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Preview: Recent additions | BoardGameGeek

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Thread: Fight for Olympus:: Rules:: Can equipment cards stack?

Sun, 30 Apr 2017 18:44:36 +0000

by Darth Luke

Can more than one equipment card be played intact hero/soldier?

Thread: Fire in the Lake:: General:: Reprint release date?

Sun, 30 Apr 2017 18:40:07 +0000

by richdodgin

Does anyone know when the reprint is likely to be released? Trying to work out if I should wait for the reprint, or buy a second hand copy...

Review: Tak:: The Broken Meeple - Tak: A Beautiful Game Review - Wow, Wood Is Expensive!

Sun, 30 Apr 2017 18:39:00 +0000

by farmergiles Sooooooooo.......this is an abstract game. That's born out of a book I've never heard of. That's barely mentioned in the book to begin with. And then nicknamed "A Beautiful Game". . . . what? This is a very bizarre origin story for an abstract game which would generally be thought of as moving solid blocks on a board. Obviously I have not read this book, nor intend to, nor do I believe it would have any additional bearing on this review so I'm just going to ignore it. It's going to take me long enough to read my Arkham Investigators book as it is.This now allows me to focus on the game itself, which again does have a bunch of wooden blocks and requires you to place/move them around a board. No surprises there, but all of these abstract games are about the "how" rather than the "what" and I do love trying these out even though I don't have the means of regularly playing any of them to the point of supreme mastery. Let's just hope the name "TAK" wasn't simply a spelling error from "TAT".Designer: James Ernest, Patrick RothfussPublisher: Cheapass GamesAge: 12+Players: 2Time: 15-45 MinutesRRP: £54.99From Board Game Geek"My next several hours were spent learning how to play tak. Even if I had not been nearly mad with idleness, I would have enjoyed it. Tak is the best sort of game: simple in its rules, complex in its strategy. Bredon beat me handily in all five games we played, but I am proud to say that he never beat me the same way twice." -KvotheTak is a two-player abstract strategy game dreamed up by Pat Rothfuss in "The Wise Man's Fear" and made reality by James Ernest. In Tak, players attempt to make a road of their pieces connecting two opposite sides of the board.Stones can be laid flat or stood on end. When played flat, they are called “flat stones.” In this orientation, other stones can be stacked on them. If they are stood on end, they are called “standing stones” or “walls.” Nothing can be stacked atop a standing stone, but these do not count as part of a player’s road.Depending on the size of the game, players may also have capstones, which can can come in many decorative shapes. Capstones serve as both a flat stone and a wall, and can also flatten standing walls.WOOD IS THE RAREST COMMODITY Not the cheapest abstract game on the market, I have to say. Which is pretty ironic given that the original publisher was Cheapass Games. You do get a bunch of chunky wooden blocks for your expense, but they feel a lot lighter than expected. I was expecting the box to weigh a ton, but I guess they used really light wood in this process. As such they don't feel as solid and chunky as they look, but no big deal, at least it's easy to tell them apart for game purposes. But even then we're talking over £50 for this, which for an abstract is pretty insane.You'll see remnants in the rulebook (of which the rules are pretty straightforward) of the origin story and the book it derives from etc. But frankly you can just ignore it. It means nothing to the game and I even have a friend who's read the books. He recognised the game in my bag based on the authors name - even he told me that it's referenced incredibly lightly in the books.STACKING BLOCKSThe premise is pretty simple. You either place a block on an empty square or you move blocks around. Blocks can jump onto other blocks and stacks can be moved providing you drop blocks on route in a manner similar to the Mancala mechanic that some may remember from Five Tribes or Trajan (I had to mention a Feld title for this analogy, the things I do for you). Doesn't sound like much, but it literally takes you about 5-6 moves before you realise that this game packs quite a punch in strategy. Board states can change radically through a crafty use of a stack movement and I love games where that happens. Remember my YINSH review, that has a similar style of play, you can never assume the board state will stay the same. I'm certainly no expert at this and this has been proved in the multiple games I've played[...]

Thread: Big*Bang:: General:: Designer Diary: a Big (Bang) challenge, and a new hope for antimatter!

Sun, 30 Apr 2017 18:38:52 +0000

by franchi Physics laws as game rulesWhen I design games I am always driven by a theme. In fact, when anything catches my interest (book, movie, visit, discussion...) I find myself thinking about what game could be done out of it! Of course, most of the time the idea doesn't go very far, but there are exceptions. My first two games, BASKETmind and Tetrarchia, came out of my two main hobbies, sports and history. And I have a third 'hobby', science (I'm a nuclear physicist).I have written a recent article for the Game & Puzzle Design journal with the title "Physics Laws as Game Rules" (sample), and this diary will be some kind of summary. As a gamer/designer and physicist, I have always wondered about an apparent contradiction. On one hand, physicists look for simple patterns within complex environments, trying to derive from them laws that are few and simple. On the other hand, game designers try to abstract the events they want to recreate into few and simple rules. Logically, one should expect a lot of boardgames about physics, since the abstraction work has already been done by nature in the form of laws which could be taken almost directly as rules for boardgames.So why are (good) boardgames about physics so rare? How should one proceed in order to make a game from physics laws? Big*Bang was born from my attempt to answer these questions. And if you want to understand the title of this diary, you'll have to keep reading!Simple laws but complex worldThe laws that govern a given interaction between two bodies may be simple, but when several kinds of interaction combine, or more than two bodies fall within the interaction range, the interplay between these simple individual 'recipes' becomes wonderfully complex.Take Newton's law of gravitation, for example. A body of mass M attracts other bodies at a distance d inducing an acceleration proportional to M/d^2. This is very simple. Double the mass, double the acceleration; double the distance, quarter the acceleration. However, add other massive bodies, let them all move, and soon things become convoluted. Of course, since the forces are simple and have analytical form, even the most complex trajectories can be calculated using a computer, and thus be implemented in videogames. But boardgames cannot benefit from this assistance.A good example of a game that tried to use this simple law is Triplanetary. However, even making it simpler (ignoring the mass dependence and discretizing the distance dependence to either 1 or ‘infinity’), tracking the movement of the spaceship units required the fiddly use of markers on a laminated map (left): Even the most simple laws lead to a complex ensemble full of details, and the simulation of all those details should be left to videogames. When dealing with those simple laws, boardgames must make an additional abstraction effort. The challenge for the designer is pointing out first the most characteristic law, and then finding a rule that at the same time is simple, intuitive, and that lets players feel as if the game pieces actually obey that law. Two good examples are Gauss (center) or Momentum (right). Even if they use plastic pieces and one simple rule, in Gauss players evoke their memories of science classroom with red and blue metal magnets clashing together and spreading away, and in Momentum they feel like manipulating a multiple Newton's cradle.After all, designing a game (that is fun to play) out of a physics law, that translates into a simple rule, that leads to a gameplay evoking the physics, seems possible!Gaming the Big BangI was looking for a physics case that was fascinating and simple... and then I thought about the formation of our universe! No doubt there are simpler cases! However, if one makes the abstraction effort I mentioned above, it can be easily described in broad outline. The main stages of the process are sketched below (from 1 to 6). At some point, a huge explosion we have named Big Bang liberated all the energy in our uni[...]

Session: B-17 Flying Fortress Leader:: August 1942 Week 1

Sun, 30 Apr 2017 18:38:30 +0000

by dvader

Ok, my first mission in U Boat focus.

