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	<title>Red November | BoardGameGeek</title>
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		<title>Red November | BoardGameGeek</title>
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	<description>BoardGameGeek features information related to the board gaming hobby</description>
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 	<pubDate>Thu, 09 Jul 2009 06:05:26 +0000</pubDate>
	<lastBuildDate>Thu, 09 Jul 2009 06:05:26 +0000</lastBuildDate>
   <link>http://www.boardgamegeek.com/</link>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/clloyd09&#039;&gt;clloyd09&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/512496"><img border=0  src="http://images.boardgamegeek.com/images/pic512496_t.jpg"></a><div class='sf'>First game, 3-player solo.  "We" managed to survive until help arrived...</div>]]>
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<pubDate>Thu, 09 Jul 2009 06:05:26 +0000</pubDate>
<dc:creator>clloyd09</dc:creator>
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		<title>Reply: Red November:: General:: Re: What's with the grog?</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ShreveportLAGamer&#039;&gt;ShreveportLAGamer&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;BigBur wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I mean seriously. This game looked pretty interesting to me until I saw gnome-liquor on all the cards. Theoretically speaking, wouldn't all the gnomes be dead anyway if they were drunk on a submarine? Wouldn't they all suffer from Decompression Sickness?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Uhhh, what difference does it make when you yourself told me in no uncertain terms in early June that you chose not to play any games with horror/fantasy/sci-fi themes whatsoever because you found them incompatible with your Christian beliefs?&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;BigBur wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I know this is &quot;beer and pretzels&quot; type stuff, but what gives? Are the creators belligerent drunks that like fantasy-riddled naval exploration?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&quot;Red November's&quot; game designer is Bruno Faidutti, one of the most acclaimed and fan-friendly game designers ever.&lt;br&gt;&lt;br&gt;So, in light of your outrageous comments, you might wanna consider retracting them and claim that you yourself were evidently drunk at the time you wrote that stuff above.&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3650164#3650164</link>
<guid>http://www.boardgamegeek.com/article/3650164#3650164</guid>
<pubDate>Sun, 05 Jul 2009 12:05:38 +0000</pubDate>
<dc:creator>ShreveportLAGamer</dc:creator>
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		<title>Reply: Red November:: Strategy:: Re: Grog is poison in 8-player</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/KingCroc&#039;&gt;KingCroc&lt;/a&gt;&lt;/p&gt;
	Ah, yes.  Forgot about the Overheated event.  It's true that will increase your level of drunkneness, a player still doesn't have to perform a faint check unless they drink on their own turn.  So while you wil get closer to fainting, I still don't think it's as big a risk as some are suggesting.
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<link>http://www.boardgamegeek.com/article/3648974#3648974</link>
<guid>http://www.boardgamegeek.com/article/3648974#3648974</guid>
<pubDate>Sat, 04 Jul 2009 19:13:33 +0000</pubDate>
<dc:creator>KingCroc</dc:creator>
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		<title>Reply: Red November:: Strategy:: Re: Grog is poison in 8-player</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/branchingfactor&#039;&gt;branchingfactor&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;KingCroc wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Yes, I agree that the the odds of fainting don't increase with more players.  You only make a faint check when you voluntarily take a drink on your turn.  In a 2 player game, your odds of fainting from grog are exactly the same as in an 8 player game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;As I understand it:&lt;br&gt;&lt;br&gt;With more players, more event cards are drawn during the course of the game. When more event cards are drawn, more overheated cards will be drawn. When more overheated cards are drawn, the average level of gnome inebriation will increase because each overheated card affects all players. With a higher average level of inebriation, the chance of fainting be higher for any gnome who voluntarily consumes grog.&lt;br&gt;&lt;br&gt;So I would say:&lt;br&gt;&lt;br&gt;The conditional probability of fainting given the voluntary consumption of grog increases with more players.&lt;br&gt;&lt;br&gt;If a gnome does not voluntarily consume any grog, then they have no chance of fainting independent of the number of players in the game.  But if a gnome does voluntarily consumer grog, then their chance of fainting will be higher the more players there are.  And so I believe that the spirit of the MrWeasley's post is correct, even if some of the details were not entirely correct.&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3648464#3648464</link>
<guid>http://www.boardgamegeek.com/article/3648464#3648464</guid>
<pubDate>Sat, 04 Jul 2009 14:26:55 +0000</pubDate>
<dc:creator>branchingfactor</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/teufen&#039;&gt;teufen&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/508341"><img border=0  src="http://images.boardgamegeek.com/images/pic508341_t.jpg"></a><div class='sf'>gaming outside is always better!</div>]]>
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<link>http://www.boardgamegeek.com/image/508341</link>
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<pubDate>Thu, 02 Jul 2009 10:08:43 +0000</pubDate>
<dc:creator>teufen</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oplprokop&#039;&gt;oplprokop&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506576"><img border=0  src="http://images.boardgamegeek.com/images/pic506576_t.jpg"></a><div class='sf'></div>]]>
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<pubDate>Mon, 29 Jun 2009 11:46:05 +0000</pubDate>
<dc:creator>oplprokop</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/oplprokop&#039;&gt;oplprokop&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/506574"><img border=0  src="http://images.boardgamegeek.com/images/pic506574_t.jpg"></a><div class='sf'></div>]]>
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<pubDate>Mon, 29 Jun 2009 11:40:03 +0000</pubDate>
<dc:creator>oplprokop</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Toynan&#039;&gt;Toynan&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505472"><img border=0  src="http://images.boardgamegeek.com/images/pic505472_t.jpg"></a><div class='sf'>Running to the Captain room</div>]]>
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<pubDate>Sat, 27 Jun 2009 13:18:21 +0000</pubDate>
<dc:creator>Toynan</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Toynan&#039;&gt;Toynan&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/505460"><img border=0  src="http://images.boardgamegeek.com/images/pic505460_t.jpg"></a><div class='sf'>Close up on level tokens</div>]]>
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<pubDate>Sat, 27 Jun 2009 12:58:30 +0000</pubDate>
<dc:creator>Toynan</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/zorazen&#039;&gt;zorazen&lt;/a&gt;&lt;/p&gt;
	We should have won all those times.
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<link>http://www.boardgamegeek.com/article/3615932#3615932</link>
<guid>http://www.boardgamegeek.com/article/3615932#3615932</guid>
<pubDate>Thu, 25 Jun 2009 17:26:57 +0000</pubDate>
<dc:creator>zorazen</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UnknownParkerBrother&#039;&gt;UnknownParkerBrother&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;zorazen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Wait, am I to understand that if you have a destruction marker that needs to be placed at +10 or +15 and you have less than that on the timer, then you still place it +10 or +15 away from the event marker?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You don't place it at all. You're at 13 minutes left, the event comes up and says &quot;put it at +15&quot;, net result would be -2 minutes, IE, the ship will be crushed by the kraken after the game is already over (you'll either die first, or be rescued before the crushing is completed). He's still out there biting, just not fast enough. :)&lt;br&gt;&lt;br&gt;So, don't put the marker down because it's irrelevant, and continue playing. But, if there's some other text on the card that is relevant (like the hand limit text), then that must be dealt with.
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<link>http://www.boardgamegeek.com/article/3615895#3615895</link>
<guid>http://www.boardgamegeek.com/article/3615895#3615895</guid>
<pubDate>Thu, 25 Jun 2009 17:20:17 +0000</pubDate>
<dc:creator>UnknownParkerBrother</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MasterDinadan&#039;&gt;MasterDinadan&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ackmondual wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;For simplicity's sake, assume no1 takes the Abandon Comrade action.  Is there a posthumous victory in this game for those who died?  I'd imagine they'd be heroes, so yes, but the rulebook doesn't rule one way or the other.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I don't think so.  The rules say that the player is &quot;eliminated&quot; which implies that he lost.  It's every gnome for himself  =)
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<link>http://www.boardgamegeek.com/article/3615823#3615823</link>
<guid>http://www.boardgamegeek.com/article/3615823#3615823</guid>
<pubDate>Thu, 25 Jun 2009 17:05:02 +0000</pubDate>
<dc:creator>MasterDinadan</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/zorazen&#039;&gt;zorazen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;faidutti wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Yes, it does. The idea is that the Kraken hit the ship, and it still did. Only, the rescue team will arive before it crushes it.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Wait, am I to understand that if you have a destruction marker that needs to be placed at +10 or +15 and you have less than that on the timer, then you still place it +10 or +15 away from the event marker?&lt;br&gt;If so, we should have won all those times.
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<link>http://www.boardgamegeek.com/article/3615799#3615799</link>
<guid>http://www.boardgamegeek.com/article/3615799#3615799</guid>
<pubDate>Thu, 25 Jun 2009 16:58:20 +0000</pubDate>
<dc:creator>zorazen</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/faidutti&#039;&gt;faidutti&lt;/a&gt;&lt;/p&gt;
	Yes, it does. The idea is that the Kraken hit the ship, and it still did. Only, the rescue team will arive before it crushes it.
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<link>http://www.boardgamegeek.com/article/3614378#3614378</link>
<guid>http://www.boardgamegeek.com/article/3614378#3614378</guid>
<pubDate>Thu, 25 Jun 2009 08:25:44 +0000</pubDate>
<dc:creator>faidutti</dc:creator>
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		<title>Thread: Red November:: Rules:: Death and winning + Kraken card hand limit.</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	For simplicity's sake, assume no1 takes the Abandon Comrade action.  Is there a posthumous victory in this game for those who died?  I'd imagine they'd be heroes, so yes, but the rulebook doesn't rule one way or the other.&lt;br&gt;&lt;br&gt;Also, the Kraken event card says place at +15 and hand limit is 4.  If you can't place the destruction token due to remaining time being less than 15, does the hand limit of 4 still apply (to everyone)?
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<link>http://www.boardgamegeek.com/thread/418354</link>
<guid>http://www.boardgamegeek.com/thread/418354</guid>
<pubDate>Thu, 25 Jun 2009 05:35:29 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Lucky Charm question</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Blackfaer&#039;&gt;Blackfaer&lt;/a&gt;&lt;/p&gt;
	It's not much of a disguise...:laugh:
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<link>http://www.boardgamegeek.com/article/3600484#3600484</link>
<guid>http://www.boardgamegeek.com/article/3600484#3600484</guid>
<pubDate>Mon, 22 Jun 2009 06:16:28 +0000</pubDate>
<dc:creator>Blackfaer</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: more movement questions</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/batdog&#039;&gt;batdog&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ackmondual wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;When you use a Fire extinguisher and/or grog, can you walk through multiple rooms with fires?  I'm guessing in the end, even if you do not do a fix-it action on a fire, the grog/fire exting. will be used up or consumed?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The example of play at the Fantasy Flight site (&lt;a href=&quot;http://www.fantasyflightgames.com/ffg_content/Red%20November/RedGNovember_PlayExample.pdf&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;	&lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/ffg_content/Red%20November/RedGNovember_PlayExample.pdf&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/ffg_content/Red%20November...&lt;/A&gt;&lt;/a&gt;) specifically includes a player moving through one room on fire and into another room on fire, to try to extinguish the second fire.  The gnome drinks his grog before entering the first room.  So yes, it is possible to pass through several flaming rooms. 
