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	<title>Neuland | BoardGameGeek</title>
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		<title>Neuland | BoardGameGeek</title>
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 	<pubDate>Wed, 08 Jul 2009 09:03:38 +0000</pubDate>
	<lastBuildDate>Wed, 08 Jul 2009 09:03:38 +0000</lastBuildDate>
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   	<item>
		<title>Reply: Neuland:: Rules:: Re: Rules clarification:  mining</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Emil+109&#039;&gt;Emil 109&lt;/a&gt;&lt;/p&gt;
	No, that's wrong.
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<link>http://www.boardgamegeek.com/article/3660889#3660889</link>
<guid>http://www.boardgamegeek.com/article/3660889#3660889</guid>
<pubDate>Wed, 08 Jul 2009 09:03:38 +0000</pubDate>
<dc:creator>Emil 109</dc:creator>
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		<title>Reply: Neuland:: General:: Re: Differences in the VP buildings</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BrenoK&#039;&gt;BrenoK&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#6F4C0C&gt;&lt;b&gt;clearclaw wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Seriously, what were they thinking when they changed the mine rule?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Somebody brain farted; I can think of no other reasonable excuse.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Must've been some sort of &quot;thematic&quot; reasoning; to most gamers it probably sounds strange that you get to choose what minerals you find in a mine... the same kind of thinking that questions the fact that you get to know all the events in &quot;In the Year of the Dragon&quot; from turn 1, even though this kind of planning is pretty much what constitutes the entire game to begin with... 
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<link>http://www.boardgamegeek.com/article/3624558#3624558</link>
<guid>http://www.boardgamegeek.com/article/3624558#3624558</guid>
<pubDate>Sun, 28 Jun 2009 02:59:13 +0000</pubDate>
<dc:creator>BrenoK</dc:creator>
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		<title>Reply: Neuland:: General:: Re: Differences in the VP buildings</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/clearclaw&#039;&gt;clearclaw&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#6F4C0C&gt;&lt;b&gt;BrenoK wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Do you think this will make much of a difference?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I haven't done any analysis, however in my sole play with the 2nd edition I didn't not notice any significant effect from the change.  (We usually play my 1st edition set)&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#6F4C0C&gt;&lt;i&gt;Seriously, what were they thinking when they changed the mine rule?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Somebody brain farted; I can think of no other reasonable excuse.
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<link>http://www.boardgamegeek.com/article/3624419#3624419</link>
<guid>http://www.boardgamegeek.com/article/3624419#3624419</guid>
<pubDate>Sun, 28 Jun 2009 01:57:09 +0000</pubDate>
<dc:creator>clearclaw</dc:creator>
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		<title>Thread: Neuland:: General:: Differences in the VP buildings</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/BrenoK&#039;&gt;BrenoK&lt;/a&gt;&lt;/p&gt;
	For those more experienced Neuland players, I ask: do you think the differences in the VP buildings from the 1st to the 2nd edition make much of a difference in the balance of the game? Someone commented on the rules-difference files that a few buildings were changed:&lt;br&gt;&lt;br&gt;1) Culture 1 changed from Paper &amp; Stone to Paper &amp; Wool&lt;br&gt;2) Military 3 changed from Stone &amp; Weapons &amp; Food to Weapons &amp; Food&lt;br&gt;3) Politics 4 changed from Weapons &amp; Cloth to Weapons &amp; Cloth &amp; Food&lt;br&gt;&lt;br&gt;Do you think this will make much of a difference? I'm hesitating to change this, because it's not just a matter of not using one component or changing a rule, it deals with the physical production of the game (the iconography).&lt;br&gt;&lt;br&gt;I've played it for the 1st time today, using the earlier rules. Seriously, what were they thinking when they changed the mine rule?
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<link>http://www.boardgamegeek.com/thread/419059</link>
<guid>http://www.boardgamegeek.com/thread/419059</guid>
<pubDate>Sat, 27 Jun 2009 21:59:58 +0000</pubDate>
<dc:creator>BrenoK</dc:creator>
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		<title>File: Neuland:: Neuland magyar szabály</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/banz&#039;&gt;banz&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/43964">Neuland magyar szabály</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/12681">Neuland</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/43964</link>
<guid>http://www.boardgamegeek.com/filepage/43964</guid>
<pubDate>Mon, 22 Jun 2009 15:30:37 +0000</pubDate>
<dc:creator>banz</dc:creator>
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		<title>New Image for Neuland</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MahatmaAndi&#039;&gt;MahatmaAndi&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/500728"><img border=0  src="http://images.boardgamegeek.com/images/pic500728_t.jpg"></a><div class='sf'>German Cover (eggertspiele)</div>]]>
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<link>http://www.boardgamegeek.com/image/500728</link>
<guid>http://www.boardgamegeek.com/image/500728</guid>
<pubDate>Thu, 18 Jun 2009 13:03:49 +0000</pubDate>
<dc:creator>MahatmaAndi</dc:creator>
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		<title>Reply: Neuland:: Rules:: Re: Rules clarification:  mining</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rober&#039;&gt;rober&lt;/a&gt;&lt;/p&gt;
	But it's not the mineral that is thrown away at the end of next the turn, if you didn't use it. Its the worker who goes home. The mineral stays in the mine untill it's being used. Or is that wrong?
