Subscribe: Recent additions | BoardGameGeek
Added By: Feedage Forager Feedage Grade B rated
Language: English
card  cards  dice  game  games  general  move  new  play  player  players  quest  roll  rules  thread  tile  turn  war 
Rate this Feed
Rate this feedRate this feedRate this feedRate this feedRate this feed
Rate this feed 1 starRate this feed 2 starRate this feed 3 starRate this feed 4 starRate this feed 5 star

Comments (0)

Feed Details and Statistics Feed Statistics
Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Chimera Station:: Rules:: Order of drawing/selecting cards

Tue, 12 Dec 2017 08:32:40 +0000

by larse

During the upkeep phase between the rounds, after certain rounds new cards are added to the pool and each player advances the research track which may result in the player drawing a card. From the rulebook I assume that the player draws the card from the newly formed, larger cardpool with cards already added?

However, the icons on the turn marker marker seem to imply otherwise as the leftmost icon is the step on the research track (which may result in drawing a card) while the rightmost icon is the step of adding cards (with being right unintentionally(?) implying that this step is performed last and therefore after each player has advanced on the research track and eventually drew a card).

Thread: Legacy of Dragonholt:: General:: Sleeves?

Tue, 12 Dec 2017 08:28:13 +0000

by Intya

I am getting this today, and I was wondering what kind of sleeves I would need and how many!

Thread: Nations:: Variants:: Designer call for comments - Ideas for solo game overhaul

Tue, 12 Dec 2017 08:25:50 +0000

by RustanR

Due to some interesting comments on this geeklist I asked for suggestions for how to overhaul the solo game.

A comment by:


Made me sketch up this new approach:

You can have a pool of goals and draw some, choosing which to keep, at the start of the game. For example draw 6. Difficulty level is decided by how many you keep, 2-6, higher is harder. If you succeed in the number of goals you have decided to do, then you check your score. If you fail, you do not check your score, but can reduce the difficulty for next game.

Goals can be both in-game and end-game, triggering you to play in different ways and not just aiming for different ends.

Then you get both difficulty setting, a fixed goal to surpass, and checking your score.

As that post is a bit hard to find, I repost it here. Do you have any further ideas for what can be done, what is missing, new stuff, variation etc that you would like to see in the solo game? Comments to the above sketch? Please post here.

Thread: Unlock! The Tonipal's Treasure:: General:: Question about card 56 (spoiler alert)

Tue, 12 Dec 2017 08:21:39 +0000

by strubbel

We just played this scenario but on card 56 we had to guess.
We had 3hints:

[o]Card U: the sails have to be red[/o]

Card L: it comes from east[/o]

[o]Card J : his ship has at least 2 canons[/o]

After this clues 2 possible ships are left.
number 4 and number 6[/o]

Do you have to guess? Or did we miss an additional hint?

Thanks and greetings

Thread: Untold: Adventures Await:: General:: Anything like this game?

Tue, 12 Dec 2017 08:16:15 +0000

by tunachunk

Is there anything avaliable that is similar to this? Thx

Thread: Dungeon Degenerates: Hand of Doom:: General:: New Swamp Adventures

Tue, 12 Dec 2017 08:05:12 +0000

by Tzitzimime

Regarding these 4 new missions that come with the Tomb Lake & the Wetlands World Book, will they be stand-alone adventures, or do they factor into the previous paths from the Mission Book, or perhaps all of the above?

Thread: Fairy Tale:: Variants:: 2p game variant question, which cards do you take out of the game for a 2p game?

Tue, 12 Dec 2017 07:50:51 +0000

by Inkydinky

while reading about different variants for 2 players i found that some people take out several cards to decrease the randomness. So which ones do i take out?

I hope you can give me some insight on how you play it.

Im not looking for different drafting variants. Already got a couple of those, but I only want to know which cards others get out in a 2p game if they play it like that.


Thread: Scythe:: Rules:: Crimea movement scandal.

Tue, 12 Dec 2017 07:43:05 +0000

by Cedki

Hey everybody,

During my last game of scythe the Rusviet faction wasn't playing, since Crimea had all its mechs deployed, he used the ability WAYFARE to move its character from any territory to any inactive faction home or base -Rusviet-, after that he moved from there to the farm just in the north of that home base crossing the river and claiming the encounter token, that was highly polemic on the table because some players argued that RIVERWALK is only possible from territories and a home base isn´t one.

Can anyone share they view about this, in the rule-book do not specified in that particular case.


Thread: Paths of Glory:: Rules:: Reduced BEF defending issue

Tue, 12 Dec 2017 07:39:14 +0000

by lathanno

There is a stack of 2 full british army and a rduced BEF. There is no BEF corps available in Reserve Box. This stack has to take 5 losses as result of a battle where it was the defeder.
How should I procede?
If there was the BEFc in Reserve Box the only way to take 5 losses was to eliminate BEF and to reduce the replacing BEFc. But there isn't BEFc in RB. So Can british forces reduce one of the full armies or should it eliminate BEF?

The only rule that I found where it is considered an istance when you can't take all losses because you haven't enough replacing corps in RB is this: If a space with only two full strength Armies (3 LF each)
suffers a 7 LP result, or a space with only two full strength 2 LF
Armies suffer a 5 result, and in either case there are no Corps in
the Reserve Box, the two armies may not be reduced. Instead one
army must be eliminated (as if there were a Corps in Reserve to
take the last LP) and permanently removed.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Rules:: What effects affect the defeated hero?

Tue, 12 Dec 2017 07:37:48 +0000

by Storwiz

Hello! Need some rules clarification!
1. Can I teleport an other hero with Scroll of teleportation if that hero is defeated? (I guess, yes)
[o]Scroll of Teleportation: Choose any number of Heroes on your tile and place them on another tile.[/o]
2. When fighter (or wizard) is defeated, does his special ability work? (I think, not)
3. Is there a full list of effect that affects or not affect defeated heroes?

Thread: Modern Art:: Variants:: Marketplace variant

Tue, 12 Dec 2017 07:31:37 +0000

by YHGan

At the beginning, each player choose 4 of their cards to put down, thus creating a marketplace deck.
At the beginning of each round, a number of cards(probably the number of players) are dealt out (maybe face down first?) side by side from the marketplace
And at the beginning of a player's turn he may bid on one marketplace card to take it into his hand.
The marketplace uses open auction(or blind) and will replenish once empty(or whenever possible) and at the last round the remaining cards which is not dealt out to players adds into marketplace deck too.

Thread: Gloomhaven:: Rules:: Enemies moving through traps

Tue, 12 Dec 2017 07:31:21 +0000

by nielsvanoch

A question that has been asked many times, but not in this exact permutation (that I could find).

Say the Brute is in a corner, with only two spaces next to him that aren't walls. On those two spaces are an Archer and a Trap. Two spaces away (behind Trap and Archer) is a Guard.

It's the Guard's turn to act, and he can Move 1 and Attack. Does he move into the trap, or not (doing nothing instead)?

The rules say:
Monsters without the Flying trait consider negative hexes (traps or hazardous terrain) to be obstacles when
determining focus and movement unless movement through one of these hexes is the only way they can focus
on a target. In this case, they will use the path moving through the smallest number of negative hexes possible
to find a focus and suffer any consequences.

The confusion to us here was the 'unless movement through one of these hexes is the only way they can focus on a target'. The focus in this case is clear (the Brute), but does 'focusing on a target' also include the moving and attacking?

Thread: Lignum (second edition):: Rules:: Planned work restrictions

Tue, 12 Dec 2017 07:29:51 +0000

by the_windcaster

Some planned work has clear maximum restrictions placed on them (Hardwood, Log Driving sans Raft/Bearer), and others in the rules have explicit clarifications of unrestriction (Sawing, Chopping Firewood). What about the Hut Construction? Could I turn in multiple sets of 2 tokens in a single round?

Thread: BattleLore (Second Edition):: General:: Base + expansions + foam core

Tue, 12 Dec 2017 07:26:54 +0000

by gelliott

Finally got around to creating a foam core organizer for my game. Was able to fit the base game and the Uthuk Y’llan and Daqan expansions all in one box.




Thread: First Martians: Adventures on the Red Planet:: General:: App version 1.15! Keep up with the good work Portal!

Tue, 12 Dec 2017 07:26:52 +0000

by tufduck

Since 7 dec, a new version of the app is on Google Play.

whats new
- more than 25 new events
- new stand alone mission
- Share Your Failure feature
- polished text on many events

I also saw when testing the new version that the button for advancing to the next phase now say "Next phase" instead of "Confirm" or "Next round". This little change means a lot, thanks Portal for listening!