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<link>http://www.boardgamegeek.com/article/3599256#3599256</link>
<guid>http://www.boardgamegeek.com/article/3599256#3599256</guid>
<pubDate>Sun, 21 Jun 2009 19:06:21 +0000</pubDate>
<dc:creator>batdog</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: more movement questions</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/faidutti&#039;&gt;faidutti&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;UnknownParkerBrother wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I thought we had already decided that type of movement wasn't really possible anyway, because you can't escape until the next turn when *your* marker (not the ghost marker) gets to the under 10 spot.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Right !!!!!!! I was also thinking there was something like this, but could not remember it.
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<link>http://www.boardgamegeek.com/article/3599120#3599120</link>
<guid>http://www.boardgamegeek.com/article/3599120#3599120</guid>
<pubDate>Sun, 21 Jun 2009 17:56:25 +0000</pubDate>
<dc:creator>faidutti</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: more movement questions</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UnknownParkerBrother&#039;&gt;UnknownParkerBrother&lt;/a&gt;&lt;/p&gt;
	I thought we had already decided that type of movement wasn't really possible anyway, because you can't escape until the next turn when *your* marker (not the ghost marker) gets to the under 10 spot.
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<link>http://www.boardgamegeek.com/article/3599074#3599074</link>
<guid>http://www.boardgamegeek.com/article/3599074#3599074</guid>
<pubDate>Sun, 21 Jun 2009 17:30:53 +0000</pubDate>
<dc:creator>UnknownParkerBrother</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: more movement questions</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/faidutti&#039;&gt;faidutti&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;feydjm wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Now if you had the aqualung, I could see doing this and then jumping out the hatch at the last minute and then watch the sub go down in flames! :devil:&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes, that's true, we forgot bto, explicitely forbid this. Consider it forbidden…
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<link>http://www.boardgamegeek.com/article/3599050#3599050</link>
<guid>http://www.boardgamegeek.com/article/3599050#3599050</guid>
<pubDate>Sun, 21 Jun 2009 17:17:03 +0000</pubDate>
<dc:creator>faidutti</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: more movement questions</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/feydjm&#039;&gt;feydjm&lt;/a&gt;&lt;/p&gt;
	Well, &lt;br&gt;&lt;br&gt;1. You'd have to resolve about 15 events and the game ends when the LAST gnome gets to 0, not the first one. It seems unlikely this would be a successful strategy. Now if you had the aqualung, I could see doing this and then jumping out the hatch at the last minute and then watch the sub go down in flames! :devil:&lt;br&gt;&lt;br&gt;2. I think you can only enter the first room on fire, but I could be wrong.&lt;br&gt;&lt;br&gt;3. Correct, it's more important where you are going than form whence you came.
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<link>http://www.boardgamegeek.com/article/3599016#3599016</link>
<guid>http://www.boardgamegeek.com/article/3599016#3599016</guid>
<pubDate>Sun, 21 Jun 2009 16:54:03 +0000</pubDate>
<dc:creator>feydjm</dc:creator>
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		<title>Thread: Red November:: Rules:: more movement questions</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;Could you run down the timer in a single turn by going back and forth between 2 compartments?&lt;br&gt;In a situation where you have 2 clear rooms (no blocked hatches, no fires), couldn't you just move between 2 compartments and bring the clock down from 60 (or whever you start) down to 0/rescued! in a singel turn? &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;When you use a Fire extinguisher and/or grog, can you walk through multiple rooms with fires?  I'm guessing in the end, even if you do not do a fix-it action on a fire, the grog/fire exting. will be used up or consumed?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Moving INTO a low flooded room causes an extra minute to be added on to movement whereas moving OUT OF a low flooded room does not incur any addtitional penalty?
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<link>http://www.boardgamegeek.com/thread/417263</link>
<guid>http://www.boardgamegeek.com/thread/417263</guid>
<pubDate>Sun, 21 Jun 2009 16:36:47 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dr.mrow&#039;&gt;dr.mrow&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/502308"><img border=0  src="http://images.boardgamegeek.com/images/pic502308_t.jpg"></a><div class='sf'>Eight gnomes huddle in what's left of the sub when rescue arrives</div>]]>
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<link>http://www.boardgamegeek.com/image/502308</link>
<guid>http://www.boardgamegeek.com/image/502308</guid>
<pubDate>Sun, 21 Jun 2009 08:11:14 +0000</pubDate>
<dc:creator>dr.mrow</dc:creator>
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		<title>New Image for Red November</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/GameBoy75&#039;&gt;GameBoy75&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/502175"><img border=0  src="http://images.boardgamegeek.com/images/pic502175_t.jpg"></a><div class='sf'>Game Bits</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/502175</link>
<guid>http://www.boardgamegeek.com/image/502175</guid>
<pubDate>Sun, 21 Jun 2009 02:28:30 +0000</pubDate>
<dc:creator>GameBoy75</dc:creator>
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		<title>Thread: Red November:: General:: Painting Gnomes</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kyrasantae&#039;&gt;kyrasantae&lt;/a&gt;&lt;/p&gt;
	Originally at &lt;a href=&quot;http://kyrasantae.livejournal.com/281072.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;my blog&lt;/a&gt;.&lt;br&gt;&lt;br&gt;I'd been returning again and again to the BGG page for Red November, because I like seeing big games in small boxes.  But being unemployed, there's probably better things to be saving my money for than spending it on games that I'm too much of a loner to actually get people to play.  Heck, I haven't even tried asking my flatmates - but it doesn't help much that they talk amongst themselves in their own language, which I don't understand.&lt;br&gt;&lt;br&gt;But I caved and bought Red November today, and after &quot;pimping&quot; out the box with a foamcore insert (went waaaaaaaaaay out of my way to get supplies for *that*) and printing off some reference sheets from BGG, I stumbled upon the photo of the painted gnomes on &lt;a href=&quot;http://www.faidutti.com/index.php?Module=mesjeux&amp;id=566&amp;fichier=529&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;Bruno Faidutti's website&lt;/a&gt;, and I wondered why I didn't think of painting them.&lt;br&gt;&lt;br&gt;I haven't significantly flexed my miniatures painting muscles &lt;a href=&quot;http://img.photobucket.com/albums/v291/kyrasantae/collections/63576d49.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;since middle school&lt;/a&gt; - ever since by doing so it brought about the end of my pursuit of what led me to painting miniatures in the first place.  But now I was &lt;i&gt;inspired&lt;/i&gt;.&lt;br&gt;&lt;br&gt;The red and orange gnomes were bent over on their stands, so first I got a cup of boiling water from the kettle and dropped the gnomes in, and then transferred them to a cup of cold water with chopsticks after 10 seconds.  This straightened the minis out like a charm. I put all of the gnomes through this for good measure.&lt;br&gt;&lt;br&gt;When I went out to my balcony to prime the minis, I noted that the upstairs neighbours were causing quite a bit of a racket by (presumably) having a party.  After all, it's Juhannus (Midsummer) tomorrow and that's an excuse for everybody to get sloshed for the entire weekend and accidentally fall out of canoes into lakes, but I'm not in Finland so clearly it's just because it's Friday.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501796"><img src="http://images.boardgamegeek.com/images/pic501796_t.jpg" border=0></a></div>]]>Primed figures with bases painted. I didn't want to spend too much time with the spray paint - I've had, um, the landlord get suspicious before.&lt;br&gt;&lt;br&gt;Regardless of the reason for the racket upstairs - which I cannot hear from my own room - my flatmates were out, so I worked at the kitchen table because there's better light there. It was actually quite nice to work there, not only because it's noticeably warmer and stuffier in my room for some reason, but also because it was just me, my &lt;a href=&quot;http://img.photobucket.com/albums/v291/kyrasantae/bgg/rednovember/randomplaylist.jpg&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;all-purpose/usual playlist mix&lt;/a&gt;, my paint, and my minis.  It was nice to be able to focus on a single task; I'm normally far too distracted to get anything done efficiently (including writing this post).&lt;br&gt;&lt;br&gt;I quit my job a few weeks ago because it was seriously aggravating my carpal tunnel syndrome (I fear to the point of no return), and my hands were cramping up from painting, but I don't even notice the cramping because my mind is on the painting. I like that state of mind. It used to be easier for me to get into than it is now.&lt;br&gt;&lt;br&gt;I dug out my $10 set of paints from Wal-Mart and my box of brushes - I used a 1 for the base, and a 3/0 and 10/0 for the details. My 3/0 was pretty curled (hey, these were cheap and they're old), so it actually did details better than the 10/0 this time.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501797"><img src="http://images.boardgamegeek.com/images/pic501797_t.jpg" border=0></a></div>]]>The sculpt appears to show the gnomes wearing mismatched shoes, so there.&lt;br&gt;&lt;br&gt;It was my first time painting figures assembly-line style, and I worked from the bottom-most layer up, from the bottom of the figure up.  I took the minis off the egg carton to paint on, and stuck them back on after, trying to do the minis in the same order for each step, so that the previous bit had time to dry.  &lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501800"><img src="http://images.boardgamegeek.com/images/pic501800_t.jpg" border=0></a></div>]]>&lt;br&gt;I didn't like that the painted gnomes on Faidutti's page had the coats in the player colour; I felt like it was a bit too much, so I did all of the coats in white and did the lapel in colour, with a little sailor stripe.  The grey gnome is painted white because I don't have a light grey paint.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501798"><img src="http://images.boardgamegeek.com/images/pic501798_md.jpg" border=0></a></div>]]>&lt;br&gt;I used a brown instead of a black wash, which makes them look a little dirty and beat up. If I had craft (or special miniatures) metallic paint, I would have drybrushed the metallic highlights, but I only have the little Testors tubs for the metallics and they're too... runny, I guess. It's a whole different kind of paint, despite it still being acrylic.  &lt;br&gt;&lt;br&gt;It's 2AM and I'm finished painting, 5 hours after I started. The party upstairs is wrapping up.  I think the gnomes turned out fine, though I was getting pretty tired and the drybrushing (and everything after that) is pretty sloppy. Not that I'd ever quite figured out how to do that properly, anyway.&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501799"><img src="http://images.boardgamegeek.com/images/pic501799_md.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501802"><img src="http://images.boardgamegeek.com/images/pic501802_md.jpg" border=0></a></div>]]>&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/501803"><img src="http://images.boardgamegeek.com/images/pic501803_md.jpg" border=0></a></div>]]> Insert based on &lt;a href=&quot;http://www.boardgamegeek.com/image/448009&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;jlamb's insert&lt;/a&gt;
</description>
<link>http://www.boardgamegeek.com/thread/416983</link>
<guid>http://www.boardgamegeek.com/thread/416983</guid>
<pubDate>Sat, 20 Jun 2009 11:40:55 +0000</pubDate>
<dc:creator>kyrasantae</dc:creator>
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		<title>New Image for Red November</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kyrasantae&#039;&gt;kyrasantae&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/501799"><img border=0  src="http://images.boardgamegeek.com/images/pic501799_t.jpg"></a><div class='sf'>Painted gnomes</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/501799</link>
<guid>http://www.boardgamegeek.com/image/501799</guid>
<pubDate>Sat, 20 Jun 2009 11:03:50 +0000</pubDate>
<dc:creator>kyrasantae</dc:creator>
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		<title>New Image for Red November</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kyrasantae&#039;&gt;kyrasantae&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/501798"><img border=0  src="http://images.boardgamegeek.com/images/pic501798_t.jpg"></a><div class='sf'>Painted gnomes</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/501798</link>
<guid>http://www.boardgamegeek.com/image/501798</guid>
<pubDate>Sat, 20 Jun 2009 11:03:44 +0000</pubDate>
<dc:creator>kyrasantae</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;pseudotheist wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;Red November Rules wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Players take turns this way (as previously described) until the sub is lost or saved, at which point they all either lose collectively, or win collectively. We all hope help comes soon.&lt;br&gt;You don't need to run time out - if you're &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;surrounded by high water, you die, and everyone fails. Your comrades lost because everyone didn't make it out, and didn't help bilgepump before running to the exit.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Just because 1 gnome dies, that doesn't mean THE SUB isn't saved.  The game can be won if a gnome dies.  That player will still share in the victory, as his efforts helped the other players to escape, he will be remembered as a hero, and his family will be taken care of by the Gnomish government.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;True at that.  Page 8 of the rules say &lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;i&gt;Players take turns this way until the sub is lost or saved, at which point they all either lose collectively, or win collectively. We all hope help comes soon!&lt;/i&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;So there is a such thing as a posthumous victory
</description>
<link>http://www.boardgamegeek.com/article/3594755#3594755</link>
<guid>http://www.boardgamegeek.com/article/3594755#3594755</guid>
<pubDate>Fri, 19 Jun 2009 20:30:00 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;ackmondual wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;so you couldn't move back and forth between say.... compartment #1 and compartment #2 back and forth to eat up time?  The hatch recloses after each movement&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Not when every room has high water, no.&lt;br&gt;&lt;br&gt;This is the main reason people need to pump the water out and not just flow it into adjacent rooms.  When that high water even hits... you're going down.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;I should've been more specific.  In a situation where all rooms are clear, couldn't you just move between 2 compartments and bring the clock down from 60 (or whever you start) down to 0/rescued! in a singel turn?