Purchased the following groups: ( all BG's = B-17F)

97th BG - recruit
306th BG-recruit
305th BG - green, with Lemay as renowned CDR (free due to Card attribute)
91st BG - green, with Wray (free)
4th FG (Spitfire)-average,with Anderson (free)

Starting SO= 60, SO used = 58

German CDR = Schmidt

AM Briefing:
1. 97th BG - diversion (-2 to LW response)
2. 305(lead group), 306 and 307 - target Brest (hardened site)
3. 4th FG- Low escort

1. All BG armed with M34 and M43 ( total SO remaining after adding weekly SO and subtracting bomb expenditures = 7)

2. LW response (-2 per Campaign card and -2 for Diversionary Raid) : POOR

3. Target bound event- Fighter Miscommunication- 4th FG fails to rendezvous

4. Mission Target Bound Hex 1 - uneventful (over channel)

5. Mission Target Bound Hex 2 ( 3 LW squadrons located in Hex)
- only two bandits pulled due to poor response- both Flak; both randomized to lead (305th) group = 2 hits

6. Mission Over Target Resolution
- all three groups suffer 2 hits each (ouch!)

- bomb run- 305th = 2 hits (after adjusting for hardened tgt)
306th = 4 hits
91st = 2 hits

7. Mission Home Bound Event= Smooth weather " all groups automatically pass formation checks " ( however, no dispersed formations)

8. No LW interception due to Poor response and no LW squadron in hex

8. All BG's RTB

Final damage result: Medium
8 bomber hits

FLAK was accurate and unforgiving!


Session: High Frontier (3rd edition):: The UN conquers the galaxy (CEO)

Sun, 30 Apr 2017 18:34:55 +0000

by tppytel

OK... just the solar system and not the galaxy, but the UN is nothing if not ambitious.

I'm new to HF with this edition, though not new to Phil's other excellent games. I've played a handful of FtF HF games against other new players and I've played about a dozen CEO solitaire games to various stages of failure or completion. I feel like I've got a strong, generally feasible CEO strategy at this point that netted me a 60+ point margin of victory in a cardboard game. Of course, I may be completely misunderstanding a rule or two, so I figured it would be instructive and fun to post a complete, detailed session for public review. Thus, I'll post summaries of each solar cycle in this CEO run, but I'll also post Vassal logfiles with significant commentary included so that interested parties (if any exist) can follow along turn by turn.

However, I wasn't quite happy with how the 0.3 Vassal module handles draws from the bottom of the deck - it manages this through reversing the patent decks, which unavoidably reveals the next-to-last card when you buy off the bottom. That's potentially important information in a CEO run. I did a little research and implemented a proper draw-from-the-bottom method that wouldn't reveal any extra information. So if you'd like to follow along turn-by-turn, you'll need my modified Vassal module from the link below - the saves and logs will not work with the regular 0.3 module. My module is tagged as version "0.3a" so that you'll be able to differentiate it from the standard module and install it alongside the regular 0.3 module. (I've also GM'd DrakeImmortalis to see if he'd like to incorporate these changes into his module.)

All of my Vassal files (including my modified module) are available here. Start by installing my tweaked module, then load the "CEO Start - Purple" save game, then load each cycle's log file (1_1, etc.) and step through the moves until you see the end-of-cycle message. Then load up the next cycle's log. If anything doesn't seem to work right, please let me know - I've only used Vassal a little bit and may be messing something up.

I chose Purple (UN) via a random die roll. I'll post a handful of images to show the board state from there, but the real thinking in HF isn't communicated well by images IMO. Again, there's quite a lot more commentary included in the Vassal log. But without further ado, let's get started...

** Cycle 1 **

The opening patent decks...

I grab the thruster and reactor before Inspriration hits, giving me a bunch of good choices...

The Islamic Refugees and the MET Steamer are both awesome for this strategy and would push me towards it even if I didn't already think it was generally the best way to go. Budget cuts hit me next (a recurring theme, as we'll see) before another Inspiration. And then yet another Inspiration hits, but not before I grab the Refugees. By the end of the first solar cycle, I've got a decent selection of parts but little progress towards actually flying a rocket...

More to come... I've played further, but I'm playing FtF tomorrow during the day and may not have time to write up more of the session for a day or two.

Thread: Yokohama:: Rules:: Station Placement

Sun, 30 Apr 2017 18:33:05 +0000

by Kirk Agathon

Does it just go somewhere on the art of the area board, or is placed on a shop or trading house space, giving the corresponding bonus?

I'd guess the on the art.

Thread: The Lord of the Rings: The Card Game:: Rules:: Westfold Outrider after defend phase?

Sun, 30 Apr 2017 18:32:48 +0000

by AtStapley

Quick question (I can't seem to find my rule book (image) )

Can I activate Westfold Outrider's ability (Action: Discard Westfold Outrider to choose an enemy not engaged with you and engage it) AFTER the enemy attack phase but before my own attack phase, allowing me to attack a monster without it attacking me first?

Thread: Revolution Road:: General:: Intended as series?

Sun, 30 Apr 2017 18:30:57 +0000

by Harae

This looks great and I was curious if Compass anticipates to publish more volumes; is Revolution Roads intended as series?

Thread: Roll for the Galaxy:: General:: Two player suitability

Sun, 30 Apr 2017 18:28:51 +0000

by Koovan

I have discovered that my regular playing partner and girlfriend has sonething of a secret attraction to dice rolling. Being a manipulative type whi is entirely willing to take advantage of my girlfriend's vulnerabilities for my own nefarious and self-serving ends, I wondered whether this might be the dice chucker of choice for lovers of the dice rolling art.

I have red and watched some reviews but opinion seems mixed - any advice from experienced players wouLd be most welcome.

Thread: Tikal:: General:: Pyramids upgrade for early versions

Sun, 30 Apr 2017 18:27:38 +0000

by goryon


After seeing the newer versions release, and the nice 3d sculpted pyramids, it got me thinking... did anyone tried something to upgrade the stacking pyramids made of cardboard? Just to give a better feeling of a pyramid...

I saw some user made solutions involving 3D printing or wood laser cutting, but I don't have access to that (or in other words it would cost the same as a new game) , so was wondering about something like gluing the pyramid tiles to thicker cardboard, or printing new ones into thick cardboard.

But I'm also worried that 6-9 pieces of cardboard may not be very stable...

Thread: High Frontier (3rd edition):: Rules:: Exiting a Burn

Sun, 30 Apr 2017 18:22:44 +0000

by Baldrick0712

With the exception of the "No U-Turn" rule, once you enter a Burn can you follow any path out of it at no extra cost? For example, if following the green route from LEO, could you depart from the green route at the Burn next to Phobos for no cost in fuel or TMP?

Thread: Scythe:: Rules:: Are actions mandatory ?

Sun, 30 Apr 2017 18:22:15 +0000

by Kelfab


My question is about action section. On page 10 it's written :

Thus, you may take a single action, both actions (from top to bottom), or neither action (but you must still move your action token).

and on page 31 :

Take either the top-row action, the bottom-row action, or both (starting with the top action).

My question is that if we choose one action section and can afford at least one of the 2 actions on it (top row and / or bottom row of the section), do we MUST at least do one of the 2 actions or is it possible to do neither of the 2 ?

Thanks for your answer.

Thread: Teenage Mutant Ninja Turtles: Shadows of the Past:: General:: replayability?

Sun, 30 Apr 2017 18:21:21 +0000

by Elmaskador75

Quick question. How replayable is Shadows of the Past?

Thread: Orages à l'Est:: Rules:: Bridges

Sun, 30 Apr 2017 18:20:22 +0000

by Dampenon

1) Do a bridge cancel Minor River Terrain Effects : AF and/or -1 Col ?

2) In rule 6.2 : They allow movement and combat across a river.

In this module, there are only Minor Rivers with a +2/+3 PM cost. So, a bridge seems unnecessary to move across a river, only faster by using Road cost. Also, Combat seems possible across Minor River, even without a Bridge.

So, does rule 6.2 apply only to Major River (in other modules) ?

Thread: Scythe:: Rules:: Building a structure on the Factory territory

Sun, 30 Apr 2017 18:19:10 +0000

by Kelfab


In the video here :
it's said that it not possible to build a structure on the Factory territory (23:22), but on the rule book it's written the opposite on page 18 : FACTORY: You may build on the Factory territory.
So where is the truth ?