25 new events is good, more variety is better.

Polished text on many events, good as well. I have noticed some minor errors in the event and adventure texts in the previous version. Hopefully those are gone now.

New stand alone mission. Where is it? I couldn't see it on the menu.

One bug that's still in this version is that you can't turn off the sound! I tap on the Sounds toggle in the settings menu, and it slides to off. But when I exit the settings menu the sounds are still on. And when I go back in to settings the slider is on again.

Anyway, the app is slowly getting better and better. Please keep on improving it for a long time Portal!

Thread: Dragonfire:: General:: Dragonfire Card Lists

Tue, 12 Dec 2017 07:10:39 +0000

by SoulCyphyr71

Are there any card lists available that list each set and expansion individually? I’m wanting to make sure my card counts are correct, but the description for Wonderous Treasures in particular is off for me. I’m reading that there should be 55 cards in that particular expansion but I’m counting 52. Which is correct?

Thank you in advance for any help given.

Thread: Factory Funner:: General:: Why not recommended with 2?

Tue, 12 Dec 2017 07:07:13 +0000

by Badigel


Why is the game recommended with 1,3 and 4 but not with 2 players?


Thread: Twilight Imperium: Fourth Edition:: General:: Considering picking this up in the future. Are there any specific things you would tell someone to consider before a purchase?

Tue, 12 Dec 2017 06:57:18 +0000

by SnackeyG2

I will definitely research more. I’m newer to the hobby and have never played anything truly heavy before. I feel like the more games I play the more I crave games with a lot of substance. I thought I’d be content with just gateway and medium games, but I’m not. I do think I could get at least two people to play and maybe more if I make more friends into board games or I just convince someone to learn this.

Maybe there are some other games to check out before diving into TI4? Although that does take away money for the game.

Thread: Nations:: Rules:: Does it cost you stone to undeploy?

Tue, 12 Dec 2017 06:48:47 +0000

by Fried Egg

I'm pretty sure it doesn't but in playing a game on MaBiWeb I noticed that in attempting to undeploy a worker from a military building it cost be stone (the amount it cost to deploy). That's not right, is it?

Thread: Raxxon:: General:: Bonus Characters

Tue, 12 Dec 2017 06:46:18 +0000

by sgreasby

Does the retail version still include the extra characters? If so, can they be used with either DoW or TLN?

Thread: Robinson Crusoe: Adventures on the Cursed Island:: Rules:: Scenario 2: Building Crosses - totally confused

Tue, 12 Dec 2017 06:45:19 +0000

by semba

I'm having real trouble understanding how this process works.

If I build a cross with 2 wood on the scenario sheet, what happens next?

1. If used 1 pawn to build it I would roll the build dice and maybe resolve a build action card. If i get a success a blue Cross marker goes to the future resources space? Then next turn I can move to an explored tile and build the cross, auto success if i use 2 pawns on adjacent tile to camp?

2. If I build a cross I can place it on a tile immediately?

I think both are wrong. I've read and re-read the scenario and rules and still can't work this out.

Thread: Welcome to Centerville:: Rules:: Do cubes in the park count towards legacy scoring?

Tue, 12 Dec 2017 06:27:44 +0000

by TheOneTrueZeke

Do cubes placed in the park also count as a building cube for each zone when scoring a legacy for that zone?

I'm guessing no as the cubes in the park are only stated to increase the value for that player in each zone.

Thread: Azul:: General:: Funny story playing with my 8 year old daughter

Tue, 12 Dec 2017 06:25:22 +0000

by raddoc

We've played 4 times and she quickly grasped the concept of checking my board to see if she can hurt my efforts by taking certain tiles.

In our last game, after 4 rounds she was more than 10 points ahead, so I jokingly said, "Did we make a mistake with your scoring? How are you so far ahead of me?"

She looked at me, and in all seriousness, said "There's no mistake. You're just bad at this game."

I think I've created a ruthless board gamer.

Thread: Cave Evil:: Rules:: Can Spells go through unxcavated areas?

Tue, 12 Dec 2017 06:20:28 +0000

by MrCrumbs

Hi I had a rules question. I apologize if this is a newb question. It's only my second time playing Cave Evil:

So I cast the freeze spell, which says it effects all squads within 3 hexagons of the squad casting the spell.

Counting by excavated hexagons an enemy squad is 4 hexagons away,

But counting through unexcavated hexgons the same enemy squad is 3 hexagons away.

Does the freeze spell reach the enemy squad?

In our game, we said no, and I was slain by an undead dragon. It was very sad but still cool.

Thread: Fallout:: Rules:: Faction Enemies

Tue, 12 Dec 2017 06:19:51 +0000

by alshek

Do you spawn new faction enemies if you kill one? Or are these enemies considered unique?

Thread: The Lord of the Rings: The Card Game:: Rules:: Combined ranged attacks

Tue, 12 Dec 2017 06:17:39 +0000


I have two ranged heroes, Legolas and Bard. Can they combine their attacks against one enemy engaged with another player? And if so, does the minus 2 defense (Bard's ability) apply?

Thread: London (second edition):: General:: How does the stress level compare to Agricola?

Tue, 12 Dec 2017 06:04:49 +0000

by jerryboy86

Hi everyone,

I've been very interested in London for several years and am super excited that there is a reprint

However, I wanted to ask one thing before buying this - how does the stress level compare to Agricola?

Specifically, as you might all know, Agricola is a pretty stressful game where you're trying to do multiple things while the stress of having to feed your family is always looming over your mind.

My wife and I really love not-too-heavy-Euros and we'd say Agricola is the absolute maximum amount of stress we'd be willing to have to go through while playing a board game. I personally like a little bit of stress in games because it helps me get really involved. Also pulling things off becomes immensely satisfying. Agricola is actually one of my top 3 games of all time, although my wife likes it less due to the stress factor). However, too much stress makes the game hit the table less because we usually play games to relax and have fun.

From what I've gathered, the game seems to be pretty tense/stressful due to things like the poverty cubes, but I'm not too sure how intense it is. Would you say the tension/stress is significantly lower than Agricola? Similar? EVEN MORE??

Thread: Mythic Battles: Pantheon:: General:: Since When is Funagain a KS Distributor/Fulfillment Company?

Tue, 12 Dec 2017 06:00:37 +0000

by nexbot

I've been out of the scene for a while, but i remember them being an OLGS.

It certainly seems that they are struggling/overwhelmed with the distribution. I realize that they are also responsible for Gloomhaven at the same time, but isn't that the point of Monolith outsourcing the distribution responsibility to another company? Am I being too harsh?

Why would Monolith go with them over other options? Are they the best the industry has? Or are they simply competing on price?

Could this massive volume of games not been foreseen, and subsequently planned for?

I realize this may come off as griping to those of you that have already received your pledges, and I'm prepared for the inevitable comments of "dude, relax, they're still technically on time," so I'm trying to channel my impatience/frustration into a positive outcome: being educated on how the industry works.

Thread: Leaving Earth:: General:: To Infinity and Beyond or I just bought this game

Tue, 12 Dec 2017 05:59:53 +0000

by digitalblaine

Just bought this game tonight and I’ll be working my way through this crazy thing over the next few days.

Hello to my fellow space cadets!

Thread: Modern Art:: Variants:: Stay in turn variant

Tue, 12 Dec 2017 05:47:58 +0000

by YHGan

Feeling sad you don't have any double cards to join the cool kids?
Wanted to sway the market right away and impress your friends?

We've got your back!

Pay half the price (round up) of the painting you just sold to STAY IN TURN, then dish out that second card like a champ.

Brought to you by

The Bank of Modern Art
~We've got to have your back.

Thread: Dark Souls: The Board Game:: General:: Expansions in Retail

Tue, 12 Dec 2017 05:47:08 +0000

by P0isson

How are they going to sell the expansions that were included in the Souls pledge? Will they be sold separately or are they going to be included in the core box going forward?

Thread: The Lamps Are Going Out:: Variants:: More effective blockade in 1918

Tue, 12 Dec 2017 05:38:03 +0000

by luckydogwilson

The proposal:
In 1918 only,
if the US fleet is in the blockade box,
the Allies may require the Germans to draw a second Event card.
If either card is Allied Blockade, that card must be played,
otherwise the first card drawn stands and any unused card is shuffled back in.

