supply, and once they’re used up - next prang and it’s Game Over.&lt;br&gt;&lt;br&gt;Ramming opponents is as you would expect 100% legal,  and can be a great way of knocking them into uncompromising positions.&lt;br&gt;&lt;br&gt;Game play is relatively fast, with high speeded vehicles being able to cover quite a distance per move. It’s simple to learn, with games often being very close throughout. Sometimes that risk of running at top speed is rewarded by getting you ahead, while at other times it can be the death of your car as you plough headlong into a rockface.&lt;br&gt;&lt;br&gt;The game is easily customisable, and I have already begun work on designing some extra weapons, and a chart for logging Turbos/Tyres/Brakes etc.&lt;br&gt;&lt;br&gt;If this game were made available through retail I wouldn’t hesitate to purchase it. I would love say Fantasy Flight games to pick it up and release it as part of their Silver Line series with lovely glossy stock cards etc. It would probably have been cheaper too with the amount of ink cartridges I used, and cereal I ate to get the cardboard needed :0&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/30523#30523</link>
	<pubDate>2004-03-15T17:40:57+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re:Forcing the way</title>
	<description>This &quot;Forcing the way&quot; move is indeed tyre free (but still costs one point of mouvement) because it is in a way paid with the &quot;armour tokens&quot; lost in the head-on collision. This means that &quot;forcing the way&quot; can be a technique to spare a tyre token at low speed to use it later at higher speed. Possible but risky...&lt;br&gt;&lt;br&gt;I have also just answered your other questions on hexagames.</description>
	<link>http://www.boardgamegeek.com/article/30431#30431</link>
	<pubDate>2004-03-13T22:56:26+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic43330_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/43330</link>
	<pubDate>2004-03-13T22:37:02+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re:Session Report</title>
	<description>Happy to know that you have enjoyed your first trial run. And thanks for your nice comments on the changing lane aspect and the gear shift table !!!&lt;br&gt;&lt;br&gt;Hope you manage to finish (don't rush too much) enough cereal boxes !!!</description>
	<link>http://www.boardgamegeek.com/article/30268#30268</link>
	<pubDate>2004-03-11T22:20:39+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Thread: Re:Lane change die</title>
	<description>Excellent idea !!! &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/30266#30266</link>
	<pubDate>2004-03-11T22:10:37+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
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	<title>Thread: Re:Forcing the way</title>
	<description>Is this Forcing the Way move free, or must you use a tyre?</description>
	<link>http://www.boardgamegeek.com/article/30248#30248</link>
	<pubDate>2004-03-11T19:03:41+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Played a trial run, with the game still needing to be pasted onto card.&lt;br&gt;&lt;br&gt;It went very well for a test run. I especially like the lane changing aspect; and the gear shift table works fantastically well.&lt;br&gt;&lt;br&gt;The cars are maybe a bit too sturdy for short track layouts, but the race was very close throughout.&lt;br&gt;&lt;br&gt;Now I just need to find some suitable car tokens, and eat another 8 or 9 boxes of cereal to finish off building the game. Bbbeeeeelllchhhh!</description>
	<link>http://www.boardgamegeek.com/article/29951#29951</link>
	<pubDate>2004-03-09T22:59:15+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Lane change die</title>
	<description>Rather than count on your fingers the number of lane changes owed to you like it says in the rulebook, simply leave the die with the amount of lane changes rolled face up on the table. Then every lane change turn the die over to the next lower number for a running total.</description>
	<link>http://www.boardgamegeek.com/article/29952#29952</link>
	<pubDate>2004-03-08T21:57:46+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re:Wrecks</title>
	<description>Good Knight (#29795),&lt;br&gt;&lt;br&gt;No that's fine &lt;br&gt;&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/29798#29798</link>
	<pubDate>2004-03-06T23:54:20+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Thread: Re:Forcing the way</title>
	<description>In that case (failure to push the vehicle blocking the only free adjacent lane), the player must move again straight into the solid obstacle and undergo new damages (losing armour tokens). If his vehicle is still not destroyed in this second head-on collision, he can try again to push the vehicle in the adjacent lane (and so on until either his vehicle is destroyed, its move is over or it manages to push the other one).&lt;br&gt;&lt;br&gt;Anyway, arriving in such position (blocked between a rock face and another vehicle) has never been the best way to drive and finish the race !!!</description>
	<link>http://www.boardgamegeek.com/article/29796#29796</link>
	<pubDate>2004-03-06T23:43:16+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Thread: Re:Wrecks</title>
	<description>That's right. Concerning the wrecks, we have decided to treat them as &quot;light obstacles&quot; only to avoid traffic jam, specially in the &quot;pipeline&quot;. So if a vehicle passes on or finishes its move on a wreck, the player just have to perform a difficult test of armour (success on 5 or 6 only) and &quot;share&quot; the space. Do you find this too &quot;light&quot; ?</description>
	<link>http://www.boardgamegeek.com/article/29795#29795</link>
	<pubDate>2004-03-06T23:29:46+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Thread: Wrecks</title>
	<description>What happens when a vehicle finishes its move on a Wrecked vehicle space. Do the vehicles share the space?</description>
	<link>http://www.boardgamegeek.com/article/29793#29793</link>
	<pubDate>2004-03-06T22:40:50+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
</item><item>
	<title>Thread: Forcing the way</title>
	<description>How does this rule work?&lt;br&gt;&lt;br&gt;If a vehicle hits a solid obstacle and survives, he can 'force the way' by moving into &lt;u&gt;the&lt;/u&gt; adjacent lane.&lt;br&gt;&lt;br&gt;What happens in the event of the only one available lanes space being occupied by a vehicle, and the player failing to push said vehicle out of the way?</description>
	<link>http://www.boardgamegeek.com/article/29792#29792</link>
	<pubDate>2004-03-06T22:39:24+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic43050_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/43050</link>
	<pubDate>2004-03-05T16:39:32+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic43049_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/43049</link>
	<pubDate>2004-03-05T16:39:32+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic43048_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/43048</link>
	<pubDate>2004-03-05T16:39:32+00:00</pubDate>
	<dc:creator>Good Knight</dc:creator>
</item><item>
	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic34530_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/34530</link>
	<pubDate>2003-11-10T13:10:18+00:00</pubDate>
	<dc:creator>zombiegod</dc:creator>
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