Thread: World War II: European Theater of Operations:: Rules:: Strategic bombing and fighter escorts

Sun, 30 Apr 2017 18:18:29 +0000

by JEPlant

I understand that bombers must be able to reach an enemy resource hex from their bases in order to be eligible to enter the strategic bombing box, but what about fighter escorts? Do they also need to be in range of an enemy resource hex as well?

Thread: Mice and Mystics:: Rules:: Filch + Daggers

Sun, 30 Apr 2017 18:17:37 +0000

by ShotgunGames

What happens when Filch has daggers? Does he attack with both or with just one? Will that mean the defending minion would get 2 fewer dice when defending? I've always wondered about how this ability works.

Thread: The Lord of the Rings: The Card Game:: Rules:: Caught in a Web - Boromir

Sun, 30 Apr 2017 18:11:57 +0000

by Hitbaz

If I put "Caught in a Web" in Boromir, can I use his Action (Raise your threat by 1 to ready Boromir) to ready it?

And if I put 2 "Caught in a Web"?

Thread: Mega Man Pixel Tactics: Mega Man Blue:: Rules:: Integration Question???

Sun, 30 Apr 2017 18:09:55 +0000

by chadwick12

I have all the Mega Man Sets and I'm sure a lot of the fun is mixing the cards together however, for the life of me I cannot find anything in the rules telling me how many cards are allowed in a deck. I mean, if you play with the premise deck from the blue box, it is 28 cards. So is this the max if you are mixing and creating your own deck? Is there a card minimum? Does my deck have to match my opponents deck? Does my deck have to have the same number of cards as my opponent?

I've never played the Original Pixel Tactics and was mainly drawn to this because of the Mega Man theme. With that in mind, perhaps my questions are silly so I thank everyone in advance for helping me out here.

Thread: Orages à l'Est:: Rules:: ZOC and Combat across Minor River

Sun, 30 Apr 2017 18:08:55 +0000

by Dampenon

As AF is also present about River in Terrain Effect Chart, should Minor Rivers be added to 4.3 Exception (page 18) ?

Thread: Panzer: Game Expansion Set, Nr3 – Drive to the Rhine – The Second Front 1944-45:: News:: VASSAL update

Sun, 30 Apr 2017 18:08:01 +0000

by rfdoane

Minor update to the VASSAL extension file for Panzer Expansion #3. This just adds the alternate PzIVH and PzIVJ data cards.

Thread: Imperial Settlers: Atlanteans:: Rules:: Question regarding Lighthouse

Sun, 30 Apr 2017 18:05:01 +0000

by CarcassonneFreak

This Atlanteans faction card states that something is received for every production card in the Atlanteans's empire that has a "basic technology token symbol" on it. However, it doesn't differentiate between physical tokens and printed tokens (a production card that provides one basic technology token during the production phase, for example). My question is thus:

Does this card refer to production locations which have had basic technology tokens placed upon them or does it refer to production locations that have the basic technology token symbol pre-printed on them? Or it is both?

Thread: Terraforming Mars:: Rules:: Quick rules question on drawing cards

Sun, 30 Apr 2017 18:02:55 +0000

by PEdorido

Hi all,

when you place a tile on an hex with the little card(s) icon or you play a card that allows you to draw card(s), do you get them directly to your hand or do you have to pay the 3M€ purchase cost?

I assumed I got them for free as I came across another card that would let me take a peek at the top card and decide to buy it or discard it!


Thread: Patchwork:: General:: Patchwork and water don't mix

Sun, 30 Apr 2017 17:55:09 +0000

by MrLussier

I was playing Patchwork with my 7 year old daughter this afternoon. My wife brought her over a cup of tea. Before I even had the chance to warn her or tell her to move it off the table. Splash, tea everywhere.

Things I learned.
Patchwork pieces are very absorbent.
Patchwork pieces blow up like balloons when wet.
Never let children (or probably adults) have drinks anywhere near your games.

RIP Patchwork, you were well played!

Thread: Wargames:: General:: Avalon Hill last gasp

Sun, 30 Apr 2017 17:48:55 +0000

by adm1

I received a game that contained what I'm thinking was probably the last Avalon Hill catalogue ever published under their name. I found it of interest and showed it here:

Thread: Small World:: Variants:: New custom race/power idea - Explorer

Sun, 30 Apr 2017 17:48:42 +0000

by Crimson_Aelch

So the idea behind this is -1 unit cost to all unoccupied regions. It would give you 5 guys.

Thread: 3rd Fleet:: General:: AAA values for England and Dahlgren

Sun, 30 Apr 2017 17:47:49 +0000

by djberg96

I cannot easily read the extended Area Anti-Air values for the England or Dahlgren. Are they 8?

Thread: Gloomhaven:: Rules:: Remove curses and blesses immediately when exhausted?

Sun, 30 Apr 2017 17:41:49 +0000

by alphasquid

Should curses and blesses be removed from a player's modifier deck immediately when becoming exhausted sp that other players and monsters can use them?

Thread: Warhammer Quest: Silver Tower:: General:: Just completed our first campaign.

Sun, 30 Apr 2017 17:40:56 +0000

by PittaGAF

We just completed the campaign.
Actually, my Crom the Barbarian landed the final killing blow.


We loved every minute of the long campaign and we can't wait to start another one.
Last dungeon took us almost 3 days...and we were on the brink of failure several times.

I'm so fond and attached to my Darkoath Chieftain that I'm almost tempted to play with him once again.
Not sure if appropriate but we will probably replay some shard quests with the same characters.
I really learnt a lot combining skills and items and while at first I thought he wasn't really powerful (but his mini is FANTASTIC) in the end he was a real killing machine, expecially suited to clear entire rooms from low-mid enemies.

Wonderful game, our favorite boardgame hands down.

I would pay any price for new (full coop) adventures.

Thread: Food Chain Magnate:: Strategy:: What's to prevent this from happening?

Sun, 30 Apr 2017 17:38:53 +0000

by grayson21

My family and I were playing last night and my brother brought up a good point. Since we all know how much money there is in the bank, once he has more than 50% of it, everyone can mathematically figure out that the game is over, even though there is still money in the bank. I mean he can just use his turns to keep play enough waitresses to cover his salaries and just coast. Maybe sell a few things here and there to give him a bigger lead or end the game quicker. But is there any way to prevent this premature anticlimax? Have any of you experienced a similar situation?

Thread: Mega Man Pixel Tactics: Mega Man Blue:: Rules:: Metal Man and Flash Man Clarifications

Sun, 30 Apr 2017 17:37:04 +0000

by ChrisHill

I played the game for the first time yesterday, and wanted to get some clarifications:

1) Metal Man's Leader text says that all Heroes get ranged attack. Does this not include Metal Man himself as the Leader, since he is the Leader and not a Hero?

2) Flash Man's Flank text says that Vanguard Heroes get Free Attack. Can this attack be performed only during the Vanguard wave or during any wave?

The game was fun (had never played a Pixel Tactics game before), but some of these rules are kind of fiddly and will take some practice to get used to. Thanks!

Chris Hill

Thread: Too Many Bones:: Rules:: Rock and Hard Place Encounter/Loot Health/Heavy/Baddie Stacks

Sun, 30 Apr 2017 17:36:01 +0000

by bassman211

Regarding rock and a hard place, as long as you draw at least one baddie with break, it should be an easy win, correct? Essentially, the big golem would break all his attack dies, and every baddie would most likely do the same against the big golem, so when your Gearloc enters, no one can attack?

One encounter lets you use the card as a loot card with 2 health chips on it. When/how do these get used?

What does "Heavy" mean when on an item description?

Lets say, you just scout the 1pt baddie stock. Already, there is a scouted baddie on top. Does the baddie you just scouted go under or on top of the baddie that is already on the top of the stack?

Thread: B-17 Flying Fortress Leader:: Rules:: Incendiary Damage

Sun, 30 Apr 2017 17:31:13 +0000

by atleiker

I'm rolling for additional incendiary damage after the bombing runs are completed. That roll is unmodified, correct?