In a previous thread the point is made that the game does not (always) deliver the historic pressure on the Central Powers in 1918.
Much of the desperation of the Central powers arises directly from the Entente blockade across the whole war.
In game terms this is most closely modeled in two 1918 event cards in the German hand. ("Allied naval Blockade")

The Germans (alone) have a deck of 22 events, of which 17 will be drawn over the game, so 5 things will NOT happen.
Since the Blockade cards are not introduced until 1918, this means that the Germans will be drawing three times from a hand of 8 cards in 1918, possibly 9 if the Lettow-Vorbeck has been drawn and added back in.

The Math is not my strong suit by I think that means about 35% of the time No blockade card will appear (less with L-V). and there is less than a 10% chance of both (feel free to correct me if I'm wildly out).

The criticism offered is that these two events are not representative of a one time occurrence but rather show the cumulative effect of actions taking place ongoing across the previous four years, and as such they should be more likely to appear.

While the blockade was instituted by the Royal Navy, it faced formidable political quibbles over the rights of neutral shipping, most especially with the USA.
The entry of the US into the war made a significant impact to the blockades effectiveness, not only since they - as the principle neutral were no longer an issue, but because the Americans were much more willing to enforce restrictions on the Dutch and Scandinavian imports, which might otherwise reach the Central powers

My suggested variant takes this US entry and enforcement as a key point,
and markedly increases the chances of both blockades coming up, but does not effect any earlier cards or the number of events which will take place.

If the US are not in the war then it remains likely that it will be much less effective - as at present.

Thread: Lock 'n Load Tactical: Heroes of the Motherland:: Rules:: PanzerFuasts

Tue, 12 Dec 2017 05:26:15 +0000

by Proff3RTR

Hi all,

I know in real life Panzerfaust were one shot wonders, but it does not say so in the rules anywhere, I assume they are a one shot SW or am I missing something here?

all the best


Thread: War of the Ring (Second Edition):: General:: Anniversary map arrived in rough shape for anyone else?

Tue, 12 Dec 2017 05:24:21 +0000

by Scawt

I ordered one of the anniversary maps and just opened it up today to find it pretty warped, and with scratches and scuffs on it. I can rub some of the map away with my fingers in the damaged areas too. Anybody have this issue? We're these used maps and I just missed the memo?

Thread: Psycho Raiders:: General:: Laminating

Tue, 12 Dec 2017 05:11:15 +0000

by tauontwo

I just got my copies of Psycho Raiders and Freakface and I was wondering if I should laminate some of the components (cards mostly). Has anyone has done this and how does it look and feel? Or do people think laminating goes against the spirit of the game?


Thread: Welcome to Centerville:: Rules:: Urban Planning before End Game?

Tue, 12 Dec 2017 05:07:51 +0000

by ekloff

If a player takes the Urban Planning office while simultaneously ending the game with hourglasses, does that player get to take the Urban Planning bonus turn?

Thread: Bunny Kingdom:: General:: Card List

Tue, 12 Dec 2017 05:05:48 +0000

by TheSpiceOfLife

I was curious to see a list of cards used with title of each one in this game.

Where could one find such a thing?

Thread: Silver Bayonet: The First Team in Vietnam, 1965 (25th Anniversary Edition):: Rules:: Brigade HQ, helicopter eligibility, and ADF

Tue, 12 Dec 2017 04:47:11 +0000

by kubaman

Are helos based at the HQ subject to ADF by adjacent PAVN units? For example, helos based at the HQ take off to bombard a hex on the other side of the map. Do the PAVN units adjacent to the HQ get to perform ADF during takeoff? What about when those same helos return from their mission, would their be a second ADF attack before landing?

If the HQ is subject to an attack the helos based there are restricted to performing missions in the HQ’s hex only ( Is the timing of such an attack important when determining the helos eligibilty to perform missions outside the HQ’s hex? For example, the PAVN player declares an assault on the HQ as well as another hex. If the PAVN player were to resolve the attack on the HQ first would the helos there become eligible to support the second attacked hex?

Thread: Orient Express:: Rules:: Card Setup & Discarded Regionals & Game Length

Tue, 12 Dec 2017 04:38:38 +0000

by ashrael

After playing 4-player and then 2-player games, I had a few questions:

1. How are the 5 starting cards selected by players? Each player takes 5 or rotate around? If taking 5, are passenger cards replenished between each taken?

2. What happens to discarded regional cards? Bottom of the stack, face up discard, or face down discard?

3. Is 60-90 minutes a realistic length for this game? Our games have been 2 hours, with the last 30 minutes being mostly regional cards just to end the game.


Thread: Mythic Battles: Pantheon:: General:: Storage issue

Tue, 12 Dec 2017 04:36:01 +0000

by enral

Just received everything I've backed for (the complete pledge) and was just overwhelmed with how many things I have and can't figure out a good way to store them. Any solutions? And any possibility of releasing a big box to store them all?

Session: Comanchería: The Rise and Fall of the Comanche Empire:: Onto the Plains - [Session 2.3, The End?]

Tue, 12 Dec 2017 04:29:39 +0000

by Snowdog_2112 So at this point I have control of Upper Ark, both of my Rancherias are “hidden” from the Colonials, there are minimal enemy EAPs in play.There is a War Column on the move, as mentioned, however a WC setting up shop in Upper Arkansas does NOT remove control, so the victory condition is satisfied.Do I simply wait this one out?The Ops counter is moving toward PoT, but the PoT counter is still many turns from a roll check.I really messed up placement of Ranch B...I am going to have to run a band down there with some resources to help it out.Also I need to Culture Up. Let’s make those two items are priority for this session.3.1. War Column moves to LE1, we draw Fast Moving Column, and it ends on LE3.It's roll check is a “3”, so strength is reduced from 4-2 to 3-1. Not a bad turn for the Comanches.3.2 PoT counter ok3.3. We choose CULTUREIncrease Culture by 3. +1 RanchA, +1 RanchB, +1Control UARoll check indicates no PoT, but OPS counter moves to spot “4”3.4 CleanupDraw +3EAPs from the CUPRoll NorthFlip RAID2 to ENCR4*Do top action, ALLY2, and place on LE2 (I have no idea why)3.1. War Column draw +0 Move for WESTWar Column stays in UA3War Column Rolls “2” and drops to (2-1) strengthDraw War Card: W01 Alert Pickets3.2PoT Counter ok3.2. Choose to Activate Ranch A with 2 x (2-5) bandsSend one band on a HUNT with the Mahi at take bison on RR5Send other band with HORSE, 2xCaptives, 1xBison to PD Canyon and FINISH3.4Ops CleanupDraw +4EAP from the CUPRoll to Activate WESTRoll to flip CULT3 to PEACE4*Execute top Action WAR5 (they have 1 EAP on the track so we execute)Spend 5 EAPs and since we cannot create a 2nd West Column, we do 3.1 Steps (1+2)Move the WC to UA4. Roll check leaves strength intact at (2-1)**** Interesting rules question. My understanding is that this War Column can “see” into RR6, but cannot cross the dashed lines. So on next movement phase, if no bands are out in the open, it simply stays put?****3.1War Column does not move, but draws W11 for Move CardWar Column then rolls a “1” and reduces to (1-0)War Column then draws W10 and SURPRISE ATTACK!Place WC in RR6 with Rancheria A. I guess they CAN sometimes cross the dashed lines!I roll a “6” and win the battle AND the war. Mahi’ A moves medicine to 3.3.2. PoT Counter OK3.3I choose to HUNT twice and take Bison in UA4 and LA5.Move ops counter DOWN to “5” and check for PoT. Roll a 3. Let's do PoT.4.4. Passage of TimeStep 1 ….. All bands Marked UnfinishedStep 2 …..I create no new band countersStep 3 …..I upgrade no bandsStep 4 …..No new RancheriasStep 5 …..Retire Mahi’A and move Paraibo to medicine 3Step 6 …..Headman Checks:Pa: no checkMa: already 0Pb: no check, at 1Mb: no check, at 0Step 7 …..Reset Mahi’ MedicineMa: roll 6, set to 6/2=3Mb: roll 6, set to 6/2=3Step 8 …..No counters to returnStep 9 …..No resource counters to returnStep 10 …No ravaged token, reduce Military to 2Step 11 ….Roll “4” against the A[...]

Thread: Twilight Imperium: Fourth Edition:: Rules:: Speaker and Voting

Tue, 12 Dec 2017 04:21:01 +0000

by Cristobal512773

If you happen to be speaker and are barred form voting and there is a tie then what happens? And if speaker does break tie does the Nekro still attack them with tech gank?

Thread: The Lord of the Rings: The Card Game – The Watcher in the Water:: Rules:: Wrapped!