</description>
<link>http://www.boardgamegeek.com/article/3594742#3594742</link>
<guid>http://www.boardgamegeek.com/article/3594742#3594742</guid>
<pubDate>Fri, 19 Jun 2009 20:25:53 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/boltongeordie&#039;&gt;boltongeordie&lt;/a&gt;&lt;/p&gt;
	Thanks to those of you who pointed out that we all won. I know that, but it was a hollow sort of victory for those of us that had died.&lt;br&gt;&lt;br&gt;It might help to understand the spirit in which the game was played if I tell you that the optional 'crowbar combat' rule was seriously considered on a number of occasions.
</description>
<link>http://www.boardgamegeek.com/article/3594011#3594011</link>
<guid>http://www.boardgamegeek.com/article/3594011#3594011</guid>
<pubDate>Fri, 19 Jun 2009 17:12:59 +0000</pubDate>
<dc:creator>boltongeordie</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/boltongeordie&#039;&gt;boltongeordie&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;pijll wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;What was the purpose of all the door opening and closing?&lt;br&gt;Why didn't you just pass?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;If I just passed I would have immediately died and no cards would have been turned over, the ship would have survived as would the two gnomes who had made it to the 'rescued' spot.&lt;br&gt;&lt;br&gt;The only way of taking them out was to turn over sufficient cards to ensure one of the tracks got to the end and we all died.
</description>
<link>http://www.boardgamegeek.com/article/3593992#3593992</link>
<guid>http://www.boardgamegeek.com/article/3593992#3593992</guid>
<pubDate>Fri, 19 Jun 2009 17:08:14 +0000</pubDate>
<dc:creator>boltongeordie</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pseudotheist&#039;&gt;pseudotheist&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;byronczimmer wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Red November Rules wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Players take turns this way (as previously described) until the sub is lost or saved, at which point they all either lose collectively, or win collectively. We all hope help comes soon.&lt;br&gt;You don't need to run time out - if you're &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;surrounded by high water, you die, and everyone fails. Your comrades lost because everyone didn't make it out, and didn't help bilgepump before running to the exit.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Just because 1 gnome dies, that doesn't mean THE SUB isn't saved.  The game can be won if a gnome dies.  That player will still share in the victory, as his efforts helped the other players to escape, he will be remembered as a hero, and his family will be taken care of by the Gnomish government.
</description>
<link>http://www.boardgamegeek.com/article/3593285#3593285</link>
<guid>http://www.boardgamegeek.com/article/3593285#3593285</guid>
<pubDate>Fri, 19 Jun 2009 14:21:43 +0000</pubDate>
<dc:creator>pseudotheist</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;boltongeordie wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;I think the rules are written this way so that if you open or move through the same door twice in one movement phase you pay twice, but I think this also allows me to spend 9 minutes opening the same door in a flooded room like a jerk before I finally peg out.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The way most people interpret the rules to mean that a gnome may open any number of hatches in the room, but must exit the room for all hatches to slam shut. This is how the computer version of the game handles it.&lt;br&gt;&lt;br&gt;Anyway, the rule on page 8 supercedes all of this:&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Players take turns this way (as previously described) until teh sub is lost or saved, at which point &lt;b&gt;they all either lose collectively, or win collectively.&lt;/b&gt;  We all hope help comes soon.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You don't need to run time out - if you're surrounded by high water, you die, and everyone fails. Your comrades lost because everyone didn't make it out, and didn't help bilgepump before running to the exit.&lt;br&gt;&lt;br&gt;The only 'private' win is if you aqualung out and you've already abandoned ship, and everyone else dies. At that point you cannot affect (positively or negatively) everyone else's chances.&lt;br&gt;&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3593217#3593217</link>
<guid>http://www.boardgamegeek.com/article/3593217#3593217</guid>
<pubDate>Fri, 19 Jun 2009 14:04:39 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pijll&#039;&gt;pijll&lt;/a&gt;&lt;/p&gt;
	What was the purpose of all the door opening and closing?&lt;br&gt;Why didn't you just pass?
</description>
<link>http://www.boardgamegeek.com/article/3592628#3592628</link>
<guid>http://www.boardgamegeek.com/article/3592628#3592628</guid>
<pubDate>Fri, 19 Jun 2009 09:33:44 +0000</pubDate>
<dc:creator>pijll</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/boltongeordie&#039;&gt;boltongeordie&lt;/a&gt;&lt;/p&gt;
	Yeah, yeah, I am a jerk for doing this to my fellow gnomes I know that. That is why I don't play many co-op games (in partial mitigation, there were 3 of us trying to do this to the 2 players who got out). Can we look past the specific 'jerk' issue and focus on the rules question please. :D&lt;br&gt;&lt;br&gt;Brian and Steven both say that opening doors is part of movement and that the doors only close at the end of movement. I think the rules disagree.&lt;br&gt;&lt;br&gt;I am at work now and can't get access to a copy but we read the page several times last night. As I say in my OP, the movement section describes the 3 steps of movement and says you can repeat these steps as often as you like during your movement phase. They are very clear that opening a door is a separate step to entering the room and, after you have opened the door, entering the room is optional.&lt;br&gt;&lt;br&gt;At the bottom of the same page is a paragraph which says that the doors close &lt;u&gt;after each iteration of the movement steps&lt;/u&gt;.&lt;br&gt;&lt;br&gt;I think the rules are written this way so that if you open or move through the same door twice in one movement phase you pay twice, but I think this also allows me to spend 9 minutes opening the same door in a flooded room like a jerk before I finally peg out.
</description>
<link>http://www.boardgamegeek.com/article/3592592#3592592</link>
<guid>http://www.boardgamegeek.com/article/3592592#3592592</guid>
<pubDate>Fri, 19 Jun 2009 09:03:46 +0000</pubDate>
<dc:creator>boltongeordie</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ackmondual wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;so you couldn't move back and forth between say.... compartment #1 and compartment #2 back and forth to eat up time?  The hatch recloses after each movement&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Not when every room has high water, no.&lt;br&gt;&lt;br&gt;This is the main reason people need to pump the water out and not just flow it into adjacent rooms.  When that high water even hits... you're going down.
</description>
<link>http://www.boardgamegeek.com/article/3592279#3592279</link>
<guid>http://www.boardgamegeek.com/article/3592279#3592279</guid>
<pubDate>Fri, 19 Jun 2009 05:02:51 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	so you couldn't move back and forth between say.... compartment #1 and compartment #2 back and forth to eat up time?  The hatch recloses after each movement
</description>
<link>http://www.boardgamegeek.com/article/3592183#3592183</link>
<guid>http://www.boardgamegeek.com/article/3592183#3592183</guid>
<pubDate>Fri, 19 Jun 2009 04:07:34 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MasterDinadan&#039;&gt;MasterDinadan&lt;/a&gt;&lt;/p&gt;
	While it's often quite reasonable to hurt your team in order to ensure your own survival (spending 10 minutes to extinguish a flame so you don't die, even though everyone else would surely live if you just spend 1 minute and sacrifice yourself).&lt;br&gt;&lt;br&gt;After all, strictly speaking, &lt;i&gt;you &lt;/i&gt;have to survive in order to be a winner.&lt;br&gt;&lt;br&gt;But, hurting the team when it does NOTHING to ensure your survival just seems like kind of a jerk thing to do.  It's king making, except you aren't actually making anyone king.  It's like coming up to me at a restaurant and knocking my plate of food on the ground because you can't afford to it.  Very childish.&lt;br&gt;&lt;br&gt;If you were at least stealing my food, then at least there is some kind of reasonable motivation...