I have an aircraft factory with the 7/9 incendiary roll and the target bound event card says weather worsens over target so AtG roll is -2. Logically speaking, I'm thinking that the incendiary bombs have already struck so this is just additional damage as the fires go out of control (hopefully), and shouldn't be a modified roll.

I just want to be clear on the rule.


Thread: SUTAKKU:: Rules:: Rule of 6 Clarification

Sun, 30 Apr 2017 17:30:21 +0000

by ScrappedHeap

For me to score the Rule of 6. Does six have to have been the top die on the stack and I decide to push my luck? Or could I roll a double sixes and stack them to get the bonus?

Thread: City of Iron: Second Edition:: Rules:: City of Iron 2nd edition Attack Town varification

Sun, 30 Apr 2017 17:27:42 +0000

by SethChappi

Reading a second through. I found a paragraph I missed. Says if a town is claimed Unconquered, that you discard a building card. Is this true. If so my first game was played wrong. Oh the horror!

Thread: Virgin Queen:: Rules:: Taking Metz by '' City State Rebels '' .

Sun, 30 Apr 2017 17:27:04 +0000

by Vitozz_RDX

Hello ! I would like to be sure that i'm doing everything correct before playng my turn , so i ask for help .

I got 'City State Rebels' in my hand ( playng as France ) and Metz is under control of HRE .
If i succesfully play CSR on Metz i can only choose independent regular and place it there . I also have treasure with 3CP , so now i can continue my turn and send my forces from Paris to Metz . After this i should immediately throw dices for attack . If i succesfull again and Independent Regular is destroyed Metz becomes French again .

Is everything correct ?

Thank you

Thread: Dark Souls: The Board Game:: Variants:: Dark Souls The Board Game - [Fan-made Tile Expansion Thread]

Sun, 30 Apr 2017 17:26:13 +0000

by Abracadaniels

Hello everybody, my name is Abracadaniel and welcome to the fan-made tile expansion thread.

This thread is for anyone with interest in creating or helping out with unofficial/fan-made tiles, tileset rules, expansions etc.

My first attempt at making a tile concept:

Tile size is currently believed to be 11x11 inches, but further confirmation is needed.


How to extract textures from Dark Souls

HD Texture pack mod

Session: Pericles: The Peloponnesian Wars:: First time playing solo with Pericles

Sun, 30 Apr 2017 17:13:40 +0000

by plainscape After going through the rules, playbook and video all last week, I finally got the chance to sit down for a couple hours to play through a solo game of Pericles. I am not a solo gamer. Usually, I take up the attitude that if I am alone, I prefer to be playing a video game. When I look at the long flow charts in COIN games, I do not feel like dealing with them. This works out fine, since I can just play some online Vassal games to fill the gap of live opponents. I have tried playing Churchill with a live player and a bot. But, I found the experience unfortunately lacking. (It's just not the same as dealing with a live human.) I only decided to sit down and play Pericles solo because there is no vassal module (and I suspect a Vassal module would be hard to implement), I wanted to practice playing before trying it with humans and the example of play incorporates use of Phormio so well. I am happy to say that the solo experience in Pericles may just change my mind about playing solo games. The AI (Phormio) prioritizes goals and takes the necessary steps to accomplish those goals and everything makes sense with very little if any vagaries. So, I would like to share with you all how my first game went.I set up the turn 8, "War in time of peace" scenario as suggested in the first time player training section. I played as the Spartan Ariads and decided not to give the bots bonus points since this was my first time playing. (I ended up not really needing it and I think I'll play with the handicap in the future.) The Spartan Eurpypontids had the Defensive War primary strategy because Sparta was contested by Argos land units. The Athenian Aristocrats had the Granary Primary Strategy for Sicily. The Athenian Demagogues had the Control Naval Chokepoint in the Hellespont Primary Strategy. Their strategies made things simple since they each basically focused on one theater of operation. I imagine this will be much harder with humans who might be up to anything or nothing at all. I am still glad that I was taking notes the whole time, though. Since I can see how easy it is to lose track of what is happening. The Aristophanes card was Peace B which placed a War/Peace issue on the opposition's track and took away some Strategos. For the Assembly phase, I played out the Spartan debates with Phormio and the Athenian with Brasidas. The Eurypontid's goal was to win two military issues. But, they had an extraordinarily weak hand for this. It did not help that they spent one of their higher military cards to prevent me from winning a games issue the first round of the debate. In the end, the issues fell as so:I had to do the assembly phase twice because I sometimes forgot to move issues back and forth. Or, I forgot to assign Strategos. Or, I read the Eurypontid side of the card for my decision making. I really did not anticipate messing up so badly at this stage since I am fairly experienced at Churchill and this seems rather simpler than that. (I guess that's what they call hubris.) But, I eventually got thro[...]

Thread: Star Wars: Rebellion:: Play By Forum:: Star Wars: Rebellion PBF026 - Light. Darkness. A Balance.

Sun, 30 Apr 2017 17:13:02 +0000

by Menghini

And it's time to get the waiting list going again! I've sent out the invitations to the first 2 persons on the waiting list. If they don't react after 24h. I'll invite the following persons.

It's so much bigger...!

Thread: Colosseum:: Rules:: Starting Events

Sun, 30 Apr 2017 17:09:44 +0000

by IndyCC

I have the TMG version. It says take the event tiles worth 11 and 12 points and shuffle them dealing one to each player as starting event. But there are other events for that size colosseum 7 and 9 points. Then it says to set the 22 events next to the board for future purchase. When counting the four and three size colosseums that makes 22. What happens to the other event tiles for the smallest colosseum. There is no purchase cost on them. Are they available for purchase at no cost or are they even in the game.

Thread: Mythic Battles: Pantheon:: General:: What do you think about these dice?

Sun, 30 Apr 2017 17:07:02 +0000

by alvinltlo

I have been looking to get some dices for this game. I checked ebay and, but it is hard to decide which one are good (have good review and good price).

I am not related to the sellers at all, and the best one I find is this

Where is a good place to buy dices (in US)?

Thread: In the Year of the Dragon:: General:: Replacement scholar tiles?

Sun, 30 Apr 2017 17:03:41 +0000

by skovatch

The 10th anniversary edition came with replacements for the scholar tiles. What was the motivation for replacing the original tiles? Are they overpowered?

And given all that, would I ever want to play with them or should I just toss them?

Thread: Legendary: A Marvel Deck Building Game:: General:: Is there a list of all playable Legendary characters sorted by team

Sun, 30 Apr 2017 17:01:41 +0000

by CoryTheFierce

I've found lists sorted alphabetically and by expansion, but I'd really love to see a per-team character list. Ideally with a note by each character of the expansion they're available in.

Side question - I've seen people mention dual team affiliations. Is that just something people are doing with custom cards, or was it added in one of the expansions?


Thread: Baseball Highlights: 2045:: General:: After a World Series - Exhibition!

Sun, 30 Apr 2017 16:58:06 +0000

by BlackSpy

The game is really good, and we really enjoy it. But we've taken to adding an Exhibition Match to the end of our World Series.

It has no effect on the game played, just an opportunity to demonstrate your strategy wasn't all bad/ really rub salt in the wound. This is how we play it.

After the final game, there is no buy round. You keep the same 15 cards that you finished the World Series with. You then choose the hand of six you want, shuffle the deck, and play as usual. You can put a player on deck, but you can't be sure who'll come into your hand to replace them.

It lets you see how that fantasy chemistry you dreamed of really worked or finally have it demonstrated that it wasn't just bad luck and that really, you just don't get it. I've lost two World Series today, and both the following exhibition matches, including one in a 4-0 whitewash. I don't get it.

Thread: Warfighter: The WWII Tactical Combat Card Game:: Rules:: Playing same type of Action Card into a single action

Sun, 30 Apr 2017 16:53:36 +0000

by totola

Can i play more than 1 copy of an Action Card into a single action?
2 Steady Aim Cards played gives me a 4 (to 8) bonus on my attack?