Tue, 12 Dec 2017 04:15:43 +0000

by metal134

Played a game where I got 2 "Wrapped"s in a row (oddly enough, I've played this quest 6 times and never had 2 in one round). Do you have to exhaust a hero as a combat action for each Wrapped, or will one action get both of them? I played it that you would have to do 2 separate actions and just used a Power of Orthanc to get rid of the second one.

Thread: Monopoly Gamer:: General:: Bowser Jr. Boss Card

Tue, 12 Dec 2017 04:13:50 +0000

by marioman15

I searched and found a thread on here where someone posted the bowser boss card because they had purchased the collector's edition of the game. I am in the other boat thinking I don't want to spend $30 just to get the bowser jr, plastic coins, and holders for the characters.

Would anyone be willing to post a picture of the bowser jr. boss card ready to print? Or recommend a software program to use the template he posted on on this site?

He states that the real cards are 2.187 inches wide by 3.437 inches tall.

Thread: Tiny Epic Quest:: Rules:: Potion Clarification

Tue, 12 Dec 2017 04:11:59 +0000

by DahctorWorm

Sorry if this was already posted. If so, I couldn’t find it. The potion card reads “At the end of the Day, immediately roll the dice and gain 1 heart for each power rolled.” Does this mean after the night phase has ended (a full day) or is this supposed to mean day phase, which is usually stated by saying “day phase.”?

Thread: Carcassonne:: General:: A display showing what tiles have been picked?

Tue, 12 Dec 2017 04:11:25 +0000

by Gronak

Has anyone done something like blow up the "tile quantity list" images and created a board so everyone can see the likelihood of being able to finish that city, etc? Especially when playing with expansions.

Some people can remember that sort of thing, but our group would rather have equal open knowledge.

A fancy way might be to create a 10x10 board with black & white images of each tile, with the tiles on the board. Roll dice for the x & y axis to draw a tile.

Thread: Gloomhaven:: Rules:: Question about personal quest if 2 players draw the same unlock character box

Tue, 12 Dec 2017 04:07:36 +0000

by Rbsk214

Question about personal quest if 2 players draw the same unlock character box Can 2 players keep the same type of personal quest that unlocks the same character box if they do would it be a race to see who could unlock that character first if so would the other player draw a new personal quest card
Since in my game where playing with 3 players we both drew the same type of personal quest that unlocks the same character box because of the other card was long quest that revolves around other players finishing the quest and as starting characters we don’t know how long it will take to finish them

Thread: Mansions of Madness: Second Edition:: General:: Complete(?) list of all scenario map variants (potential **spoilers**)

Tue, 12 Dec 2017 04:07:13 +0000

by gurnec I created a spreadsheet listing every map variant along with each tile used in each map variant (link at the bottom). I thought I'd share some of the more interesting statistics which surfaced as a result.First off, here's a list of each scenario and the count of map variants. (The app distinguishes between "major" and "minor" variants, and generally it looked like the minor ones differed from one another by just a tile or two, however there may have been exceptions.) Maps including minor variantsCycle of Eternity 5 7Dark Reflections 3 3Escape From Innsmouth 2 2Rising Tide 1 1Shattered Bonds 3 4What Lies Within 4 4Dearly Departed 3 4Cult of Sentinel Hill 3 4Gates of Silverwood Manor 2 2Vengeful Impulses 1 2Astral Alchemy 3 7Gangs of Arkham 1 1Ill-Fated Exhibit 2 2Total 33 43Also of interest is which expansions/collections added new maps to existing unlocked scenarios, which may help in deciding which one to buy next.Recurring Nightmares adds the Dearly Departed scenario, and adds a new map to each of these scenarios: * Cycle of Eternity * Dark Reflections * Shattered Bonds * What Lies WithinSuppressed Memories adds the Cult of Sentinel Hill scenario, and adds a new map to each of these scenarios: * What Lies Within * 2x Dearly Departed maps * Astral AlchemyIf you have both the the collections above, one additional map is added to: * Cycle of EternityBeyond the Threshold adds the Gates of Silverwood Manor and Vengeful Impulses scenarios, and adds a new map to each of these scenarios: * Cycle of Eternity * Dark ReflectionsFinally, Streets of Arkham adds the Astral Alchemy, Gangs of Arkham, and Ill-Fated Exhibit scenarios, and adds a new map to each of these scenarios: * Escape from Innsmouth * Shattered BondsHere's a spreadsheet with the details if anyone's interested:!Au4WcaErEk9Ygl8QDzqAX4M2Jul-. It probably has mistakes since I just tried to grab this info from the asset files as simply as I could... I haven't actually checked these in-app.I'd like to use this info to determine which tile sets are needed at the very beginning of a game, in part so that I can enable the 1st ed. collections but then restart if I get a map for which I don't actually have the tiles.... [...]

Thread: Zombicide: Black Plague:: Variants:: [Quest] - Save the Crazed Captives (30 Minute Escort Quest)

Tue, 12 Dec 2017 04:02:50 +0000

by martinpulido

The next entry in my quick quest collection (see my faster Zombicide thread for details), "Save the Captives" is a 3 tile escape quest, where you must escort a group of freed captives to safety. Zombies already fill the crypt, and the crazed captives move ahead of their own accord. This means you must move along to protect them as they enter harm's way, unable to camp out and gather equipment.

NOTE: Currently, the quest uses Massive Darkness tiles; I will work on a standard tile variant. For those who don't own Massive Darkness, here's a tip -- I don't own the game either, but did purchase tiles to vary my Zombicide tile layouts. You might consider doing likewise.

The quest will be made available on BGG; I will post the link when it is ready.

How this quest keeps things quick and fun:

- The freed, but crazed prisoners are slippery. Since they always move ahead by 2 zones, the game has an internal clock. It ends at the beginning of the 6th round no matter what.

- No doors and fewer tiles for a quicker set up. While there are no rooms to search in, there is corpse looting. When zombies die, they remain on the board until the end of the player phase for players to search.

- Boxed in environs keeps the action focused. The quest starts in Yellow, so zombie spawning already summons more of the undead.

- Make use of the light terrain feature in the Massive Darkness tiles. In lit up zones, zombies are exposed, so that you no longer have to follow standard targeting priorities. Target whomever you want, and avoid all friendly fire in them.

Read the quest for more details, which includes suggestions to make this quest harder and notes on the Death Acolyte zombie type. If you get the chance, feel free to give me some feedback on this or other of my scenarios. I play test each a handful of times, but appreciate knowing your experiences as well.

Thread: C.S.A. America's Civil War 1861-1865:: Rules:: errata?

Tue, 12 Dec 2017 04:02:37 +0000

by bikerboy

Any errata on this game?


Thread: The 7th Continent:: General:: Do the cards from the curse expansions add anything to gameplay when playing a different curse?

Tue, 12 Dec 2017 03:55:05 +0000

by JohnnyG

As above if I have the cards from one of the curse expansions, such as The Forbidden Sanctuary, mixed in with the core box will they add anything to gameplay when not playing that curse?

Thread: Sherman Leader:: General:: SL and TL gameplay differeces

Tue, 12 Dec 2017 03:54:43 +0000

by charlesting

Those who own both games, is there something more than just aesthetic differences or is one more difficult or different enough to get both games?

Thread: Friday:: Rules:: Scoring: which fighting cards?

Tue, 12 Dec 2017 03:54:31 +0000

by mrhinelander

Salutations. Under Scoring, my rules (2011/2012) has "...Take all your fighting cards (all cards from your Robinson stack and Robinson discard pile)..."

Does "all" also include the cards still on the table after defeating the second pirate? Or not, and we score exactly the stack and discards and nothing else?

Thanks, Mack

Thread: Dinosaur Island:: General:: Cubes

Tue, 12 Dec 2017 03:50:01 +0000

by benevolentweasl

Three questions:

How many colors of cubes are there (and what are those colors)?
How many of each color are included?
And what “size” are the cubes (in mm)?

My copy hasn’t come yet and I’m thinking the only component in the Deluxe copy that could be “blinged” out would be to order metal cubes or something.


Thread: Dinosaur Island:: Rules:: Rules questions: Of hats, and dino meeples

Tue, 12 Dec 2017 03:42:06 +0000

by DailyRich

Just got the deluxe version of the game and got straightened out on the hooligan/VIP situation, but I have some other questions.

1. I saw in another thread that the Hats attraction was going to be removed from the player boards, but it's still there. I assume we just get a free attraction to start, yes?

2. I assume any dino meeples can be used to place in your park when you create a new dinosaur? For instance, I can create a T-Rex but use a trike meeple?

Really excited about the game and impressed with the quality of the components. First play tomorrow night!