</description>
<link>http://www.boardgamegeek.com/article/3591798#3591798</link>
<guid>http://www.boardgamegeek.com/article/3591798#3591798</guid>
<pubDate>Fri, 19 Jun 2009 01:26:49 +0000</pubDate>
<dc:creator>MasterDinadan</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UnknownParkerBrother&#039;&gt;UnknownParkerBrother&lt;/a&gt;&lt;/p&gt;
	Yeah, the doors only close after movement. &lt;br&gt;&lt;br&gt;However, movement into a room that you open the door to is optional. So at best, you could open multiple doors connected to the room you're in, using up 3 or 4 minutes that way.&lt;br&gt;&lt;br&gt;Oh, and by the way, way to be a team player. Always nice to know that if your buddy can't escape, he'll make sure you'll die too. :p
</description>
<link>http://www.boardgamegeek.com/article/3591786#3591786</link>
<guid>http://www.boardgamegeek.com/article/3591786#3591786</guid>
<pubDate>Fri, 19 Jun 2009 01:20:39 +0000</pubDate>
<dc:creator>UnknownParkerBrother</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Opening a door is part of movement.  So you couldn't open a door, not move, let the door close and expect to be able to open it again to burn another minute.
</description>
<link>http://www.boardgamegeek.com/article/3591755#3591755</link>
<guid>http://www.boardgamegeek.com/article/3591755#3591755</guid>
<pubDate>Fri, 19 Jun 2009 01:03:23 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Thread: Red November:: Rules:: I'm not letting you win if I'm dead - clarification about eating up time with movement in a flooded ship</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/boltongeordie&#039;&gt;boltongeordie&lt;/a&gt;&lt;/p&gt;
	OK, so tonight we played a couple of games of this and we had got 2 of the 5 players onto the 'rescued' spot when disaster struck - all those little puddles of low water suddenly became high water and the other 3 of us were all going to drown. It wasn't just that we were in a flooded room, all the adjacent rooms were flooded too, and you can't move into a flooded room.&lt;br&gt;&lt;br&gt;I know, it is a brutal game, and me on the 9 space with the aqualung. &lt;img src=&quot;http://files.boardgamegeek.com/images/soblue.gif&quot; alt=&quot;:soblue:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;Anyway, a quick look round the table and it was clear that those of us with minutes left were not going to simply roll over and die whilst those other gnomes survived. We needed to wind down the clock as far as possible to get cards turned over and destroy that submarine. A couple of the tracks were near the end and if we couldn't win, nobody could.&lt;br&gt;&lt;br&gt;You can't take an action in high-water room, and we couldn't move out either, but I reasoned as follows:&lt;br&gt;&lt;br&gt;Movement is repeated iterations of:&lt;br&gt;1. Open a door (1 minute)&lt;br&gt;2. Rebalance the water (doesn't happen between 2 rooms at high water)&lt;br&gt;3. Move into another room (normally optional but not allowed when the other room is full of water).&lt;br&gt;The rules say you can repeat this as often as you like.&lt;br&gt;&lt;br&gt;The rules also say that the doors close again after each iteration of the steps of movement.&lt;br&gt;&lt;br&gt;So I say I could repeat the following 8 times to use up my minutes:&lt;br&gt;- Open a door&lt;br&gt;- No water rebalancing&lt;br&gt;- No movement&lt;br&gt;- Doors close&lt;br&gt;After which I would be on 1 minute. I would take no action (1 minute leaving me on 'rescued'), then drown in the update phase.&lt;br&gt;&lt;br&gt;That let me turn over 5 cards.&lt;br&gt;&lt;br&gt;Sadly, despite all of us following this procedure, the boat didn't quite go down (too many fires, not enough movement on the heat or pressure tracks).&lt;br&gt;&lt;br&gt;So, I know it isn't really in the spirit of the game but what I want to know is - did we interpret the rules right?
</description>
<link>http://www.boardgamegeek.com/thread/416603</link>
<guid>http://www.boardgamegeek.com/thread/416603</guid>
<pubDate>Thu, 18 Jun 2009 23:39:35 +0000</pubDate>
<dc:creator>boltongeordie</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Game Setup</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/onyx&#039;&gt;onyx&lt;/a&gt;&lt;/p&gt;
	One of the optional Rules (at the back of the Rulebook) is to draw and resolve one Event for each Gnome in the Sub... &lt;br&gt;&lt;br&gt;That will surely give you something to panic about!! :what:
</description>
<link>http://www.boardgamegeek.com/article/3588298#3588298</link>
<guid>http://www.boardgamegeek.com/article/3588298#3588298</guid>
<pubDate>Thu, 18 Jun 2009 09:07:01 +0000</pubDate>
<dc:creator>onyx</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Game+Guardian&#039;&gt;Game Guardian&lt;/a&gt;&lt;/p&gt;
	In the Updates section on page 16 of the rulebook, it says:&lt;br&gt;&lt;br&gt;&quot;If the event deck is exhausted, shuffle the discard pile to make a new event deck. The first time the event deck is exhausted and reshuffled, add the Kraken card that was set aside during setup.&quot;
</description>
<link>http://www.boardgamegeek.com/article/3587741#3587741</link>
<guid>http://www.boardgamegeek.com/article/3587741#3587741</guid>
<pubDate>Thu, 18 Jun 2009 03:35:37 +0000</pubDate>
<dc:creator>Game Guardian</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/test4echo&#039;&gt;test4echo&lt;/a&gt;&lt;/p&gt;
	Probably a dumb question - OK, it is out of play - what is the proscirbed way of re-introducing it to the game?
</description>
<link>http://www.boardgamegeek.com/article/3587660#3587660</link>
<guid>http://www.boardgamegeek.com/article/3587660#3587660</guid>
<pubDate>Thu, 18 Jun 2009 03:02:43 +0000</pubDate>
<dc:creator>test4echo</dc:creator>
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		<title>New Image for Red November</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/jaugusto72&#039;&gt;jaugusto72&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/497217"><img border=0  src="http://images.boardgamegeek.com/images/pic497217_t.jpg"></a><div class='sf'>game in development in 33° JogaSampa</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/497217</link>
<guid>http://www.boardgamegeek.com/image/497217</guid>
<pubDate>Thu, 11 Jun 2009 16:02:18 +0000</pubDate>
<dc:creator>jaugusto72</dc:creator>
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		<title>File: Red November:: Red November for PC</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dill&#039;&gt;dill&lt;/a&gt;&lt;/p&gt;
	<![CDATA[
		New File: 
		<a href="http://www.boardgamegeek.com/filepage/38887">Red November for PC</a>
			for Board Game:
			<a href="http://www.boardgamegeek.com/boardgame/36946">Red November</a> 
	]]>
</description>
<link>http://www.boardgamegeek.com/filepage/38887</link>
<guid>http://www.boardgamegeek.com/filepage/38887</guid>
<pubDate>Mon, 08 Jun 2009 16:16:47 +0000</pubDate>
<dc:creator>dill</dc:creator>
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		<title>Reply: Red November:: General:: Re: PC version </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/xofour&#039;&gt;xofour&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;dill wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I see that this thread has been inactive for half a year but still:&lt;br&gt;&lt;br&gt;I've finnaly get some time to fix all those bugs everybody found and add some ideas I (and other people on this forum) had earlier. Hope you enjoy it.&lt;br&gt;&lt;br&gt;Final version (that is GNovember 1.1.4) is uploaded and should be available soon.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Thank you very much.
</description>
<link>http://www.boardgamegeek.com/article/3547505#3547505</link>
<guid>http://www.boardgamegeek.com/article/3547505#3547505</guid>
<pubDate>Mon, 08 Jun 2009 03:24:14 +0000</pubDate>
<dc:creator>xofour</dc:creator>
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		<title>Reply: Red November:: General:: Re: PC version </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/swgod98&#039;&gt;swgod98&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;dill wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Final version (that is GNovember 1.1.4) is uploaded and should be available soon.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Nice :)  I bought this game a couple months ago and still haven't had a chance to play with people.  Looking forward to trying this.&lt;br&gt;&lt;br&gt;Thanks.
</description>
<link>http://www.boardgamegeek.com/article/3546480#3546480</link>
<guid>http://www.boardgamegeek.com/article/3546480#3546480</guid>
<pubDate>Sun, 07 Jun 2009 17:22:21 +0000</pubDate>
<dc:creator>swgod98</dc:creator>
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		<title>Reply: Red November:: General:: Re: PC version </title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dill&#039;&gt;dill&lt;/a&gt;&lt;/p&gt;
	I see that this thread has been inactive for half a year but still:&lt;br&gt;&lt;br&gt;I've finnaly get some time to fix all those bugs everybody found and add some ideas I (and other people on this forum) had earlier. Hope you enjoy it.&lt;br&gt;&lt;br&gt;Final version (that is GNovember 1.1.4) is uploaded and should be available soon.
</description>
<link>http://www.boardgamegeek.com/article/3546365#3546365</link>
<guid>http://www.boardgamegeek.com/article/3546365#3546365</guid>
<pubDate>Sun, 07 Jun 2009 16:32:56 +0000</pubDate>
<dc:creator>dill</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pekin2121&#039;&gt;pekin2121&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Nazhuret wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;UnknownParkerBrother wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#6F0C0C&gt;&lt;b&gt;zorazen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; I was wondering the point of keeping the tiles face down at all.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The point of having them face down is that allows one of you to secretly plan and execute the &quot;I alone survive by abandoning ship&quot; strategy.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;True...  With not many plays under my belt (one as of this writing) I didn't think about that.&lt;br&gt;&lt;br&gt;Good point.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I didn't think about the abandoning ship part. Until I read this comment I didn't think this part of the game would really ever be used. I guess it's kind of a traitor role as in other co-op games. &lt;br&gt;&lt;br&gt;Yes it would be nice if the rules stated what you were suppose to do. I've played 4 games and all of them we played with face-up tiles and open communication....only one win. I will add that the first game I played was at Con of the North in the Fantasy Flight Games room and they explained the game as playing with face up tiles. 
</description>
<link>http://www.boardgamegeek.com/article/3546185#3546185</link>
<guid>http://www.boardgamegeek.com/article/3546185#3546185</guid>
<pubDate>Sun, 07 Jun 2009 14:46:23 +0000</pubDate>
<dc:creator>pekin2121</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Game End Question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MountainRoot&#039;&gt;MountainRoot&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;MasterDinadan wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Drowning and Fire only kill you if you are passed out or you end a turn in the space with them.&lt;br&gt;&lt;br&gt;Since you won't have any more turns if you've reached the &quot;rescued!&quot; space, as long as you are conscious, fire and floods won't kill you while you are waiting for the rest of the gnomes to finish.&lt;br&gt;&lt;br&gt;However, you can still die as a result of timed events, or any of the three tracks reaching the end. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Nothing to add here. It's correct the way Cameron says.&lt;br&gt;&lt;br&gt;&lt;br&gt;One time we ending all 4 gnomes at 0 spot in diffent rooms but ALL in fire. We still won.&lt;br&gt;&lt;br&gt;&lt;br&gt;After a gnome reaches 0 point the only way to be killed is by a timed event or a track reaches 0.&lt;br&gt;&lt;br&gt;P.S. Watch out though if the gnome had drinked grog and failed the faint check maybe the ghost track can't go beyond 0 point but he is considered unconcious and THEN he can die if the room he is in catches on fire or flud.&lt;br&gt;&lt;br&gt;Example: The gnome is on 56 place. He wants to fix something and since he only have 4 minutes to spent he decised to drink 2 grogs (+6 total). SO 6 minutes grog + 4 minutes = 10. Sucess. The gnome ends hiw movement in Zero space but unconcious.&lt;br&gt;&lt;br&gt;Watch out then.&lt;br&gt;&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3540060#3540060</link>
<guid>http://www.boardgamegeek.com/article/3540060#3540060</guid>
<pubDate>Fri, 05 Jun 2009 10:57:12 +0000</pubDate>
<dc:creator>MountainRoot</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nazhuret&#039;&gt;Nazhuret&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;UnknownParkerBrother wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;zorazen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; I was wondering the point of keeping the tiles face down at all.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The point of having them face down is that allows one of you to secretly plan and execute the &quot;I alone survive by abandoning ship&quot; strategy.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;True...  With not many plays under my belt (one as of this writing) I didn't think about that.&lt;br&gt;&lt;br&gt;Good point.