Thread: Kingdom of Heaven: The Crusader States 1097-1291:: Rules:: Scenario C - Special Rules for the Fatimids

Sun, 30 Apr 2017 16:53:31 +0000

by Bannockburn

The special rules call for the demobilization of all non-Fatimid units in Egypt at the end of each year, civil war or no. My question is whether or not Crusader units must demobilize per this rule?

Thread: Tide of Iron: Fury of the Bear:: Rules:: Counterattack at Orel--paying for Heavy Mortars and Katyushas after Round 1

Sun, 30 Apr 2017 16:52:01 +0000

by Kinley

P. 41 of the original TOI Rules, and P. 10 of the NW Tools of War, both say that if, after paying for an artillery card, the player is unsuccessful at establishing contact, he can try again each subsequent round, until successful without paying again.

FotB Errata, P. 4, regarding this scenario, says the Soviets can try to establish contact for free on the first turn, but, if unsuccessful, must pay for the attempt on subsequent turns.

This seems contradictory. Why wouldn't the general rule apply? The scenario notes point out that the attack was planned ahead; you'd think the Katyushas and heavy mortars would have a better than 50% chance of establishing contact (establish contact # is 4) for free until the first shots.


Thread: Encounters: Shadowrun:: Rules:: Megacorporation

Sun, 30 Apr 2017 16:48:51 +0000

by jpointer74

Do you to spend any nuyen or money when using the ability of the mega corporation card that a player has?

Thread: Conan:: Rules:: Reroll symbol on hero sheets

Sun, 30 Apr 2017 16:39:47 +0000

by amanwing

On some hero sheets (not tiles) is a reroll symbol on the defense or attack die. When spending multiple gems on one action do I get multiple rerolls vor just one?

Thread: Churchill:: Rules:: Stalin Bot's Atomic Hunger

Sun, 30 Apr 2017 16:33:34 +0000

by PaulWRoberts

I'm trying to get my head around the working of the bots, and I'm curious about when Stalin's desire for A-Bomb Research (or, similarly, Winston's for Global Issues or FDR's for either) kicks in.

The card says (in the Meeting Segment\Stalin section) to play Stalin if doing so will move A-Bomb onto the Soviet track or his chair. Since this is almost always the case when A-Bomb is on the board, won't Stalin *always* grab the A-Bomb issue as his first play of the conference unless FDR or WC has pulled it into their 6 space (in which case playing Stalin would only pull it back to the center)? Is there anything that would delay him from playing himself as his first move?

Put another way, does having A-Bomb or Global Issues on the table mean that one of the Bots will *always* play their leader card in the first round? If not, why not?

Thread: Asking for Trobils:: Rules:: Trobil card slots

Sun, 30 Apr 2017 16:28:59 +0000

by krazus

For a bit more strategy at our club we play that you have to land at the ship spot for the corresponding trobil card.

Thread: Star Trek Panic:: Rules:: Destroyed sections

Sun, 30 Apr 2017 16:26:41 +0000

by Phreekshow1

If a section of the ship is destroyed and that one region gets hit again do we lose cards equal to the enemy's damage? If so does that just keep happening for each hit to a damaged section.

Thread: Star Trek: Ascendancy:: General:: How to tell if I have first run without opening

Sun, 30 Apr 2017 16:26:14 +0000

by Geekydweeb5

Hi I just bought Star Trek Ascendancy from Amazon and was wondering how to tell if it's the first print run without opening it. If it's not I may try to return and find one that is.

Thread: Oh My Goods!: Longsdale in Aufruhr:: Rules:: Chapter 2 Objectives Question

Sun, 30 Apr 2017 16:22:29 +0000

by ath3ist

The Chapter 2 objective says to pay the 15 coin worth of good or lose -7VP. It says nothing about how many VP it requires to complete the mission so why do VP even matter?

Chapter had a 32VP requirement to pass, but Chapter 2 says nothing about requiring VP, only losing it as a 'penalty'. Can someone please clarify? Do the Chapter 1 and Chapter 2 requirements stack? If so, where is this in the rules?

Thread: Too Many Bones:: General:: Difficulty Scaling

Sun, 30 Apr 2017 16:22:15 +0000

by sdougla2

So far I've found 1 Gearlock to be incredibly punishing, 2 Gearlocks to be somewhat challenging, and 4 Gearlocks to be a cakewalk.

What are other players' experiences with how the difficulty scales with Gearlock count? At this rate I may have to find ways to up the difficulty for multiple Gearlocks, and play on Greenhorn for 1 Gearlock.

Thread: Anachronism:: Variants:: Aternative combat system?

Sun, 30 Apr 2017 16:18:52 +0000

by BenNeto

I really like this game idea. Fast paced, simple and with various warrior/equipments to choose from... Also, a great theme.

However, i find the combat system too luck dependent. I'm not talking about the grid system. I love it. It's the "just roll two dice to attack/defend and sum the result" that hurts the game in my humble opinion.

I'm trying to make some pnp/homemade version, but with alternative combat rules. What are your thoughts on this? Any tips?

I was thinking of adapting the combat system from Spartcus: A game of Blood & Treachery (Some kind of Attack, defense STAT - Rolling 1 die for each point) or some simplified version of Star Wars: X-Wing attacking system.

Sorry for my english,
Thanks in advance!

Thread: Formula D:: Rules:: rules and weather

Sun, 30 Apr 2017 15:55:16 +0000

by bluntaxe

Just picked this game up to play with my daughter. We had fun, but they layout and way the rules were written left something to be desired. Like for pit stop, it talks about rolling to be able to make it into the pit, based on your gear, but I couldn't find what I was supposed to roll. Also, it came with a bunch of sun and rain tiles, but the weather rules didn't mention anything about them. Any suggestions?

Thread: The Others:: General:: No More expansions?

Sun, 30 Apr 2017 15:46:23 +0000

by Elmaskador75


Just a thought from everyone. With so many expansions released for The Others, does everyone believe that the game is complete and we won't see anything more for it from CMoN?

If we aren't I am very happy we have a complete game, this game has so much to offer!

Thread: Last Blitzkrieg:: General:: So. Is it worth the investement?

Sun, 30 Apr 2017 15:46:21 +0000

by grouchysmurf


I've been following this series since my come back to gaming but I still remain reluctant. I am not huge fan of MMP but do appreciate their products and fully understand why many gamers consider their products as one of best in the market. I tried OCS--with no success but only me lacking mental capabilities to grasp the rules is to blame. Sicily II is on my to-buy list so I am not giving up on that.

I wonder if anyone can answer my questions--some things I'd like to learn more about before I commit 150 EUR and hours of my time; the former is not that much of issue as the latter but still spending that much money on some cardstock and a paper map makes my common sense--or at least what has been left out of it--cringe.

1. Is it epic? I've never--to its fullest extent--played a game of a battalion. Not of this size, anyway. Red Winter is closest as it gets (there are companies) but its small scale and, what I assume, lower complexity don't help in understanding what BCS is capable of. Games of larger scale (divisions, brigades) turn quickly into slugfest or WWI-like trench warfare; the former may be fun (even I find it not really realistic), the latter is simply boring. In BCS on Ardennes, I can imagine, there will be fierce battles of bridges and heroic defences of patches of soil, unimportant for a field-marshall, crucial for a colonel. So, is it?

2. How is Vassal module? I would play it solely through Vassal. Any of PBEM-afficiados care to comment on how well designed is Vassal module for that?

3. People say it is innovative. Why so?

4. What will the future of this system be, do you envision? Did it gain enough friction to justify the release of future modules? Or will it remain an obscure day-fly capturing interest of grognardy types? How does it compare to OCS fan-base, in your opinion?

Thanks for your input.

Thread: BANG! The Duel:: General:: Compatible with Expansions?