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<link>http://www.boardgamegeek.com/article/3471565#3471565</link>
<guid>http://www.boardgamegeek.com/article/3471565#3471565</guid>
<pubDate>Mon, 18 May 2009 13:35:53 +0000</pubDate>
<dc:creator>rober</dc:creator>
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		<title>Reply: Neuland:: General:: Re: length of play</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/rmshay&#039;&gt;rmshay&lt;/a&gt;&lt;/p&gt;
	The biggest time waster on the first play is figuring out the rules. I have never seen worse writing/explaining than the English version of the 2nd edition rules.&lt;br&gt;Have someone figure out what the rules really say (look at the player aids other folks created) ahead of time and then explain it to the other players over a few turns. Then restart a &quot;real&quot; game.&lt;br&gt;I think it is a very interesting game, but I don't understand how Z-Man let the English rules get printed without, apparently, having a native English language user read them.
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<link>http://www.boardgamegeek.com/article/3469221#3469221</link>
<guid>http://www.boardgamegeek.com/article/3469221#3469221</guid>
<pubDate>Sun, 17 May 2009 15:43:33 +0000</pubDate>
<dc:creator>rmshay</dc:creator>
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		<title>Reply: Neuland:: Rules:: Re: 3 Actions = 1 Food, can be used for buildings that require several inputs?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/verandi&#039;&gt;verandi&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;clearclaw wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;You are confusing transport costs with production costs.  The 3 actions required to invent food are not a transport cost, but a production cost.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt; &lt;br&gt;&lt;br&gt;Yes! This makes sense. The 3 action points spent &quot;foraging for food&quot; are not a transportation cost, and thus are counted in addition to the transportation cost for the sword. 
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<link>http://www.boardgamegeek.com/article/3468986#3468986</link>
<guid>http://www.boardgamegeek.com/article/3468986#3468986</guid>
<pubDate>Sun, 17 May 2009 13:38:41 +0000</pubDate>
<dc:creator>verandi</dc:creator>
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		<title>Reply: Neuland:: Rules:: Re: 3 Actions = 1 Food, can be used for buildings that require several inputs?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/clearclaw&#039;&gt;clearclaw&lt;/a&gt;&lt;/p&gt;
	You are confusing transport costs with production costs.  The 3 actions required to invent food are not a transport cost, but a production cost.  In the case you describe, producing the food and getting sword to the building will cost a total of 7 action points, 3 to produce the food, 3 for transport, one for the production on the new building.
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<link>http://www.boardgamegeek.com/article/3467006#3467006</link>
<guid>http://www.boardgamegeek.com/article/3467006#3467006</guid>
<pubDate>Sat, 16 May 2009 17:11:21 +0000</pubDate>
<dc:creator>clearclaw</dc:creator>
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		<title>Thread: Neuland:: Rules:: 3 Actions = 1 Food, can be used for buildings that require several inputs?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/verandi&#039;&gt;verandi&lt;/a&gt;&lt;/p&gt;
	This question refers to the rule from the original version where you can, for 3 action points, produce and immediately consume a food anywhere on the board. &lt;br&gt;&lt;br&gt;Suppose you are using the building that requires a sword and a food as inputs. If your sword is three or more spaces away, then it seems by the above rule that the food need not be worried about, since only the longest distance is paid for and the sword will count as that distance. Since it isn't uncommon for the sword to be 3 spaces away, the food requirement is often negligible when using those two buildings that require food and sword as inputs (one of them which also requires a stone).&lt;br&gt;&lt;br&gt;Or is the rule that you can spend 3 action points to use a building that ONLY requires food as input? &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/thread/407431</link>
<guid>http://www.boardgamegeek.com/thread/407431</guid>
<pubDate>Sat, 16 May 2009 13:43:59 +0000</pubDate>
<dc:creator>verandi</dc:creator>
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