</description>
<link>http://www.boardgamegeek.com/article/3529474#3529474</link>
<guid>http://www.boardgamegeek.com/article/3529474#3529474</guid>
<pubDate>Tue, 02 Jun 2009 22:57:53 +0000</pubDate>
<dc:creator>Nazhuret</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UnknownParkerBrother&#039;&gt;UnknownParkerBrother&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;zorazen wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt; I was wondering the point of keeping the tiles face down at all.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;The point of having them face down is that allows one of you to secretly plan and execute the &quot;I alone survive by abandoning ship&quot; strategy.
</description>
<link>http://www.boardgamegeek.com/article/3529447#3529447</link>
<guid>http://www.boardgamegeek.com/article/3529447#3529447</guid>
<pubDate>Tue, 02 Jun 2009 22:46:07 +0000</pubDate>
<dc:creator>UnknownParkerBrother</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nazhuret&#039;&gt;Nazhuret&lt;/a&gt;&lt;/p&gt;
	I would assume (thematically) that there is some sort of com system within the ship ergo you can play with all tiles face up.&lt;br&gt;&lt;br&gt;I too like the idea of a &quot;radio down&quot; card so that this communication is not available.&lt;br&gt;&lt;br&gt;I would think that it would require another timed chit.  Once the radio is down it is down for a certain amount of time (+10 minutes?).    Perhaps you could fix it in a certain room?  Maybe one of the rooms that are &quot;blank&quot; would be good for this.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3529424#3529424</link>
<guid>http://www.boardgamegeek.com/article/3529424#3529424</guid>
<pubDate>Tue, 02 Jun 2009 22:38:54 +0000</pubDate>
<dc:creator>Nazhuret</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Groggin' it up! (Drinking variant)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nazhuret&#039;&gt;Nazhuret&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;MikeBwithoutadot wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Our session was a six-player game.&lt;br&gt;&lt;br&gt;Passing round Vodka added a nice touch to the &quot;we're all going to die anyway&quot; atmosphere...&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Indeed.  I thought that's how it kind of worked thematically anyway.&lt;br&gt;&lt;br&gt;I'd love to get a session of this as a drinking game and Red Dragon Inn as drinking game in the same night with four or five people.   Sounds like a hell of a good time!
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<link>http://www.boardgamegeek.com/article/3529308#3529308</link>
<guid>http://www.boardgamegeek.com/article/3529308#3529308</guid>
<pubDate>Tue, 02 Jun 2009 22:02:25 +0000</pubDate>
<dc:creator>Nazhuret</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Groggin' it up! (Drinking variant)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MikeBwithoutadot&#039;&gt;MikeBwithoutadot&lt;/a&gt;&lt;/p&gt;
	Our session was a six-player game.&lt;br&gt;&lt;br&gt;Passing round Vodka added a nice touch to the &quot;we're all going to die anyway&quot; atmosphere...
</description>
<link>http://www.boardgamegeek.com/article/3529290#3529290</link>
<guid>http://www.boardgamegeek.com/article/3529290#3529290</guid>
<pubDate>Tue, 02 Jun 2009 21:58:16 +0000</pubDate>
<dc:creator>MikeBwithoutadot</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Red September, December, and January</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nazhuret&#039;&gt;Nazhuret&lt;/a&gt;&lt;/p&gt;
	I don't doubt the perfection that is the blueprint of the R.N.  I'm sure the Gnomish engineers have studied it extensively and figured out the optimum layout of components.&lt;br&gt;&lt;br&gt;I can see, however, how it might be cool to do some alternate ships once you've got a goodly number of plays under your belt in the November.&lt;br&gt;&lt;br&gt;Seeing as my girlfriend has only just purchased this I'm nowhere near bored with the layout.  I'm just saying I can see it being cool to play in a different ship later on.&lt;br&gt;&lt;br&gt;Same sort of thing as Ticket to Ride.  Sure, the base game in the USA is fine...   It's sort of fun to play in Switzerland for a change though.
</description>
<link>http://www.boardgamegeek.com/article/3529282#3529282</link>
<guid>http://www.boardgamegeek.com/article/3529282#3529282</guid>
<pubDate>Tue, 02 Jun 2009 21:56:48 +0000</pubDate>
<dc:creator>Nazhuret</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Groggin' it up! (Drinking variant)</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Nazhuret&#039;&gt;Nazhuret&lt;/a&gt;&lt;/p&gt;
	Having only played one game and two player at that I don't think this would be very good for a drinking game.&lt;br&gt;&lt;br&gt;However, with more people and thus more problems to solve it might be pretty good.&lt;br&gt;&lt;br&gt;Two players with four gnomes.... Yeesh!  That might be a little hairy.
</description>
<link>http://www.boardgamegeek.com/article/3529274#3529274</link>
<guid>http://www.boardgamegeek.com/article/3529274#3529274</guid>
<pubDate>Tue, 02 Jun 2009 21:52:40 +0000</pubDate>
<dc:creator>Nazhuret</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/zorazen&#039;&gt;zorazen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;YellowLab wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I say play how ever you want.  We (my wife and I) discuss everything.  We actually play with our tiles face up, so we can have discussion about how best to tackle the problems.  The game is hard enough - no need to make it any more difficult.&lt;br&gt;&lt;br&gt;Bob&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt; I was wondering the point of keeping the tiles face down at all. We played for the first time last night and decided to keep them face up. &lt;br&gt;&lt;br&gt;I like the radio down! idea. I might make a card for that.
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<link>http://www.boardgamegeek.com/article/3525792#3525792</link>
<guid>http://www.boardgamegeek.com/article/3525792#3525792</guid>
<pubDate>Mon, 01 Jun 2009 20:17:40 +0000</pubDate>
<dc:creator>zorazen</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 3-4 player variant - &quot;Kraken Awakens Early&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Game Guardian wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I like the ideas in this thread. I'll definitely try them out some time.&lt;br&gt;&lt;br&gt;One variant I thought of would be to shuffle the Kraken card into the deck before the game begins and place one Aqualung in the Captain's cabin (separate from the grog pile). Instead of spending 1 minute to take the Aqualung, maybe 2 or 3 minutes should be required. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;An interesting idea, but perhaps an alternative: Placing it in the top room, which only connects to the central corridor. This room currently serves no purpose, so this would make it a little more important, rather than just an extra room to get lit on fire.
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<link>http://www.boardgamegeek.com/article/3521327#3521327</link>
<guid>http://www.boardgamegeek.com/article/3521327#3521327</guid>
<pubDate>Sun, 31 May 2009 10:52:56 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 3-4 player variant - &quot;Kraken Awakens Early&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Game+Guardian&#039;&gt;Game Guardian&lt;/a&gt;&lt;/p&gt;
	I like the ideas in this thread. I'll definitely try them out some time.&lt;br&gt;&lt;br&gt;One variant I thought of would be to shuffle the Kraken card into the deck before the game begins and place one Aqualung in the Captain's cabin (separate from the grog pile). Instead of spending 1 minute to take the Aqualung, maybe 2 or 3 minutes should be required. 
</description>
<link>http://www.boardgamegeek.com/article/3520768#3520768</link>
<guid>http://www.boardgamegeek.com/article/3520768#3520768</guid>
<pubDate>Sun, 31 May 2009 03:01:40 +0000</pubDate>
<dc:creator>Game Guardian</dc:creator>
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		<title>New Image for Red November</title>
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	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/karl69&#039;&gt;karl69&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/490081"><img border=0  src="http://images.boardgamegeek.com/images/pic490081_t.jpg"></a><div class='sf'>store solution</div>]]>
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<link>http://www.boardgamegeek.com/image/490081</link>
<guid>http://www.boardgamegeek.com/image/490081</guid>
<pubDate>Thu, 28 May 2009 07:36:11 +0000</pubDate>
<dc:creator>karl69</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 3-4 player variant - &quot;Kraken Awakens Early&quot;</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	I rather like the idea of shuffling in the Kraken when someone draws an Aqualung. I might try this next time I play, as we've yet to actually have the Kraken occur in any of my games and it does seem like either never happening or likely doom, if no-one has an aqualung. Although admittedly, you could race to the equipment stores and frantically draw tiles, hoping to get one, I don't like your chances.
</description>
<link>http://www.boardgamegeek.com/article/3500154#3500154</link>
<guid>http://www.boardgamegeek.com/article/3500154#3500154</guid>
<pubDate>Tue, 26 May 2009 09:56:33 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Any idea to make a change...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	Another way to make things potentially more competitive is to give every gnome a virtual Aqualung. This makes it easier to deal with the Kraken and everyone has the option of trying to abandon their comrades in the last 10 minutes.&lt;br&gt;&lt;br&gt;However, you do then need a reason why everyone shouldn't abandon ship at this point...&lt;br&gt;&lt;br&gt;Possibly, only the first person to do so can abandon ship? Or, if more than one person does, the abandoners automatically lose?&lt;br&gt;I don't know, I'm just throwing out ideas.
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<link>http://www.boardgamegeek.com/article/3500147#3500147</link>
<guid>http://www.boardgamegeek.com/article/3500147#3500147</guid>
<pubDate>Tue, 26 May 2009 09:51:42 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Game End Question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AstroLad&#039;&gt;AstroLad&lt;/a&gt;&lt;/p&gt;
	Makes perfect sense.  Thanks.