Sun, 30 Apr 2017 15:34:54 +0000

by tantalon

Hi there,

Can anyone tell me if any of the Bang! expansions are compatible with this 2-player version?



Thread: S.F.3.D II Operation Faserei:: General:: IMG scans incomplete?

Sun, 30 Apr 2017 15:33:15 +0000

by Krotokoma

I just dwnloaded all the img files for original and it seems the sequel here is incomplete, is this fact or is this just me?

Thread: A Game of Thrones: The Card Game (Second Edition):: Rules:: Newbie Question Jon Snow With Tourney Plot Card

Sun, 30 Apr 2017 15:32:39 +0000

by Arcturus2006

Just wanted to check we were playing this right,

Can Jon Snow team up with one other declared attacker, when the Tourney plot card is in play?

The plot card states you can only declare one attacker and one defender, but the key word for Jon Snow is he is 'considered' participating, so does he circumnavigate Tourney Plot?

My opponent did one attack of each colour with blue, green and red, and Jon Snow was taking part in all of those battles.

Thread: Pixel Tactics 3:: Rules:: Some abilities have no icons?

Sun, 30 Apr 2017 15:28:42 +0000

by Emrak

1) So we recently got this game and are confused about cards with no icons in their fourth ability slot ( the dryad shown here is an example: ). The rules explicitly say that an "order" is in the fourth slot and has a hand/exclamation icon. The rules explicitly say that an "operation" is in the fourth slot and has a scroll icon. The Dryad and several others have neither icon in that fourth slot. What are they then, an order or an operation?

2) Unless the card specifies otherwise, are all operations four turns in duration?

3) What does a white square mean? Example:

4) On the same card shown in #3, it says to activate the leader's order effect. Do they mean the order effect if the leader was a hero? And if so, what if the leader has an operation effect and not an order?


Thread: Battle for Germany:: News:: Battle for Germany Designer’s Edition - 2019 pledge program

Sun, 30 Apr 2017 15:20:57 +0000

by ahdvitp

Battle for Germany Designer’s Edition - 2019 pledge program

Looks like Decision Games (II) is putting out another version of Battle for Germany, according to their website:

Pledge Program > 2019 Pledge Games

"Battle for Germany Designer’s Edition. This will be an update of the several previous editions. It will retain the original map, counters, and rules with a graphic update and enlargement to a full-size game board and larger counters. It will also include optional rules and counters from the 1994 DG edition and various MOVES articles and other sources (as the counter limit allows)."

Thread: Kingdom Death: Monster – Lonely Tree Expansion:: Rules:: How many nightmare fruit are used when lonely tree is used as a terrain piece

Sun, 30 Apr 2017 15:17:12 +0000

by Kalmaleth

The lonely tree terrain card states to set up the tree on the board with 'star' nightmare fruit miniatures placed adajecent to it. The rules for what star means aren't in the rule book but from the dung beetle expansion it means the level of monster that is being fought.

So, if I'm fighting a level one monster and this terrain piece is in play I assume I only place one fruit beside the tree. I can't see any way that more fruits are generated so the monster fruit trait that is in play only will have a single impact? Is that right - it seems fairly likely that the monster will be close to the fruit at some stage and eat it? So it's unlikely that the fruit will be on the board at the end of the game to be collected and it will only have an impact once on the game against level one monsters.

Even at level 3 if the fruits are next to the tree it's not gonna take long for the monster to eat them all and again I can't see how they are regenerated.

Thread: Fast Attack Boats:: Rules:: rules

Sun, 30 Apr 2017 15:16:56 +0000

by robertofransisco

Does anyone have a copy of the rules. Email thx

Thread: Multiuniversum:: Rules:: Question about points

Sun, 30 Apr 2017 15:16:06 +0000

by Akebono

Hello and greetings from Denmark

I just finished playing another solo session and I have closed 7 portals with (Halleluja!) 7 different icons.

How many points are they worth?
(Be careful about, what your answer is because this can result in my first ever victory against the robot (image)

Cheers and thanks!

Thread: Mage Wars Arena:: Rules:: Corrosive orchid/ dancing scimitar?

Sun, 30 Apr 2017 15:14:55 +0000

by MrMT

Can corrosive orchid affect a dancing scimitar?

Thread: Nations:: Rules:: Little Ice Age

Sun, 30 Apr 2017 15:12:13 +0000

by Alricins

The renaissance event of the "Little Ice Age" card it says:
All: -3 food or -5 books

If a player does not have one of these resources are they still aloud to choose it?

For example: a player has 0 books and 3 food but chooses to take the -5 books to then lose -5 coins and also a -vp. (But in this case he did not lose another vp because they already lost a vp from negative book production.


Thread: Wargames:: General:: Rulebooks on your Table: May 2017

Sun, 30 Apr 2017 14:54:38 +0000

by barteus

Been trying to get the multi-math-step combat system down for this game.

What is on your table for this month?

Subscribing to the announcement list will make sure you are notified each month: Rulebooks on your Table Subscription Thread

Thread: Mage Wars Arena:: Rules:: Snatch/wall of thorns/flying

Sun, 30 Apr 2017 14:52:57 +0000

by MrMT

If you snatch a creature through a wall of thorns (passage attacks) does it get hurt by that passage attacks?


Thread: Android: Netrunner – Terminal Directive:: General:: Understand it's Legacy but...

Sun, 30 Apr 2017 14:50:48 +0000

by Rabool

Just picked this up yesterday and would like to play through twice, once w/ my girlfriend and once with my son. Any ideas/tips on how I'd be able to pull this off considering the 'permanence' of a Legacy type game? I'm thinking maybe sleeves and somehow making a duplicate sticker set?

Thanks in advance

Thread: All Things Zombie: Final Fade Out:: General:: What Do People Use For Map Tiles?

Sun, 30 Apr 2017 14:50:20 +0000

by patton55

I didn't realize when I bought the PnP that there were no map tiles provided. Can anyone suggest what I could use for map tiles? I was hoping to find a PDF of some free map tiles that I could use for this.


Thread: High Frontier (3rd edition):: Strategy:: A couple tricks I've come up with in CEO but that should be generally applicable

Sun, 30 Apr 2017 14:47:49 +0000

by demoss1

Did another CEO run last night, and I came up with a couple of tricks that were REALLY useful.

First, it's easy to underestimate what mobile factories can do for you. If you need to build multiple factories in a distant location, the ability to tow a mobile factory for one (or more) of them can save some mass. They can be built at a Bernal with a Dirtside very easily. Just make sure you don't forget to bring an actual robonaut for the prospecting.

Second, with the right black equipment, it's possible to reach Pluto in a long but reasonable time frame without a GW thruster. I did it with a manned mission using the H-B Cat Inertial robonaut as the thruster with the Ultracold Neutron reactor for 5 thrust before mass modification with 1/3 fuel consumption, which makes burning through a few Hohmann pivots relatively painless. It did require a LOT of fuel, but water is a lot easier to get than isotope fuel. Launching from a Bernal at Ivar, it took 10 years without using a flyby (+2 for red sector was prohibitive) to reach Charon plus a couple years to prospect, refuel, and hop over to Pluto to industrialize for the Beanstalk Future.

I think my basic plan for a CEO game is get a factory quickly to avoid being fired, use that to get a second in the next cycle, then really start trying to find a potential lab site since I'll probably want to promote SOMETHING. Sure, there are a lot of ways things can go wrong, but it has worked so far.

Thread: Tide of Iron: Fury of the Bear:: Rules:: Lack of Tank Radios Card--Units still have Spotting Ability?

Sun, 30 Apr 2017 14:45:25 +0000

by Kinley

The card is silent on this subject.


Thread: BattleLore (Second Edition):: Rules:: Why separate "move" from "retreat" effects?

Sun, 30 Apr 2017 14:42:26 +0000

by lebigot

In many places in the rules, retreat movement effects are treated separately from move effects. An example is the Inferno marker (Great Dragon):
When a non-Flying unit moves into a hex containing an inferno marker, that unit must immediately end its movement and suffer 1 damage. The inferno marker is then removed from the game board.