Thread: Dominion: Nocturne:: Rules:: “each other player receives the next hex”

Tue, 12 Dec 2017 03:37:25 +0000

by jayb3369

When Vampire gives out hexes, it says “each other player gains the next hex.”

Does each player receive a different hex, or do you reveal the next hex and all other players suffer its effect?


Thread: Fallout:: General:: Sleeves for those mission cards

Tue, 12 Dec 2017 03:33:39 +0000

by xBino

I just stumbled across some 4x6 Ultra Pro soft sleeves in the ole sleeve drawer that fit the mission cards quite nicely!

You'll have to cut it down to size, but it's a perfect fit! (image)

Thread: Twilight Imperium: Fourth Edition:: Strategy:: Dear Arborec players, an open letter

Tue, 12 Dec 2017 03:32:49 +0000

by GamerdadMich As you all know Arborec were pretty bad in TI3. I dont think I ever saw them come in 1st or even second in VPs. So, when the TI4 rules were announced, I was estatic- "The Arborec are now a contender" I remember exclaiming to friends. "They can move and build, thats so OP." There was even talk of nerfing them BEFORE WE HAD EVER PLAYED A GAME.TI4 arrived. We were excited (still are). Lets steamroll the galaxy with the new "Yssaril"! ... It never happened, ... still hasn't happened. Oh we have heard about Arborec dominance in OTHER gaming groups. Why then were the Arborec falling flat in our very competitive group? Was it because I, GamerdadMich, have yet to play as them? I thought so! I just needed to play them. I flopped, I struggled, I was crushed. I regrouped. I analyzed. And I have a strong opinion now on how Good they are. Thats right, despite my dismal showing with them, they are really good, and heres what it boils down to-Turn One- you must play a perfect turn one to set up the rest of your game. And heres my thoughts on how with different strategy cards to do that:Warfare- you hit the jackpot. Move out build 2nd carrier, warfare, invade two more systems! Have fun living the dream, because this will never actually happen in the game unless you are the speaker.Diplomacy- Move and build carrier, diplomacy home system, STALL BY SENDING CRUISER TO A USELESS SPACE (maybe getting a trading partner?), use the secondary of warfare (WARNING LONG THEORY- you can do this now because you stalled; UNLESS Saar has warfare, the warfare race took political secondary and got action cards with ACTIONS<- thats me!, or they also waste an action to move a cruiser etc out like what you to get a trading partner<- if you're smart get as close as possible to the guy with TRADE so that he may actually let you refresh commodities for free... Now because they have warfare I will say, I havent seen someone stall out warfare to the 4th action of turn one except Saar- Im on the fence whether its even a good move because it uses up the extra CC you get with Warfare. END EXTREMELY LONG SIDEBAR), build a 3rd carrier in your home system, invade another system. You now have 3 carriers on the board, took over 2 systems, and in the status phase get to place another GF where you need it. Plus NO ONE took advantage of diplomacy on turn one- they wanted warfare secondary + something else, or they just were not positioned to leverage it so early in the turn.Trade- Just like above... except better. You aut[...]

Thread: Dinosaur Island:: General:: Punch Sheet of Circles?

Tue, 12 Dec 2017 03:31:37 +0000

by Nerkey

What is this for? The Punch Board with all the pictures of dinosaurs and people?

Its awesome....i just dont know what to do with it.

Thread: Dune: The Dice Game:: Rules:: Control

Tue, 12 Dec 2017 03:23:22 +0000

by skeletonhat

The rule book doesn't explictly state what constitutes "controlling" a region. As some regions can have multiple factions within as the result of a past alliance, does control mean to have the most troops in a region, the most troop power (fremen and sardaukar are x2) or do you have to be the sole faction within a region?

Thread: Altiplano:: Strategy:: Cocoa too strong?

Tue, 12 Dec 2017 03:21:27 +0000

by texascpa

Just wondering if anyone else things Cocoa is too strong.

From what I've experienced in my last 2 games, the player that was able to grab the Cocoa tech tile from the A stack has won the game.

There are no methods to obtain cocoa with the exception of tech tiles. However, there are only 2 tiles. One pops up real early in the game in the A stack, then another in C (or B, can't remember right now). Cocoa is a one point good, but can be used to grab 2, 3 or 4 point goods. With two carts, a player can easily grab those higher point goods, then store them in the Warehouse providing even more points. With that strategy, you can easily keep pulling cocoa into the staging area. Plus, once you have 2 cocoa, you can double the conversion with one action.

The point gain from just the "conversion" is more powerful than any other conversion available, and it's quick and if timed right, it's consistent.

Just looking for thoughts.

Thread: Kingsburg (Second Edition):: Rules:: End Game Scoring

Tue, 12 Dec 2017 03:18:42 +0000

by jman122

The rules aren't very clear about end game scoring. Since each row is a progression, do all buildings add points cumulatively? Or do you only get the points from the rightmost built column in each row?

Review: Carcassonne: Star Wars:: Review: Still fun after ten plays? My pros and cons

Tue, 12 Dec 2017 03:10:14 +0000

by Olafslomp Even though long extensive reviews seem te be the most popular reviews on BGG, I myself just don't have the time or the patience to read those.I prefer quick overviews where I can get some insights into why this game may or may not be attractive to me.My reviews are targeted at a similar audience, and just consist of my pros and cons coming from:1) First impressions (before playing my first game)2) Impressions after the first game3) Current feelings (after at least 10 plays)First impressions:+ I love Star Wars, so good theme for me and I was eager to try it+/- I like Carcassonne, but my wife (my primary gaming partner) is not a big fan, so I was doubting whether I should buy this or not. Winning it at our yearly christmas yankee swap two years ago solved that Impressions after the first game:+ It’s pretty close to the original Carcassonne, so easy to learn (especially if you have already played normal Carc), but introduces enough new stuff to make it worth trying even if you have already played normal Carcassonne (big meeples, faction symbols, and most importantly: duelling with dice).- The theme is very thin in this game. There are so many great Star Wars games, proving that this IP provides plenty of opportunity to create very thematic games. I was disappointed to find there was very little thematic gameplay in this one (although, maybe I should have expected this)+/- The fields are gone, which makes it easier to play for kids and muggles, but less interesting to experienced Carcassonne gamers i.m.o.+/- The introduction of dice adds more luck to the game, but it does also give you some ways to manage your chances (extra die for big meeple, bonus die when faction symbols are in the relevant area); if you like chucking dice this can be a nice Carcassonne variant for you. For me regular Carcassonne - without the dice - is better; I prefer less luck.Current feelings (13 plays into it):- Much like normal Carcassonne, it is still a very mean game; kids and muggles may like it at first but their fun is quickly killed when an experienced player starts taking away all the things they had been building up. - I think it’s even meaner than the original; keeping your big meeple in reserve to pounce on any planet that is close to completion is a tactic that will get you both a lot of points and a lot of hate from the players that worked hard to build u[...]

Review: Star Wars: Epic Duels:: Star Wars: Epic Duels (Star Wars Retrospective

Tue, 12 Dec 2017 03:09:59 +0000

by TRK27 This article is part of my Star Wars Board Game Retrospective. To see other articles in this series and get notified of new ones, check out the Geeklist.Star Wars: Epic DuelsEpic Duels is a simple miniatures game where you pick a team of characters from the Star Wars universe and then have them duke it out with your opponents team. With 12 teams to pick from, each with their own playstyle and unique actions, the main strength of Epic Duels is the variety it offers.Each team consists of a major character and one or two supporting characters. Clockwise starting from the top left, we have: Count Dooku and super battle droids; Emperor Palpatine and Royal Guards; Darth Maul and battle droids; Darth Vader and stormtroopers; Boba Fett and Greedo; Jango Fett and Zam Wessel; Mace Windu and Clone troopers; Han Solo and Chewbacca; Luke and Leia; Obi-Wan and Clone Troopers; Yoda and Clone Troopers; and finally Anakin and Padme.GameplayOn their turn, the player will move their character or characters, then take two actions, which can be any combination of the following: Draw a card from their character deck, play a card from your hand (either an attack or a special), or heal a character. You can do the same action twice should you so choose. You win by defeating your opponents main character. Now let's examine that in more detail:"On a turn, the player will move their character..."Here, right at the start, we come to perhaps the most divisive aspect of Epic Duels. Yes, it uses the much-despised "roll to move" mechanic - but it's not as bad as it might seem. The movement die determines how many of your characters can move, and how far. Depending on how you roll, you can move one character 3, 4, or 5 spaces - or ALL of your characters 2, 3, or 4 spaces. Movement is orthogonal only. It's not as bad as it seems because random movement performs two roles in this game: it helps balance melee characters- who typically deal higher and more consistent damage- with ranged characters, and it introduces an element of uncertainty and drama that might otherwise be lacking. Also, many characters will have movement effects on their cards that allow them to mitigate the movement roll.Attacking is how you actually damage your opponents's character and hopefully win the game. Here Obi-Wan has one of his troopers pop off a shot at Count Dooku. Obi-Wan is[...]