</description>
<link>http://www.boardgamegeek.com/article/3499759#3499759</link>
<guid>http://www.boardgamegeek.com/article/3499759#3499759</guid>
<pubDate>Tue, 26 May 2009 05:19:19 +0000</pubDate>
<dc:creator>AstroLad</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Game End Question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/MasterDinadan&#039;&gt;MasterDinadan&lt;/a&gt;&lt;/p&gt;
	Drowning and Fire only kill you if you are passed out or you end a turn in the space with them.&lt;br&gt;&lt;br&gt;Since you won't have any more turns if you've reached the &quot;rescued!&quot; space, as long as you are conscious, fire and floods won't kill you while you are waiting for the rest of the gnomes to finish.&lt;br&gt;&lt;br&gt;However, you can still die as a result of timed events, or any of the three tracks reaching the end.
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<link>http://www.boardgamegeek.com/article/3499756#3499756</link>
<guid>http://www.boardgamegeek.com/article/3499756#3499756</guid>
<pubDate>Tue, 26 May 2009 05:18:20 +0000</pubDate>
<dc:creator>MasterDinadan</dc:creator>
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		<title>Thread: Red November:: Rules:: Game End Question.</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AstroLad&#039;&gt;AstroLad&lt;/a&gt;&lt;/p&gt;
	Trying to work out what happens at the elusive game end.  When a timekeeper reaches Rescued! that player obviously triggers more events, but also can take no more actions.  If laggards are still taking their sweet time, can the player on Rescued! die in the room he's in (unless saved by the still-active gnomes)?  I.e., by drowning or fire (or of course any timed events).  That is, do all survivors get rescued at once?
</description>
<link>http://www.boardgamegeek.com/thread/409960</link>
<guid>http://www.boardgamegeek.com/thread/409960</guid>
<pubDate>Tue, 26 May 2009 05:03:12 +0000</pubDate>
<dc:creator>AstroLad</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 1p to 2p variant --- surviving for 2 hours</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/byronczimmer&#039;&gt;byronczimmer&lt;/a&gt;&lt;/p&gt;
	I'm pretty sure that equals dead gnomes.&lt;br&gt;&lt;br&gt;The amount of time to disasters doesn't change in 1 or 2 player if each takes a single gnome. Nor does the number of tiles when compared to the number of disasters.&lt;br&gt;&lt;br&gt;What does changes is position - more time will be spent moving through the ship, something mitigated by more crew being spread out.
</description>
<link>http://www.boardgamegeek.com/article/3499552#3499552</link>
<guid>http://www.boardgamegeek.com/article/3499552#3499552</guid>
<pubDate>Tue, 26 May 2009 03:38:16 +0000</pubDate>
<dc:creator>byronczimmer</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 1p to 2p variant --- surviving for 2 hours</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/wyldeoak&#039;&gt;wyldeoak&lt;/a&gt;&lt;/p&gt;
	My wife and I have played 2 player, each playing 2 gnomes. How would this be or feel different?&lt;br&gt;&lt;br&gt;One thing, obviously, is that each of us would not have to keep track of which of our gnomes we were playing.&lt;br&gt;&lt;br&gt;Interesting idea.
</description>
<link>http://www.boardgamegeek.com/article/3499283#3499283</link>
<guid>http://www.boardgamegeek.com/article/3499283#3499283</guid>
<pubDate>Tue, 26 May 2009 01:23:26 +0000</pubDate>
<dc:creator>wyldeoak</dc:creator>
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		<title>Thread: Red November:: Variants:: 1p to 2p variant --- surviving for 2 hours</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	Choose 1 or 2 gnomes&lt;br&gt;&lt;br&gt;Start the timer at 60 minute spot.  When the timer for any player reaches 0, immediately &quot;wrap around&quot; and set it to the 59 spot.  &lt;br&gt;&lt;br&gt;E.g., if you're at 5 min left and take 13 minutes on your turn, your new marker will be at 52 minutes.&lt;br&gt;&lt;br&gt;&lt;br&gt;Resovle all events and item draws as normal.&lt;br&gt;&lt;br&gt;The game is still quite easy, but at least a victory here won't feel as hollow.
</description>
<link>http://www.boardgamegeek.com/thread/409895</link>
<guid>http://www.boardgamegeek.com/thread/409895</guid>
<pubDate>Mon, 25 May 2009 23:06:26 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>New Image for Red November</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/taragalinas&#039;&gt;taragalinas&lt;/a&gt;&lt;/p&gt;
	<![CDATA[<a   href="http://www.boardgamegeek.com/image/488616"><img border=0  src="http://images.boardgamegeek.com/images/pic488616_t.jpg"></a><div class='sf'>Jonas, the sole survivor on the SS Red November decided to try and sav...</div>]]>
</description>
<link>http://www.boardgamegeek.com/image/488616</link>
<guid>http://www.boardgamegeek.com/image/488616</guid>
<pubDate>Mon, 25 May 2009 22:34:31 +0000</pubDate>
<dc:creator>taragalinas</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Any idea to make a change...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/masaakunokouchi&#039;&gt;masaakunokouchi&lt;/a&gt;&lt;/p&gt;
	for the most part i hate co-op games, but for some reason I'm always down for red-nov.
</description>
<link>http://www.boardgamegeek.com/article/3498055#3498055</link>
<guid>http://www.boardgamegeek.com/article/3498055#3498055</guid>
<pubDate>Mon, 25 May 2009 16:30:12 +0000</pubDate>
<dc:creator>masaakunokouchi</dc:creator>
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		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/teufen&#039;&gt;teufen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;dshortdesign wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;While I do agree that there should be at least one more coffee included in the game, it is quite clear you and your crew are drinking far too much. Grog should be used as a last resort for when you have no other option and the sub is about to explode or something.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;For the real gnome, there is not such thing as &quot;drinking to much grog&quot;... :p :arrrh:
</description>
<link>http://www.boardgamegeek.com/article/3497478#3497478</link>
<guid>http://www.boardgamegeek.com/article/3497478#3497478</guid>
<pubDate>Mon, 25 May 2009 12:50:38 +0000</pubDate>
<dc:creator>teufen</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/teufen&#039;&gt;teufen&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jlerpy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;* Although, the way we've played, it often seems worthwhile to have most of the ship at Low Water, just so it can't catch on fire. :)&lt;br&gt;Though this rule detail does change that a bit.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Just to be sure: you don't forget the fact that every actions (except for pumping) costs an extra 2mn in a partially flooded room? This makes a lot of &quot;lost time&quot; if the best part of the sub is partially flooded.&lt;br&gt;&lt;br&gt;Oh, and then there is this nasty event that rises all flood levels to completely flooded (I don't know the name in English, as I have the French version)&lt;br&gt;
</description>
<link>http://www.boardgamegeek.com/article/3497410#3497410</link>
<guid>http://www.boardgamegeek.com/article/3497410#3497410</guid>
<pubDate>Mon, 25 May 2009 12:03:49 +0000</pubDate>
<dc:creator>teufen</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Any idea to make a change...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/JohnnyDollar&#039;&gt;JohnnyDollar&lt;/a&gt;&lt;/p&gt;
	The only change I'd suggest is the people you play it with. :-)  If your friends don't like coops, easier to just go with a different game.  BUT I wouldn't give up on this one - give it a try with your family during the holidays.  I find it great for such occasions, since it's easy to explain to non-gamers, and there's no hurt feelings since you're all in it together.  The silliness, the grog, fun details in the theme - perfect holiday game.
</description>
<link>http://www.boardgamegeek.com/article/3496893#3496893</link>
<guid>http://www.boardgamegeek.com/article/3496893#3496893</guid>
<pubDate>Mon, 25 May 2009 05:19:39 +0000</pubDate>
<dc:creator>JohnnyDollar</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: Any idea to make a change...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ozjesting&#039;&gt;ozjesting&lt;/a&gt;&lt;/p&gt;
	Have you tried the &quot;killer gnomes&quot; variant in the rules? &lt;br&gt;&lt;br&gt;Outside of that, and also remembering the run away rule with aqua lung, hard to make this a compete game imo. &lt;br&gt;&lt;br&gt;Good luck!
</description>
<link>http://www.boardgamegeek.com/article/3496771#3496771</link>
<guid>http://www.boardgamegeek.com/article/3496771#3496771</guid>
<pubDate>Mon, 25 May 2009 03:48:31 +0000</pubDate>
<dc:creator>ozjesting</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	I didn't mean all in one turn, just that you'd have to do this in order to make the room accessible.
</description>
<link>http://www.boardgamegeek.com/article/3496686#3496686</link>
<guid>http://www.boardgamegeek.com/article/3496686#3496686</guid>
<pubDate>Mon, 25 May 2009 02:49:39 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Thread: Red November:: Variants:: Any idea to make a change...</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/pipeman&#039;&gt;pipeman&lt;/a&gt;&lt;/p&gt;
	Hi,&lt;br&gt;I bought this game for few months. I like the theme of this game but most of my friends do not like to play it. Because they don't like to play cooprative games. Any ideas to make it more fun and compete each other?&lt;br&gt;&lt;br&gt;Thanks!
</description>
<link>http://www.boardgamegeek.com/thread/409681</link>
<guid>http://www.boardgamegeek.com/thread/409681</guid>
<pubDate>Mon, 25 May 2009 02:11:03 +0000</pubDate>
<dc:creator>pipeman</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Lucky Charm</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/UnknownParkerBrother&#039;&gt;UnknownParkerBrother&lt;/a&gt;&lt;/p&gt;
	Agreed. The rules say ignore the first 3 *markers* on the time track, not ignore the first 3 cards.
</description>
<link>http://www.boardgamegeek.com/article/3495812#3495812</link>
<guid>http://www.boardgamegeek.com/article/3495812#3495812</guid>
<pubDate>Sun, 24 May 2009 17:37:54 +0000</pubDate>
<dc:creator>UnknownParkerBrother</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Morrison&#039;&gt;Morrison&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jlerpy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So in order to clear that High Water, you'd have to:&lt;br&gt;1. Go around and open the door from a room with no water; OR&lt;br&gt;2. Pump out the water in the Low Water room, THEN open the door.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Yes but if you pump water you won't be able to open the hatch before your next turn since pump water is an action and action comes after movement phase.
</description>
<link>http://www.boardgamegeek.com/article/3495283#3495283</link>
<guid>http://www.boardgamegeek.com/article/3495283#3495283</guid>
<pubDate>Sun, 24 May 2009 12:31:23 +0000</pubDate>
<dc:creator>Morrison</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;ColtsFan76 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Jlerpy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So in order to clear that High Water, you'd have to:&lt;br&gt;1. Go around and open the door from a room with no water; OR&lt;br&gt;2. Pump out the water in the Low Water room, THEN open the door.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Yes, that is correct.  (But by &quot;clear out&quot; you mean &quot;reduce to low water&quot;, right?  ;) )&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Correct. More specifically, I meant &quot;make the room actually accessible, so I can pump the water out of it&quot;*&lt;br&gt;&lt;br&gt;* Although, the way we've played, it often seems worthwhile to have most of the ship at Low Water, just so it can't catch on fire. :)&lt;br&gt;Though this rule detail does change that a bit.