• A unit that retreats into a hex containing an inferno marker cannot retreat further during combat; any additional retreats cause damage to the unit. The unit may retreat out of the hex if forced to retreat during a different combat later during the turn.
Now, why make the distinction between both? As far as I know, rules that apply to movement similarly apply to retreat movement (in the example above, retreating units similarly get 1 Damage and must remove the marker), but the distinction between both in many places in the rules makes me (and others) regularly wonder…

Thread: Vinhos Deluxe Edition:: Rules:: Losing a vineyard during maintenance and having a double vineyard on the same estate.

Sun, 30 Apr 2017 14:42:08 +0000

by ppRaistlin

just wondering, in that case, can I add a winery on the estate in the empty space (knowing that to add a double vineyard must be placed on an estate where there is already a simple vineyard) ?


Thread: Tide of Iron: Fury of the Bear:: Rules:: Counterattack at Orel--Turn 1 Drift Calculation.

Sun, 30 Apr 2017 14:42:02 +0000

by Kinley

Unrevised set up has Soviet units on board on Turn 1. Errata has them entering the board on turn 1.

For purposes of the Soviet Heavy mortar and Katyusha cards, do the Soviets have no LOS or normal LOS?

Thread: Tournament at Camelot:: Rules:: Official FAQ

Sun, 30 Apr 2017 14:41:52 +0000

by Kitirat

Please feel free to post your questions and concerns here and we will frequently review them and update this post.

How do the 4th and 5th most damaged players in a 3-4 player game get godsend cards as per the chart on page 9 for 3-4 players?

On page 9 of the rule book, under the GODSEND CARD ELIGIBILITY CHART (3-4 PLAYERS), ignore the rules for tournament rounds 4 and 5. Tournament round 3 should say:

Tourney Round 3+ - three most injured players receive a card

Thread: B-17 Flying Fortress Leader:: Rules:: Evasion

Sun, 30 Apr 2017 14:36:54 +0000

by dvader

Can this tactic be used for Flak?

I could see it used for non- bombing run attacks ( since during the run the bombers would have to fly straight and true).


Thread: Tournament at Camelot:: General:: Card size clarification

Sun, 30 Apr 2017 14:35:05 +0000

by Kitirat

Have had multiple people ask regarding the card size for the game.

The game has Tarot sized cards. Normal Tarot sized sleeves will work.

There are only 80 weapon cards which are frequently shuffled and 25 godsend cards which are infrequently shuffled. The remaining cards are not shuffled.

Thread: Maximum Apocalypse:: General:: Thinking about getting this for solo, need recommendation.

Sun, 30 Apr 2017 14:34:30 +0000

by N0mE

Just like that.
I'm thinking about getting this for a solo survival game.
Wondering how well this plays solo.

Note, I would prefer to only play with one characters as it's better for emersion, for me.

Thread: 1830: Railways & Robber Barons:: General:: Selling trains in Rails

Sun, 30 Apr 2017 14:33:42 +0000

by nukeu666

We were playing a game today, we had 5-trains but people with 2 trains couldn't buy a 6-train though the rules say you could put an old train on the market?
Did I get a rule wrong or did I miss a button to scrap unwanted trains?

Thread: Combat Commander: Europe:: Rules:: Fences & LOS Query

Sun, 30 Apr 2017 14:33:02 +0000

by tasmanuk

Not sure on how fences work. In the attached picture does the gun in L5 have clear LOS to the units in M2? The LOS tool crosses 2 fences before it gets there but we are not sure if they just act as a hindrance.

Thread: Escape Room: The Game:: General:: Escape Room the Game - Murder Mystery - Misprint?

Sun, 30 Apr 2017 14:17:09 +0000

by fcatlanta1977

Possible Misprint?
[o]In Part Two of Murder Mystery, the Iron Compounds Note shows 'Ferrosoll' as C(10)S(10)Fe First, I believe 'Ferrosoll' is spelled with one 'L'. More Importantly, the formula should be, and is shown in the Walkthrough as C(10)H(10)Fe Anyone have any information about this?[/o]

Review: Dungeon Dice:: Review

Sun, 30 Apr 2017 14:12:45 +0000

by Ken_Laird Summary:Learning Curve - Mild to Moderate, Depending on ExpansionsAvg. Play Time - 20-30 min. Base Game, 30-40 min. with Colosseum.Rating: 4.5/5 - Highly Recommended.Dungeon Dice is a dice-based, deck building fantasy game that grew out of the heart of games like Dungeons and Dragons, and encourages both competitive and cooperative gameplay. The objective is to score 4 FAME before any other player, by gaining experience, defeating powerful monsters, and acquiring artifacts. Succeeding in Dungeon Dice is arguably more dependent on luck than skill, since ultimately every encounter and reward is random, but it does require tactical choices in the use of one-shot dice, choosing of equipment, and negotiation to assist or be assisted in combat. The game has a fairly gentle learning curve. The instruction book is a total of 15 pages, plus a quickstart guide at the back of the book. Learning the flow of combat is probably the hardest part of the game, made no easier by the verbosity of the instructions and the interjection of wordy examples (For new backers, The new rulebook flows a little bit better and is easier to understand: After a few rounds, however, you generally get the gist of it. The numbers and symbols on each die depict its combat strength and any abilities the monster or equipment have, and after two or three uses of any ability you begin to learn what it means without looking it up. At that point, the game begins to move rather quickly, such that a game can be played in twenty minutes or less.One of the game's greatest strengths, I'd argue, is simply the look and feel of dice as a mechanic, rather tha[...]

Review: Pocket Sports Cycling:: Pocket Sports Cycling review (from Cycling Board Games)

Sun, 30 Apr 2017 14:12:29 +0000

by Hamigua Small game from Australia belonging to a large collection of dice-based sports games devised by Hamish Sterling. According to Hamish himself, "Pocket Sports Cycling is a simple dice rolling game that lets you take the handlebars of a rider in a cycling event". This game, which can be played in solo mode or up to 4 players, is supposed to consist of a Grand Tour that takes place accross 3 different countries with 42 stages. But then Hamish is the first to concede that he is not a big cycling fan. As I see it, this game represents a three-stage race with a short time-trial prologue. Seen this way, the game is almost realistic. Inside the card-deck-sized box (it really fits in your pocket) you will find six different colour-coded dice, four team cards, a leader board, twelve wooden tokens, the rules and the list of stages. "Pocket Sports" honours its name. The rules are not so simple as one might think, at least they are different from most cycling games' rules, probably because the maker of the game has an outsider vision of the sport. The riders are placed in a position between 5th and 23rd (never better than that) after the time trial, and their goal is to "make attacking moves" and pass the riders in front one by one, hopefully into a podium finish place. It is not so easy to win the race! Probably the mechanics of these kind of dice-based games are better suited to other sports (the collection started with a cricket game), but in this game they work quite well all things considered. . The stage distribution is the unrealistic part of the game. There are slightly different rules (A, B and C) for every st[...]

Session: Quartermaster General: 1914:: The lesson learned here is don’t lose your home province of either country you are playing.

Sun, 30 Apr 2017 14:12:10 +0000

by Norbert Chan When I arrived, Don was teaching the rules to Trevor, while the rest of us had played 3 or 4 games. Trevor was Austria Hungary, Jean was Russia, I was Germany, Don was France, while Ken was UK/US.Trevor’s first move was to build a fleet into the Adriatic Sea. Jean built into Ukraine, I built into Belgium, Don built into Picardy (abandoning Rome), while Ken was building a fleet. On the second turn, Trevor could build into Rome, so all of the Italian cards were now useless. Jean builds into Galicia. As Germany, I don’t have any power cards yet, no mustard gas, so I’m just trying to hold my own. Don has solidified the French front, so I’m not going to be making much of a breakthrough. Jean attacks into Vienna, which hurts Trevor as he will be out of supply. So I attack into Galicia and build there with a German event card which relieves the pressure from Trevor. On the Western front, things are looking grim for me. First, Ken plays a card that allows him to build 2 American units. Then he has a card that allows him to pick up three US cards and play one, so he plays the same one, and he has landed into Picardy. By now, Don has gotten his status card which gives him 1 VP whenever France attacks Germany in one of 3 spots. So I got pushed out of Belgium, Jean was taking it to me in Prussia, and Ken could also attack me in Belgium. I got pushed out of Western Germany, and things looked bleak. I thought I was going to lose Berlin, but Trevor built into Western Germany, allowing me to rebuild into Western Germany. There was a diversion where I had a status card that gives me a VP if Ireland i[...]