Session: Comanchería: The Rise and Fall of the Comanche Empire:: Onto the Plains [Session 2.2] w/VASSAL Photos!

Tue, 12 Dec 2017 03:06:44 +0000

by Snowdog_2112 First some cleanup from suggestions on sessions report 2.1Moved the West EI SUBJ3 onto its proper place on the EID.Now onto the plan after 2 rounds of RAID/HUNT actions.- I would like to get my UTE ALLIANCE dev card out- Get set up for a 2nd Rancheria- Potentially do some more RAID/TRADE/HUNT actions, we shall see.First we do PLANNING so I can get the dev card into play4.3 PLANNINGStep 1No Sucess tokens on Mahi’ trackStep 2SameStep 3Skip per Step 2Step 4Take one(1) headman action, spend 1AP on Dev2 UTE ALLIANCEPlay UTE ALLIANCE, 1 x (3-4) band in Palo Duro CanyonStep 5No Mahi’ with Medicine 0Step 6Mark the 2 x (2-F) bands to 2 x (1-6) bands, resources to ranch boxStep 7Move RanchA to Red River6Step 8Free Enemy InstructionRolls NORTHRoll 5, flip ALLY3 to RAID2Executes HUNT, fails RECOVERY check, takes Bison on UA3Step 9Move OPS counter to space “3”3.4CLEANUP #3Draw 3 EAPs (now 5 total)Roll WESTFlip SUBJ3* to SETTLE3Execute Top ACTION SETTLE4Settles Llano Estacado 1EAPs = 1, shown on tracker3.1 No War Columns3.2PoT counter still on START3.3Activate RanchA with 1 x (1-6) and 1 x (2-5)HUNT on RR6 with 1-6, take Bison, returnRAID on RR5, Draw success + 3 EAPsPlace Ravaged, take a bisonReturn HomeRoll check for PoT: Rolls 2, lets do PoT4.4 Passage of TimeStep 1Bands marked unfinishedStep 2/3Spend 2 bison to make 2 x (1-6) into 2 x (2-5)Step4Create RancheriaB in PD CanyonStep 5No retireesStep 6Headman Death CheckPa: rolls 6, no effectMa: rolls 4, no effectPb: rolls 1, dies, sets Medicine to 1Mb: already at 0Step 7Roll 4 for Mahi’B medicine, set to 2Step 8Return 4 successes to CUPStep 9No resources to return from tracksStep 10Remove Tribes on UA4, UA5 and RR5Step 11No PEACE or ALLY counters on the mapStep 12Rolls 1 for Bison, places on UA4Since 1 empty dev card space, rolls 2, put Bison on RR5Step 13Discard 2 remaining dev cards 01, 03Draw 08, MOUNTED SOCIETYDraw 21, MILD WINTER, do Step 12Rolls 2 for RR, all spaces full, move RR4 to UA5Rolls 6 for RG, all spaces full, move RG4 to RR4Draw 05, discard all dev cards (none, I played UTE ALLIANCE)Draw 17, TACTICAL ADVANTAGEStep 14I have but 2 Culture Points, so I choose not to buy a culture cardStep 15Move OPS counter to START, move PoT counter to space “5”I place the North WAR6 instruction into the cup from the Track.Operations Clean[...]

Thread: Dinosaur Island:: General:: Storing deluxe version?

Tue, 12 Dec 2017 03:01:19 +0000

by BlindsideDork

Dos anyone have a good way they put everything back in the box for the Deluxe version? I am having a hard time and want to avoid destroying the box incase there is a magical way I am not aware of.

Thread: Gloomhaven:: Rules:: Persistent Bonus Duration

Tue, 12 Dec 2017 02:58:20 +0000

by Khaaaaan

Once an action such as the Scoundrel's "Watch it Burn" or "Crippling Poison" with a persistent bonus and no charges becomes active, when is it placed in the lost pile, and how do you know?

Thread: Shadows of Brimstone: City of the Ancients:: General:: Shipping Notice for KS2 backer

Tue, 12 Dec 2017 02:55:59 +0000

by wiredreflexes

I got a bill from the Frogs today for Japan shipping on a Gold Minecart for $270. Egads. Anyway, I guess it's coming.

Thread: Marvel Dice Masters: Avengers vs. X-Men:: Rules:: Fabricate and regenerate

Tue, 12 Dec 2017 02:52:49 +0000

by THE_Babel

Hello there,

Fabricate ability says: "Fabricate 2-4: You may KO 2 character dice with total purchase cost 4 or more to purchase this die for free."

Regenerate says: "If this character would be KO’d, roll it. If you roll a character face, return it to the field on the rolled face (but not the Attack Zone). Otherwise, move the die to your Prep Area."

Do I understand right if I use Regenerate each time I use fabricate with characters that has the regenerate ability? It can produce a lot in a short time (if lucky).. no?


Thread: Conan:: General:: Are any of the $25 expansions worth it?

Tue, 12 Dec 2017 02:43:30 +0000

by themothman421

I have the King pledge box, and trying to figure out what to buy before these expansions leave retail forever (I'd really rather not deal with Kickstarter again or whatever they plan to do in the future)...

Are any of the $25-ish expansions (Yogah, Crossbowmen, Kushite Witch Hunters) a good time, or have complimentary scenarios in some of the big box expansions? Thanks for any input!

Thread: Rayguns and Rocketships:: General:: Inserting my Rayguns & Rocketships KS

Tue, 12 Dec 2017 02:33:44 +0000

by Maurice_Oksman

Hey all,

Here’s a couple of pictures of my current insert—It makes for fast setup. By ways of Kickstarter games, this was quite minimal. I’ll have to adjust it once I begin painting—I do these adjustable plastic container inserts on a lot of my games—Particularly great for games with ongoing expansions or instead of building a custom insert. Figured i’d share for my fellow OCGers. (image)


Thread: NMBR 9:: Rules:: Adding numbers to levels that already have numbers

Tue, 12 Dec 2017 02:27:38 +0000

by tbschnapp

If I place a number on a level that already has one (or more) numbers, does the new number I'm adding have to touch one of the existing numbers on that level?

The rules seem pretty clear about this (see below) that they have to touch, but I keep seeing examples that go against it. Even pics [geekurl=]here[/geekurl] and [geekurl=]here[/geekurl] on BGG doesn't seem to follow the rule. In the first pic the 4 and 7 are on the same level but do not touch. The 1 and 7 in the next pic. Am I misunderstanding something or are these just bad examples?

From the rules:

2. If you want to put the number tile on a level where at least one other tile is lying, at least one side of a square on this tile has to be adjacent to a square of a tile already laid-out there (pay attention to the grid).

Attention: The 2nd placement rule applies to all levels: At least one side of a square of any additional tile to be placed on a level has to be adjacent to a square of a tile already laid-out there.

Thread: Mrs Thatcher's War: The Falklands, 1982:: General:: Pre-order available at Hexasim

Tue, 12 Dec 2017 02:23:14 +0000

by Ravazul

Hi all,

Pleased to inform all you EU guys that Hexasim has this one in it's catalogue now, folio edition, 43€ + shipping, available 15 December.

Disclaimer: I am in no way connected to Hexasim.



Thread: Dinosaur Island:: Rules:: Dinosaur Island FAQ

Tue, 12 Dec 2017 02:19:44 +0000

by orson9999999 Dinosaur Island FAQ (Work in Progress)This is a collection of questions and answers pulled from the BGG forums. Since a lot of the information is in different places, I thought it would be useful to collect it here. Most of the information is directly from the designers, but if there are any mistakes, I hope they can jump in and correct them. Much of this is collected from the “Rules Questions” thread, so people who asked questions there should get credit.ComponentsQ: The rulebook shows yellow hooligans, but I only have pink meeples (and also purple in the case of the Deluxe Edition).A: The meeple colors were changed after the rulebook was printed. The new hooligan color is pink. You should have 10 in the standard edition and 18 in the Deluxe. For Deluxe owners, the purple meeples are VIP meeples for use with one of the plot twists. You should have 10.Q: What’s the component list for the Deluxe Edition?A: I’d like to add this. Can someone help out?ObjectivesQ: When is the order of objective completion decided? For some phases everyone does things simultaneously, but in others it’s by turn order. Is this the same for objectives?A: (From designers) Objective completion is decided at the end of each phase, so it is not affected by player order. Because of this, multiple players may complete an objective in a single phase.Player BoardsQ: Can attraction tiles or dino recipe tiles I've built at some point in my park be replaced or can't I build anymore if there is no more space available?A: (From designers) No, attraction tiles and dino recipe tiles cannot be moved or replaced. If you are out of space, you cannot build. The only exception to this is the lab; you may build over any lab tile. You immediately lose any prior benefit/action you had with the covered tile.Q: I don't understand 100% lab upgrades with green text after reading that rules section: "...activate once upon purchase and cannot be activated additional times by assigning workers"I'm probably lost in translation, but does that mean it only triggers one time after pur[...]