</description>
<link>http://www.boardgamegeek.com/article/3495262#3495262</link>
<guid>http://www.boardgamegeek.com/article/3495262#3495262</guid>
<pubDate>Sun, 24 May 2009 12:20:08 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jlerpy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So in order to clear that High Water, you'd have to:&lt;br&gt;1. Go around and open the door from a room with no water; OR&lt;br&gt;2. Pump out the water in the Low Water room, THEN open the door.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Yes, that is correct.  (But by &quot;clear out&quot; you mean &quot;reduce to low water&quot;, right?  ;) )
</description>
<link>http://www.boardgamegeek.com/article/3495217#3495217</link>
<guid>http://www.boardgamegeek.com/article/3495217#3495217</guid>
<pubDate>Sun, 24 May 2009 11:37:16 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	So in order to clear that High Water, you'd have to:&lt;br&gt;1. Go around and open the door from a room with no water; OR&lt;br&gt;2. Pump out the water in the Low Water room, THEN open the door.
</description>
<link>http://www.boardgamegeek.com/article/3495208#3495208</link>
<guid>http://www.boardgamegeek.com/article/3495208#3495208</guid>
<pubDate>Sun, 24 May 2009 11:29:13 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Bielekwi&#039;&gt;Bielekwi&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;faidutti wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;[...] In my prototype, there was a &quot;radio down&quot; event that forbid communication for ten minutes - which clearly means that there can be communication during the rest of the game.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Why did this card not make it to the final version? Sounds good to me.&lt;br&gt;&lt;br&gt; 
</description>
<link>http://www.boardgamegeek.com/article/3495115#3495115</link>
<guid>http://www.boardgamegeek.com/article/3495115#3495115</guid>
<pubDate>Sun, 24 May 2009 09:50:05 +0000</pubDate>
<dc:creator>Bielekwi</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Fire</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/AstroLad&#039;&gt;AstroLad&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;weishaupt wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I'd like to get an answer to this one as well.&lt;br&gt;We've been playing that you can't stay in a room on fire (and try to extinguish the fire) unless you drink up or your have an extinguisher.&lt;br&gt;Bruno's above comment seems to go in the same direction, but there's sill room for interpretation.&lt;br&gt;Would be nice to have a definitive ruling.&lt;br&gt;&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;From FAQ:&lt;br&gt;&lt;div&gt;&lt;font color=#2121A4&gt;&lt;i&gt;Q : You need a grog or extinguisher to enter a room on fire. If you are in a room when it takes fire, can you try to extinguish the fire with your bare hands, without grog or extinguisher? &lt;br&gt;A : Yes, you can &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;
</description>
<link>http://www.boardgamegeek.com/article/3494318#3494318</link>
<guid>http://www.boardgamegeek.com/article/3494318#3494318</guid>
<pubDate>Sat, 23 May 2009 22:27:45 +0000</pubDate>
<dc:creator>AstroLad</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Octavian&#039;&gt;Octavian&lt;/a&gt;&lt;/p&gt;
	The diving gun gives a bonus for killing the Kraken, however to get out of the sub in the first place you need to have the aqua-lung.&lt;br&gt;&lt;br&gt;-MMM
</description>
<link>http://www.boardgamegeek.com/article/3491905#3491905</link>
<guid>http://www.boardgamegeek.com/article/3491905#3491905</guid>
<pubDate>Fri, 22 May 2009 21:26:17 +0000</pubDate>
<dc:creator>Octavian</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ackmondual&#039;&gt;ackmondual&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;quartex wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Morrison wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So it won't come out in the first cards since if it does it would be very hard to get ride of it since you need Iron lung to get outside so you can kill it you would lose right aways.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You're correct, but I believe you mean the &quot;aqua-lung&quot; not &quot;iron lung&quot;. An iron lung would be for polio, which despite all their troubles, isn't something these poor gnomes suffer from.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;Hmmm, for some reason, I thought the diving gun was required to attempt to kill the kracken.  Good to refresh on these points :cool:
</description>
<link>http://www.boardgamegeek.com/article/3491899#3491899</link>
<guid>http://www.boardgamegeek.com/article/3491899#3491899</guid>
<pubDate>Fri, 22 May 2009 21:24:00 +0000</pubDate>
<dc:creator>ackmondual</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/ColtsFan76&#039;&gt;ColtsFan76&lt;/a&gt;&lt;/p&gt;
	Best freaking example on BGG:&lt;br&gt;&lt;br&gt;<![CDATA[<div style=''><a href="http://www.boardgamegeek.com/image/407796"><img src="http://images.boardgamegeek.com/images/pic407796.jpg" border=0></a></div>]]>&lt;br&gt;&lt;br&gt;courtesy of:&lt;br&gt;[username=kuhrusty]
</description>
<link>http://www.boardgamegeek.com/article/3491625#3491625</link>
<guid>http://www.boardgamegeek.com/article/3491625#3491625</guid>
<pubDate>Fri, 22 May 2009 20:25:35 +0000</pubDate>
<dc:creator>ColtsFan76</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Morrison&#039;&gt;Morrison&lt;/a&gt;&lt;/p&gt;
	No it stays the same only if high/no water does it equalize
</description>
<link>http://www.boardgamegeek.com/article/3491581#3491581</link>
<guid>http://www.boardgamegeek.com/article/3491581#3491581</guid>
<pubDate>Fri, 22 May 2009 20:20:30 +0000</pubDate>
<dc:creator>Morrison</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Morrison&#039;&gt;Morrison&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;quartex wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;Morrison wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So it won't come out in the first cards since if it does it would be very hard to get ride of it since you need Iron lung to get outside so you can kill it you would lose right aways.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You're correct, but I believe you mean the &quot;aqua-lung&quot; not &quot;iron lung&quot;. An iron lung would be for polio, which despite all their troubles, isn't something these poor gnomes suffer from.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;I knew it was wrong writing it but could remember the right word.
</description>
<link>http://www.boardgamegeek.com/article/3491563#3491563</link>
<guid>http://www.boardgamegeek.com/article/3491563#3491563</guid>
<pubDate>Fri, 22 May 2009 20:16:39 +0000</pubDate>
<dc:creator>Morrison</dc:creator>
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		<title>Thread: Red November:: Rules:: Equalising Water</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/FNH1&#039;&gt;FNH1&lt;/a&gt;&lt;/p&gt;
	My Gnome is standing in a room with low water, He opens the door to a room at high water, does it equalise?&lt;br&gt;&lt;br&gt;I've seen the rules state that if there's no water it equalises, but what about my scenario?
</description>
<link>http://www.boardgamegeek.com/thread/409174</link>
<guid>http://www.boardgamegeek.com/thread/409174</guid>
<pubDate>Fri, 22 May 2009 19:20:59 +0000</pubDate>
<dc:creator>FNH1</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/quartex&#039;&gt;quartex&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Morrison wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;So it won't come out in the first cards since if it does it would be very hard to get ride of it since you need Iron lung to get outside so you can kill it you would lose right aways.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You're correct, but I believe you mean the &quot;aqua-lung&quot; not &quot;iron lung&quot;. An iron lung would be for polio, which despite all their troubles, isn't something these poor gnomes suffer from.
</description>
<link>http://www.boardgamegeek.com/article/3491274#3491274</link>
<guid>http://www.boardgamegeek.com/article/3491274#3491274</guid>
<pubDate>Fri, 22 May 2009 19:17:45 +0000</pubDate>
<dc:creator>quartex</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Morrison&#039;&gt;Morrison&lt;/a&gt;&lt;/p&gt;
	So it won't come out in the first cards since if it does it would be very hard to get ride of it since you need Iron lung to get outside so you can kill it you would lose right aways.
</description>
<link>http://www.boardgamegeek.com/article/3491095#3491095</link>
<guid>http://www.boardgamegeek.com/article/3491095#3491095</guid>
<pubDate>Fri, 22 May 2009 18:35:46 +0000</pubDate>
<dc:creator>Morrison</dc:creator>
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		<title>Thread: Red November:: Rules:: Set aside the Kraken during  set up</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/FNH1&#039;&gt;FNH1&lt;/a&gt;&lt;/p&gt;
	Why?
</description>
<link>http://www.boardgamegeek.com/thread/409158</link>
<guid>http://www.boardgamegeek.com/thread/409158</guid>
<pubDate>Fri, 22 May 2009 18:29:09 +0000</pubDate>
<dc:creator>FNH1</dc:creator>
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		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dshortdesign&#039;&gt;dshortdesign&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Tyndal wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;div&gt;&lt;font color=#0B5C0D&gt;&lt;b&gt;dshortdesign wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Another thing to note with regard to the card that forces you to drink Grog: only the active Gnome, who's turn it is, must do a drunk test. Everyone else does not have to be tested and therefore cannot fail or faint that turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Actually, no one has to do a drunk test.&lt;br&gt;&lt;br&gt;The drunk test is done at the start of the updates phase, and the events occur during the updates phase.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;You're correct. Thanks for clarifying.
</description>
<link>http://www.boardgamegeek.com/article/3488940#3488940</link>
<guid>http://www.boardgamegeek.com/article/3488940#3488940</guid>
<pubDate>Fri, 22 May 2009 06:29:52 +0000</pubDate>
<dc:creator>dshortdesign</dc:creator>
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		<item>
		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/alicious&#039;&gt;alicious&lt;/a&gt;&lt;/p&gt;
	after extensive reading, i've realized we were playing wrong in two big ways.  first: we were doing faint checks after every turn for any gnome who had EVER consumed grog, not just on THAT turn.  also, passed out gnomes do not die in low water, only high water.  d'oh.&lt;br&gt;&lt;br&gt;well, i look forward to actually making it more than halfway around the time track next time!
</description>
<link>http://www.boardgamegeek.com/article/3488883#3488883</link>
<guid>http://www.boardgamegeek.com/article/3488883#3488883</guid>
<pubDate>Fri, 22 May 2009 05:59:02 +0000</pubDate>
<dc:creator>alicious</dc:creator>
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		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Tyndal&#039;&gt;Tyndal&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;dshortdesign wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Another thing to note with regard to the card that forces you to drink Grog: only the active Gnome, who's turn it is, must do a drunk test. Everyone else does not have to be tested and therefore cannot fail or faint that turn.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Actually, no one has to do a drunk test.&lt;br&gt;&lt;br&gt;The drunk test is done at the start of the updates phase, and the events occur during the updates phase.
</description>
<link>http://www.boardgamegeek.com/article/3488216#3488216</link>
<guid>http://www.boardgamegeek.com/article/3488216#3488216</guid>
<pubDate>Fri, 22 May 2009 01:11:57 +0000</pubDate>
<dc:creator>Tyndal</dc:creator>
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		<item>
		<title>Reply: Red November:: Rules:: Re: Victory condition ambiguous?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/alicious&#039;&gt;alicious&lt;/a&gt;&lt;/p&gt;
	i would assume that a timed destruction marker placed on zero (which happened to us last game) would be ignored, since the rules state that the game is lost when all player PASS the marker, not ARRIVE at it.  since it is impossible to pass the zero space, then it is impossible to lose by passing a marker on said space, ne?&lt;br&gt;&lt;br&gt;&lt;br&gt;i really enjoy this game, but man, deciphering these rules has been painful.