Thread: Clank! Sunken Treasures:: Rules:: Castle side of sunken treasures board; treasure rooms with no coin icon?

Sun, 30 Apr 2017 14:09:26 +0000

by StormKnight

On the castle side of the Sunken Treasue board, there are two rooms in the middle just above the Depths that have the art for a treasure room, but do. It have a coin symbol. Is this a misprint? Are these rooms supposed to have a coin symbol, or are they not supposed to have the treasure room background?

(I think there are some like this on the ship side as well, it we are mid game so I can't check).

Thread: Gloomhaven:: General:: Can I run 2 campaigns simultaneously?

Sun, 30 Apr 2017 14:06:46 +0000

by feign

I'm on the verge of backing the new KS, but had a question.

My plan is to play a 4 player campaign with some gaming friends, but I'd also like to do a 2p campaign with my son, given there are 6 starting characters.

So the question is, is this possible and if so, do I need to order anything else with KS - like extra set of stickers - or is there anything else I need to do, like photocopy the board and use that for my 2p run through?

If anyone has experience of this, I'd really appreciate your feedback.

The feeling that this may be possible came from Tom Vassel's comments about he was playing a group game and also doing it single player.

I have pm'ed Issac on KS, but I'd imagine he has 1001 other things to do right now, so I thought I'd try and get feedback from the people who may have already tried to do this.

Thread: Arkham Horror: The Card Game:: General:: Setting it up

Sun, 30 Apr 2017 13:49:02 +0000

by schism70

So I picked up two of the core sets. I'm in the process of sorting, sleeving and organizing everything. Reading through the threads about which cards from the second core to include or set aside it looks like I should include encounter cards and player cards.

The encounter cards would be the ones that allow me to have scenario decks set up without poaching cards from the other scenario decks. Say the rats cards for example.

Having not played yet, determinig all cards which are the player cards is not clear to me. Looking through the decks I think those include event, asset and skill cards.

Am I correct?

Thread: South Pacific: Breaking the Bismarck Barrier 1942-1943:: General:: C3i Question about some numbers used in the "Strategy Notes" article

Sun, 30 Apr 2017 13:48:38 +0000

by Xenophon

While I was reading the "Strategy Notes" article for South Pacific, I came across some numbers for combat strength
in the opening situation. On page 63 is written, that the U.S. TF could be up against an air responseof 36 factors.

How are these 36 factors a generated? Which air untis have been activated? Which HQ has been used?

Thanks for your help! (image)

Thread: Dungeon Roll:: Variants:: Welcome to the Liar's Dungeon Roll - a variant that combines Liar's Dice, Dungeon Roll, and Welcome to the Dungeon

Sun, 30 Apr 2017 13:45:13 +0000

by kungfugeek I've briefly looked over the other variants here and haven't seen anything quite like this, so thought I'd share.Very early stage, at this point. Just came up with the idea yesterday. Completely untested (except a few solo plays). But it goes like this:Components (may require additional copies of Dungeon Roll):- 1 player screen per player (so they can hide dice behind it) - 4 dungeon dice (DD) per player- 3 party dice (PD) per playerSetup:- Each player gets a hero, like normal. Some of the abilities will have to be tweaked, especially anything involving the "party formation" step.- That's itGameplay:A round of play has three phases: Build, Bid, and DelveBuild phase:- Give each player 4 DD- Each player rolls their DD and keeps them secret behind their screen.- Somebody rolls all the PD (3 * number of players) in the middle of the table.Bid phase:- Players take turns either drafting or passing.-- To draft, take a PD from the middle and set it in front of your screen so all can see what you chose.-- To pass, set any PD you've drafted aside (out of the round), and lift your screen revealing your DD to the other players.-- Once you pass, you're out of the round and can't bid again until next round.-- If there are no more PD in the pool, you must pass***.- Once all players pass, the player who drafted last is the Delver in the Delve phase.Delve phase:- The Delver takes any leftover PD from the middle of the table and adds it to his party.- All of the DD from all th[...]

Thread: Brass: Birmingham:: General:: Wild Card question

Sun, 30 Apr 2017 13:42:59 +0000

by DirtyChicken

From the Man vs Meeple preview of Birhmingham it said you discard three of the cards from your hand to use two wild cards. I have one question on howyou refill your hand back and does this imbalance of cards not give you the full amount of actions or do you short your self actions to use the wildcards. Hope this makes sense.


Thread: Clans of Caledonia:: General:: More goods tokens?

Sun, 30 Apr 2017 13:41:41 +0000

by The Grinch

It looks like the goods tokens could run out easily, and I'd rather not use multiplier counters. Any chance of more goods tokens as a stretch goal, or extra sets as an addon?

Review: Cold War Battles: Budapest '56 & Angola '87:: Angola - Now Oil Rich

Sun, 30 Apr 2017 13:38:10 +0000

by M1Tanker In S & T 235 you are treated to the test bed of a twist on modern battles called Cold War Battles (CWB) with its antecedents traceable to Simulation Publications Inc. game Wurzburg and others of that period. In this issue you get two games for the price of one- “Angola 87” and “Budapest 56”. CWB’s goal is simulating campaigns that were fought or that could have erupted during those potential flash points during the Cold –War era of 1945-1989. Angola ’87 (Angola) covers the pseudo-proxy war between the West as represented by South Africa and American economic support and the Soviet Union /Cuba and its client state Angola. The war in Angola was also a civil/tribal war fought between the forces of the Popular Movement for the Liberation of Angola (MLPA) , supported by the Soviet Union stiffened with Cuban and East German cadre and National Union for the Total Independence of Angola (UNITA), supported by America and more so by South Africa. What is interesting in reflection is that Angola coupled with Afghanistan served to bleed the Soviet Union economically, hastening the fall of Soviet Communism. The Soviets spent at least $1 Billion per year to prop up Angola. One small note – the Angolan military forces should correctly be referred to as the People's Armed Forces for the Liberation of Angola or FAPLA and not the MPLA. FAPLA was the armed wing of the MPLA. FAPLA ev[...]

Review: Tokaido:: Tokaido, probably a mistake to over-analyze it

Sun, 30 Apr 2017 13:37:46 +0000

by carbon_dragon Just played 3 games of Tokaido for the tabletop boardgame day. One game was 3 player and two were 4 player. Granted I started as a wargamer, so whenever I play a game, even one that works as hard as this one does to be laid back, I tend to want to analyze moves for advantage. Probably the wrong approach for Tokaido.This isn't a super-hard brain burner type of game. The players aren't suppose to frown at the board with numbers spinning in their head trying to calculate whether the hot spring is a better bet than the next card in the panorama. You're supposed (I think) to just relax and enjoy the beautiful graphic design.All that said, by my third game where I was last to start, I couldn't help but think about some of the mechanics of the game as my meeple couldn't get anywhere near anything it wanted to see, despite the double stops that some places along the trail have for 4-5 player games. And that is the problem. With 4+ player games, blocking ends up taking a game that is already pretty lucky and making it even more unlikely that the person who is trailing is going to have a chance to come in with the pack. As that fourth player, I was pretty frustrated to not be able to use my perk until the very end of the game because everyone kept locking me out of the souvenir store.Furthermore, the last in, first out mechanic of the inns (and the 2nd positio[...]