Thread: Fallout:: Rules:: Addiction

Tue, 12 Dec 2017 02:18:24 +0000

by Left4Chris

You cannot discard drugs if you are addicted. Can you sell or trade them to other players?

Thematically, I think no. But I can't find anything forbidding it in the rules manuals.

We had a player who would spam drug use, then give them to other players for them to sell and it seemed exploitive of the rules.

Thread: Clans of Caledonia:: Rules:: Clan Buchanan

Tue, 12 Dec 2017 02:01:45 +0000

by RaulMC

If you have a single free export box, do you still get to draw 6 contracts when you get the building bonus or just 3?

Thread: Kingdom Death: Monster:: General:: How do you make the Gorm armor run well?

Tue, 12 Dec 2017 01:59:16 +0000

by spiralingcadaver

I'm not talking about efficient affinities, I'm talking about general mileage.

My group ran through most of a campaign with a set, and never really felt like it was doing much. It's not very tough. It doesn't provide movement or strength. It has major affinity requirements. Block 1 is nice early on, but doesn't stack. Like most everything, its defensive abilities do nothing against non-attack damage. If just going for the efficient armor, it's not very strong. We're not really sure where it works: it seems like pretty much always Leather or Screaming is better.

So far my group came up with:
-Regen suit + acanthus means you can wholly ignore one whopper of an attack (well, except how the damage still goes through, so you can't take more)

-Spear Mastery/Provoke (or other priority target grabbers) or Gloom Hammer/bows (or other things that put distance) + guard gives you some extra distance for probably a free round without retaliation, with some setup.

-The anti-intimidate thing is pretty legit on its own, assuming you have the right survivor.

-Obviously, it's pretty decent hit and run against Gorms, but they're not that tough to begin with, and it does nothing against their puke.

Thread: BattleCON: Devastation of Indines:: General:: How many fighters total?

Tue, 12 Dec 2017 01:58:23 +0000

by rayzor6

So not counting alt many official playable characters are there? Does anyone know?

Thread: Wildcatters:: General:: Versions

Tue, 12 Dec 2017 01:51:30 +0000

by medievalbanquet

We are going to play this on Wednesday. My group loves heavy games. In fact, we are the heaviest gaming group in existence. Forever. Done.


Can we use the new rules with the old components?

What’s the difference in versions? I have both but the CAP one is shrinked in a cryogenic chamber underneath my Iron Maiden.


Thread: Small World: Sky Islands:: General:: Inside the box?

Tue, 12 Dec 2017 01:49:52 +0000

by nightlightguy

Can someone tell me what's inside the box, or post a photo? I understand there's a lot of dead space, but potentially this is good for fitting in the tray from the mini race expansions.

Thread: Room 25 Ultimate:: General:: What is Your Favorite Way to Play? Because co-op does not seem great.

Tue, 12 Dec 2017 01:46:20 +0000

by Brandizzle

I bought this game after hearing high praise, but after two plays, I am very confused about how it is ranked so well. I assume it is because of the variants of the game.

Before my first game, I did a dry-run to teach myself the game. So I was not headed into the first game clueless.

On our first play, we had 5 people and played the basic co-op version. Literally nobody liked it.

Several months later, I still wanted to see what this game had to offer, so I played with another group of 5. We played the co-op version with an easy setup of the "Ultimate" rules and again nobody liked it.

I am open-minded person and can see the promise in games that I don't necessarily like... but I really do understand why nobody has been enjoying this game. And that means I can't get people to play a second time to try Suspicion.

So maybe you can tell me what the best variant is and provide tips on what earned it such a high rating. I would really appreciate it because I am in love with the theme/concepts of this game.
I have taught and played hundreds of games and nothing rated this highly has fallen so flat.

Review: Kung Pao Chicken:: A fun twist on the traditional secret role party game: are you a chicken or a fox? Only your opponents know!

Tue, 12 Dec 2017 01:40:34 +0000

by Poins Kung Pao Chicken is a new party game for 3–5 players, due to launch on Kickstarter in January 2018. For a 360º view of the game, check out the Board's Eye View page on Face book at title is perhaps a little misleading. If you were expecting a game about hot and spicy Chinese food, you may be disappointed. This is a secret role card game where players are either a fox or a chicken. The twist, distinguishing this game from the majority of other secret role games, is that players all know each other’s identities but do not know their own. They have to try to deduce their own identity from the actions of other players.Chicken and fox cards are shuffled and one card is dealt to each player. It is possible that all players could be chickens or all players could be foxes, tho’ the likelihood is that there will be a mix of roles. Players do not look at their own role but they hold up their card so that the other players can see what role they have. Players then place their identity cards face down below the card representing their barn. Players are then dealt a hand of cards (three each in a four-player game), and they take turns to pass a card face down to the players on their left and right. The cards will be chickens, foxes or hounds. Players then play a card, again face down, to any location: their own or another player’s barn, or the ‘grasslands’, which is where the remaining undealt cars are located. Immediately after playing a card, a player may flip over a previously played card at that location, revealing whether it is a chicken, fox or hound. If it is a fox, the player can relocate it at whatever location they choose, provided there is not already a hound face up at that location.When all the cards have been played, players must signal the role they think they have (the rules suggest they do thi[...]

Review: Merlin:: Merlin was my first Feld

Tue, 12 Dec 2017 01:40:31 +0000

by ShogunCharlie I'll get right to it, since I think the title tips it off, Merlin just wasn't for me.First the positives. The game board looks great, lots of stuff going on there, without being confusing. I also really enjoy the central rondel-mechanism and the dice puzzling aspect.But I really wish that central mechanism had been applied to an overall more compelling game (for me). The idea of collecting random abstract resources to satisfy mission cards just did not appeal to me. It just feels bland. Because of the nature of the game, it's not really possible to strategize long-term, you're mostly playing round by round, trying to find the best combination of moves. Or should I say the least bad? More often than not I came away feeling quite dissatisfied with my options. The traitor mechanic is also quite frustrating, since ignoring them is extremely costly, but spending two to three actions every other turn to prevent them is also annoying. Hopefully you can use the shields for mission cards as well, but it's still frustrating feeling forced to do something or being punished with point deductions. Talking about forced actions, manor houses seem to be a part of the game that you can't ignore. Not only does it generate points up to three times, but the tower spaces are also highly flexible in terms of getting resources for missions.For a euro the game has quite a lot of player interaction, and the winner of a close game can very easily be decided in the last round by a player who is not in the mix. You can also randomly get screwed over by opponents trying to fulfill their mission cards (or because they think you are ahead).And last but certainly not least, the game length was a huge problem for our group. We are an AP-prone group (sadly) so a game took us upwards of three hours. That is a long time to spend doing actio[...]

Thread: Kingdom Death: Monster:: Variants:: Settlement Event Variations - Help me make new ones

Tue, 12 Dec 2017 01:31:31 +0000

by LangatanG Hello Geeks,Looking to see if anyone already has / would be willing to work on settlement event variants with me. I was hoping to get somewhere around 50 SE in total. My thinking was adding a 'roll d10' after drawing the card, but before announcing/reading it. On a 1-5, you use the card as intended. On a 6-10, you use an 'amended version' of the card.The amended version could be either a second version of the card, or a completely new card altogether. i.e. for murder, you can make the 6-10 version 'Wanderer'. The Wanderer visits you from outside the settlement, and can be added to your population with a dark twist. For a card like Lights in the Sky, you can make one called Thick Fog, which reduces rolls, or hinders innovating... Or, instead of making something related to Lights in the Sky, it could be another 'mini-game' along the lines of Open Maw, or Triathlon. The idea is that each settlement event is now 2 settlement events, giving more variability for anyone who is tired of the same settlement events over and over. So... Here is my first attempt at a new settlement event. Draws the Murder SE. 1-5 use Murder story event with no change. 6-10 use Wanderer story event.WandererA Wanderer has been spotted outside the settlement. It has been seen observing the behavior of the settlement. Choose the non-returning survivor with the most insanity to approach the Wanderer, and roll 1d10.1 (or less) - You leave the safety of the settlement to approach the Wanderer. A cold chill freezes you as soon as you realize you came unarmed and alone. You can't explain how, but you know death is coming. Paralyzed with fear, you don't even feel the blades slide into your neck. You are dead. Add Wanderer to the timeline next year, with -1 to your roll result.2-3 - You approach the Wanderer just outside [...]