</description>
<link>http://www.boardgamegeek.com/article/3487515#3487515</link>
<guid>http://www.boardgamegeek.com/article/3487515#3487515</guid>
<pubDate>Thu, 21 May 2009 21:43:26 +0000</pubDate>
<dc:creator>alicious</dc:creator>
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		<item>
		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dshortdesign&#039;&gt;dshortdesign&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;alicious wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;how to avoid the event card that forces you to drink grog, then? it usually comes up about three times for us. is there some means of discarding grog so as to avoid coerced inebriation?&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;Wow, I don't recall that card coming up that often. Anyway, I usually discard grog quite often when given the chance (&quot;Stumble&quot; and &quot;Hand Limit&quot; cards). I only hold onto grog when I have no other useful tools or I see a very specific instance where I will need it in the near future.&lt;br&gt;&lt;br&gt;Another thing to note with regard to the card that forces you to drink Grog: only the active Gnome, who's turn it is, must do a drunk test. Everyone else does not have to be tested and therefore cannot fail or faint that turn.
</description>
<link>http://www.boardgamegeek.com/article/3487476#3487476</link>
<guid>http://www.boardgamegeek.com/article/3487476#3487476</guid>
<pubDate>Thu, 21 May 2009 21:36:57 +0000</pubDate>
<dc:creator>dshortdesign</dc:creator>
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		<item>
		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/alicious&#039;&gt;alicious&lt;/a&gt;&lt;/p&gt;
	how to avoid the event card that forces you to drink grog, then? it usually comes up about three times for us. is there some means of discarding grog so as to avoid coerced inebriation?
</description>
<link>http://www.boardgamegeek.com/article/3487442#3487442</link>
<guid>http://www.boardgamegeek.com/article/3487442#3487442</guid>
<pubDate>Thu, 21 May 2009 21:30:06 +0000</pubDate>
<dc:creator>alicious</dc:creator>
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		<item>
		<title>Reply: Red November:: General:: Re: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/dshortdesign&#039;&gt;dshortdesign&lt;/a&gt;&lt;/p&gt;
	While I do agree that there should be at least one more coffee included in the game, it is quite clear you and your crew are drinking far too much. Grog should be used as a last resort for when you have no other option and the sub is about to explode or something.
</description>
<link>http://www.boardgamegeek.com/article/3487406#3487406</link>
<guid>http://www.boardgamegeek.com/article/3487406#3487406</guid>
<pubDate>Thu, 21 May 2009 21:24:10 +0000</pubDate>
<dc:creator>dshortdesign</dc:creator>
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		<item>
		<title>Thread: Red November:: General:: only one coffee</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/alicious&#039;&gt;alicious&lt;/a&gt;&lt;/p&gt;
	my copy of the game came with 54 item chits, exactly one of which is a coffee.  this can't be right, right?  our gnomes always end up at four drunkenness and most of them die by fainting in low water.
</description>
<link>http://www.boardgamegeek.com/thread/408893</link>
<guid>http://www.boardgamegeek.com/thread/408893</guid>
<pubDate>Thu, 21 May 2009 21:09:39 +0000</pubDate>
<dc:creator>alicious</dc:creator>
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		<item>
		<title>Reply: Red November:: Rules:: Re: Question about communication between players</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/taffyslim&#039;&gt;taffyslim&lt;/a&gt;&lt;/p&gt;
	i dont know if this is correct but its is the way i and my friends play.&lt;br&gt;you are open to discuss plans and stuff but the item tiles keeped secret.unless both gnomes are in the same room on sub.then all plays in same rooms can show each other there tiles leaving the trade items open.&lt;br&gt;i just think it makes sence.if i was in a sub sinking i would not know what the other people had.until they were there stand in front of you weve it in there hands.
</description>
<link>http://www.boardgamegeek.com/article/3480565#3480565</link>
<guid>http://www.boardgamegeek.com/article/3480565#3480565</guid>
<pubDate>Wed, 20 May 2009 14:32:23 +0000</pubDate>
<dc:creator>taffyslim</dc:creator>
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		<item>
		<title>Reply: Red November:: Rules:: Re: event cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cszt&#039;&gt;cszt&lt;/a&gt;&lt;/p&gt;
	&lt;br&gt;Thank you, Sebastian!&lt;br&gt;&lt;br&gt;Both of them were very useful!&lt;br&gt;&lt;br&gt;CsZ 
</description>
<link>http://www.boardgamegeek.com/article/3475248#3475248</link>
<guid>http://www.boardgamegeek.com/article/3475248#3475248</guid>
<pubDate>Tue, 19 May 2009 06:45:52 +0000</pubDate>
<dc:creator>cszt</dc:creator>
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		<item>
		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kswingruber&#039;&gt;kswingruber&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Jlerpy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I've played it solo by playing 4 gnomes. The only thing you really lose is the possibility of one gnomes abandoning the others.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;On the other hand... if one of them &lt;i&gt;did&lt;/i&gt; abandon, you'd win no matter what! LOL
</description>
<link>http://www.boardgamegeek.com/article/3470210#3470210</link>
<guid>http://www.boardgamegeek.com/article/3470210#3470210</guid>
<pubDate>Mon, 18 May 2009 00:55:29 +0000</pubDate>
<dc:creator>kswingruber</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Jlerpy&#039;&gt;Jlerpy&lt;/a&gt;&lt;/p&gt;
	I've played it solo by playing 4 gnomes. The only thing you really lose is the possibility of one gnomes abandoning the others.
</description>
<link>http://www.boardgamegeek.com/article/3470192#3470192</link>
<guid>http://www.boardgamegeek.com/article/3470192#3470192</guid>
<pubDate>Mon, 18 May 2009 00:41:37 +0000</pubDate>
<dc:creator>Jlerpy</dc:creator>
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		<title>Reply: Red November:: Rules:: Re: event cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/TermiGator&#039;&gt;TermiGator&lt;/a&gt;&lt;/p&gt;
	Take a look at this post for the type of cards:&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/2894651#2894651&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/2894651#2894651&lt;/A&gt;&lt;br&gt;&lt;br&gt;Here you can see the faint check number distribution:&lt;br&gt;	&lt;A target='_blank' href=&quot;http://www.boardgamegeek.com/article/2911154#2911154&quot; rel=&quot;nofollow&quot;&gt;http://www.boardgamegeek.com/article/2911154#2911154&lt;/A&gt;
</description>
<link>http://www.boardgamegeek.com/article/3468588#3468588</link>
<guid>http://www.boardgamegeek.com/article/3468588#3468588</guid>
<pubDate>Sun, 17 May 2009 07:45:39 +0000</pubDate>
<dc:creator>TermiGator</dc:creator>
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		<item>
		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/kswingruber&#039;&gt;kswingruber&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Folterknecht wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;WTF? I edited my previous post repeatedly, but a good part of the text always gets cut off. Very strange.&lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Maybe you're trying to use some weird character that BGG objects to? Like a quote mark? It's done that to me a couple times...&lt;br&gt;
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<link>http://www.boardgamegeek.com/article/3465631#3465631</link>
<guid>http://www.boardgamegeek.com/article/3465631#3465631</guid>
<pubDate>Sat, 16 May 2009 01:25:48 +0000</pubDate>
<dc:creator>kswingruber</dc:creator>
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		<title>Thread: Red November:: Rules:: event cards</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/cszt&#039;&gt;cszt&lt;/a&gt;&lt;/p&gt;
	Hello!&lt;br&gt;&lt;br&gt;Can anybody help me, how many cards are each type of event cards in Red November? &lt;br&gt;&lt;br&gt;Thanks: CsZ 
</description>
<link>http://www.boardgamegeek.com/thread/407260</link>
<guid>http://www.boardgamegeek.com/thread/407260</guid>
<pubDate>Fri, 15 May 2009 21:30:30 +0000</pubDate>
<dc:creator>cszt</dc:creator>
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		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Folterknecht&#039;&gt;Folterknecht&lt;/a&gt;&lt;/p&gt;
	WTF?&lt;br&gt;I edited my previous post repeatedly, but a good part of the text always gets cut off. Very strange.
</description>
<link>http://www.boardgamegeek.com/article/3464123#3464123</link>
<guid>http://www.boardgamegeek.com/article/3464123#3464123</guid>
<pubDate>Fri, 15 May 2009 17:44:07 +0000</pubDate>
<dc:creator>Folterknecht</dc:creator>
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		<item>
		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Folterknecht&#039;&gt;Folterknecht&lt;/a&gt;&lt;/p&gt;
	&lt;div&gt;&lt;font color=#2121A4&gt;&lt;b&gt;Wulf Corbett wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Play a couple of Gnomes apiece. &lt;/i&gt;&lt;/font&gt;&lt;/div&gt;&lt;br&gt;Yes, that's the best way.&lt;br&gt;Also, you could just play it with 1-2 gnomes, but I guess it would be a bit too easy then, because very few events will get triggered.&lt;br&gt;&lt;br&gt;Maybe a 
</description>
<link>http://www.boardgamegeek.com/article/3464103#3464103</link>
<guid>http://www.boardgamegeek.com/article/3464103#3464103</guid>
<pubDate>Fri, 15 May 2009 17:40:19 +0000</pubDate>
<dc:creator>Folterknecht</dc:creator>
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		<item>
		<title>Reply: Red November:: Variants:: Re: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/Wulf+Corbett&#039;&gt;Wulf Corbett&lt;/a&gt;&lt;/p&gt;
	Play a couple of Gnomes apiece. 
</description>
<link>http://www.boardgamegeek.com/article/3463515#3463515</link>
<guid>http://www.boardgamegeek.com/article/3463515#3463515</guid>
<pubDate>Fri, 15 May 2009 15:17:16 +0000</pubDate>
<dc:creator>Wulf Corbett</dc:creator>
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		<item>
		<title>Thread: Red November:: Variants:: 1 or 2 player game?</title>
<description>
	&lt;p&gt;by &lt;a href=&#039;http://www.boardgamegeek.com/user/olavf&#039;&gt;olavf&lt;/a&gt;&lt;/p&gt;
	I notice this game is recommended quite often for 1 and 2 players but the game is for 3-8 players. How do you play it with 1 or 2?
</description>
<link>http://www.boardgamegeek.com/thread/407155</link>
<guid>http://www.boardgamegeek.com/thread/407155</guid>
<pubDate>Fri, 15 May 2009 15:06:46 +0000</pubDate>
<dc:creator>olavf</dc:creator>
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