Thread: Isle of Skye: From Chieftain to King – Adjacency Scrolls:: Rules:: Adjacency

Tue, 12 Dec 2017 01:29:56 +0000

by KingRob

Is it the four orthographically adjacent tiles? Or do diagonally adjacent tiles count?

Thread: '65: Squad-Level Combat in the Jungles of Vietnam:: Rules:: Flank armor

Tue, 12 Dec 2017 01:26:58 +0000

by Steve Pultorak

Page 13 shows a tanks front and flank arcs for movement purposes.
What is a tanks flank armor (for the -1 reduction in its armor vs. penetration)?

Is it the same as it’s move arc ?

Thread: The Shared Dream:: General:: War of the Roses questions

Tue, 12 Dec 2017 01:22:07 +0000

by verballyinsane

We decided to try and tackle War of the Roses. We really should have waited until we knew the game better, but I thought I'd still ask the questions we had.
1. Corrupted/corruption refers to a red rose, right?
2. If the Seducer is not within her range of 2 if a player and is on a location with a grey rose, will she stay there to flip it to red?
3. Last Night cards: How do these work in general? I drew one that forced me to Channel at Rank 3 but I only had 1 Conviction. Do I need to spend this Conviction? Do I only go to Rank 1? Another player had a card that needed him to move 5 spots but his Move was 1. What happens? Does she take up all our actions or do we have some left if what she forced us to do only used some of them?

Thread: Kingdomino:: General:: Sleeving?

Tue, 12 Dec 2017 01:20:28 +0000

by jtrent620

Curious has anyone sleeved the tiles to protect them from scratching as you shuffle and maneuver them around? If so what type and size? Thanks (image)

Thread: Kingdom Death: Monster:: General:: New players Impressions

Tue, 12 Dec 2017 01:20:25 +0000

by baylock


This new KS (wave 1) has been delivered to almost everyone by know.
Among the BGG gamers who pledged (at least) the core game without playing it before, I am curious:

How many of you eventually like it and how many don't?

Of course, it's just a poll, nothing serious or representative as all pledgers aren't members of BGG and even tough, all of them will not necessarily answer.

And the way you play it (multi or solo) isn't important. What is, is how you feel about the game in general (gameplay, content, art, everything as a whole).

Don't hesitate to elaborate.


Thread: Gloomhaven:: General:: Personal Quest Card #517

Tue, 12 Dec 2017 01:17:51 +0000

by OregonPinkRose

Are monsters considered each type of deck, like Archer or Guard, or are they more specific like Bandit Archer and Human Archer?

Thread: Mythic Battles: Pantheon:: General:: Are Extra Dice Necessary/Useful?

Tue, 12 Dec 2017 01:16:30 +0000

by nexbot

Since I only got a Titan pledge, I'll only have one set of dice. At first I was worried, but the board is pretty small, and unlike other dice hungry games (i.e. Arcadia Quest), it seems this one maxes out at 10 dice/attack.

So are extra dice sets really useful? Or mostly just fluff?

Thread: Shakespeare: Backstage:: General:: Out of print?

Tue, 12 Dec 2017 01:15:13 +0000

by matlockheed


Just wondering. Does anyone know if this one is out of print? It's sold out at most of the usual suspects (CSI, MM, Gamenerdz, etc) and I was curious if anyone knew if this was just a temporary state or if we should be expecting more soon from the distributors to be pushed out?


Review: Five Tribes:: The Cardboard Herald Reviews: Five Tribes

Tue, 12 Dec 2017 01:15:09 +0000

by TFJ383 This review was originally posted at The Cardboard Herald: Tribes - Merchants and Djinns and Viziers, Oh My!December 6, 2017 Luke MuenchFive Tribes: The Djinns of NaqalaPublished by Days of Wonder - 2014Designers: Bruno CathalaHead Artist: Clement Masson2 - 4 players ~ 1 - 1 and 1/2 hoursReview written by Luke MuenchIt’s hard not to turn the corner of a BoardGameGeek page without seeing the name “Bruno Cathala” written reverently, and with good reason. A designer that’s helped create some of the most noteworthy games in the industry, including Shadows Over Camelot, 7 Wonders: Duel, Kingdomino, and, my personal favorite, Cyclades. So it goes without saying that Five Tribes was a title that immediately grabbed my attention; with such a talented man at the reins and a unique and colorful theme, it was hard not to get pulled into the experience, and it’s clear that I’m not the only one. As of writing, the title stands as the 48th highest ranked game of all time, and has spawned multiple expansions and promos.Yet, as time has stumbled forward, I’ve found myself growing less and less interested in bringing it to the table, and when I do bother to bring it out, it ends with a certain frustration, a light irritation in the back of my head. It’s a thought that prods at my mind, asking, “Why did you ever like this game in the first place, and what about it irritates you so?” And while it’s a disappointing question to ask, I think it’s worth exploring.It’s not unu[...]

Thread: This War of Mine: The Board Game:: Rules:: The rules in others languages?

Tue, 12 Dec 2017 01:06:00 +0000

by Iskandar38

Hi all!

I would like to know if its about the intentions of this community to publish on this site the rules in others languages (French, German, Italian) aside with the English, Russian and Chinese versions?

I possess the English version, but espacially because that game is script oriented, the pleasure to play would be greatly improved by undestand all its subtilities.

Many thanks!

Thread: The 7th Continent:: General:: How much fantasy is in 7th Continent?

Tue, 12 Dec 2017 01:05:55 +0000

by kanyewest_tml

I've been on the fence whether or not I should get 7th Continent for quite some time now. I don't want to watch too many reviews or gameplay videos so I don't spoil anything. I'm just wondering how much of the game consists of of fantasy type content? I really like thematic games (Robinson Crusoe is my all-time fav game) and games with non-fantasy themes. Would I like 7th Continent?

Thanks in advance!

Thread: The Castles of Burgundy:: General:: Dice

Tue, 12 Dec 2017 01:00:45 +0000

by Usual Hooligan

The dice that came with my game are smaller than normal 16mm dice. I am trying to upgrade them but it is proving impossible. I tried the internet and my local game store but I can't find what I am looking for, just normal d6 16mm dice in red, blue, green, and black. I tried dicegamedepot but they are all sold out of most dice. Any ideas?

Thread: Dinosaur Island:: General:: Deluxe version component list?

Tue, 12 Dec 2017 00:56:03 +0000

by randomisthehero

Is there a official list anywhere for the components in the deluxe version? I just got my game today and I'd like to make sure everything is there but the list inside the rule book doesn't appear to have everything listed.

Thread: Leaving Earth: Stations:: Rules:: Cyclers and automatic maneuvers

Tue, 12 Dec 2017 00:54:57 +0000


Can i choose where ends my spacecraft?
If a spacecraft of yours is in a location with an automatic maneuver at the end of your turn, it performs that maneuver.
you can take another turn before the year is done and the spacecraft will be at the origin again..


Thread: Feudum:: Rules:: Multiple feudums & military service

Tue, 12 Dec 2017 00:53:39 +0000

by MK99

From what I can tell, you're allowed to own multiple feudums. How does that affect your military service obligation? If you own, for example, three feudums will one set of conquer actions fulfill the military service obligation for all three of them? Or do you have to preform separate conquer actions for each of them? And if you fail to perform the conquer actions, do you take one penalty regardless of how many feudums you own? Or do you take a separate penalty for each feudum?

Thread: Fallout:: Rules:: Question re: # of Cards in Shop After Using Junk Cards

Tue, 12 Dec 2017 00:53:08 +0000

by TRheault


So, I use 2 junk cards to take an asset card from the shop.

So, now there are 3 cards in the shop.

The rules state "If the shop ever has more or fewer than four cards in it after a survivor's action . . . asset cards are discarded or drawn, as appropriate, to reset the shop track to four cards." (emphasis mine)

Using the 2 junks cards was not an action; so, am I correct that the shop would stay at 3 cards?