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Preview: Recent additions | BoardGameGeek

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Thread: Dogs:: Rules:: Dog Fair: Trade rules

Mon, 20 Nov 2017 05:19:28 +0000

by jholliday

Rules state you can sell only dogs shown on the dog fair card. Does this apply to trades also? That is, Player must give a dog shown on the dog fair card in order to take another from the fair? I assume this is the case, but it is not stated anywhere in the rules.



Thread: Evolution:: General:: can carnivore eat itself?

Mon, 20 Nov 2017 05:09:58 +0000

by shoninza

hello everyone

if I have only 1 species board which has carnivore card on that and I can't attack any other player spicies.

can my carnivore eat itself?

Thank you



Thread: Arkham Horror: The Card Game – The Dunwich Legacy:: Rules:: Extracurricular activities, setup.....one of the chaos token symbols (-X) is not mentioned in the campaign setup

Mon, 20 Nov 2017 05:08:24 +0000

by Kesavanss

,,,,is this a misprint?

The symbol on the card resembles a heart with a head of tentacles, but the campaign does not instruct you to put it into the chaos bag.

Pls help clarify



Thread: Tide of Iron: Next Wave:: Rules:: Can line of sight be traced through half hexes?

Mon, 20 Nov 2017 05:05:24 +0000

by emodiu5

Quick question that came up during my introductory plays--

Can Line of Sight be traced through half hexes on the edge of the map? The rulebook seems to state that they are not considered part of the map, which leads me to think no.

Here's a picture as an example of my question (with the exact map!)



So, rules state that if firing along a hex edge, you slightly shift to one side to see if you have an unblocked path. So, in my above example picture:
A is the attacker
D is the defender
Blue line would be center to center (following the hex border)
Red line 'shift' to one direction, line of sight blocked.
Green line 'shift' the other direction-- and here's where the issue comes up.

Are half hexes considered part of the map? Is line of sight able to be measured through those hexes? In other words, is the green line in the above image a valid line of sight measurement?

There were a couple other threads, but there doesn't seem to be any definitive answers. The rulebook says, concerning half hexes:

Half Hexes
Around the outside frame of the game board, every other hex will be a "half hex." These hexes are not part of the game, and cannot be entered or counted for any reason.


Emphasis mine. This leads me to believe that I cannot trace line of sight through those spaces, but I can see the argument the other way as well (it is a clear terrain, after all).

Thanks!




Thread: Mansions of Madness: Second Edition:: General:: Streets of Arkham...Painted!

Mon, 20 Nov 2017 04:59:01 +0000

by Homey_Christ

I'm now ready to get the new expansion to the table. I can't wait!






Apologies after boxing it back up I realized the investigator pics were blurry so I'll redo them later but for now...






The monsters came out even more amazing than I hoped. All credit goes to my Lisa for the stunning work.



Thread: Rambo: The Board Game:: General:: How does it scale?

Mon, 20 Nov 2017 04:51:38 +0000

by enzo622

Hey Chris, thanks for the demo today at PAX Unplugged. I remember you saying it was easy for a player to drop in/out because that would be one more/less event card in the game. What about enemies, do they scale? Seems to me you reveal a fog of war card and that has 3 enemies on it. Does that change if you're playing with different player counts?

How does solo work -- can you choose to play 1-4 characters or do you always need 4?



Thread: Carson City: Big Box:: Rules:: Technicial Question regarding Buildings

Mon, 20 Nov 2017 04:40:48 +0000

by Judythecat

I know that very often one must be able to place a house as a condition to placing a building. But this scenario occurred the other day:

I purchased a bank, but had no roads. But there was one road that led to my empty property tile. So far, so good.

But there was no space to build a new house (because there were no other accessible roads, and I had no extra roads myself). However, placing the bank on my empty property tile would have resulted in a complete enclosure of an adjacent house. Could I indeed place the bank, and THEN flip the house in my example to a townhouse?

I suppose another was to ask the question is this: must ALL building conditions be met simultaneously (which includes being able to place/flip a house) BEFORE the tile is placed, or may I place the tile, and only THEN flip the house to a townhouse?







Thread: Remember When ...:: General:: Retail Version available now, and a discussion about the price.

Mon, 20 Nov 2017 04:35:52 +0000

by ebridge I'm so excited to announce that the game, its expansion, and other goodies can now be purchased at The Game Crafter, just in time for X-Mas 2017!Here is the link to the base game:https://www.thegamecrafter.com/games/remember-when...-base-g...Also excited that "Remember When..." has now been played over 1000 times for free online at Board Game Arena. Please join us there sometime!https://en.boardgamearena.com/#!gamepanel?game=rememberwhenWe also have a new tutorial video, which should be showing up soon here on BGG.Lastly I want to discuss the current pricing of the game. You may just recall that I'm just a low-income husband and father who had a dream to make a board game that families could enjoy together for years to come, and we have accomplished that goal. I am so exceedingly grateful for the good people at The Game Crafter for their patience and assistance in making this a reality.The pricing structure of sites like The Game Crafter is right out there for every prospective game creator to see. It is not a secret, nor do I want it to be. But I suspect that the higher than average price point may have folks wondering why the game costs what it currently does.There are 2 reasons: 1) Quantity, and 2) LOTS of cards! By quantity I mean that The Game Crafter requires no minimum number of sales before they will publish the game. Most other game manufacturers have minimum print runs of 1000 copies or more. I COULD have tried the "all or nothing" approach of a Kickstarter project, but the prospect of trying to manage that and having a goal of over $30,000 just seemed daunting to my family. I'm generally better at being the "ideas guy", not micro-managing various paypal transactions, pledge levels, stretch goals, shipping charges, etc. And since funds were tight, we do not have the means to pay someone else to do this for us. Enter The Game Crafter, where if only ONE person wants to buy the game, they can still get a copy, as there is no minimum order size. But because of this, the price for each printing is higher than within a huge print run.And then there are the cards...HUNDREDS of them. Originally I wanted EVERY card we had made (over 750 of them) to be in one big box, but this would have priced the game way too high. So I divided the number of cards in half. 384 Word Cards (with 4 choices on each) in the base game, and then an equal number in the expansion. WHY so many cards? Because I just love the wondrous variety of choices that this offers to players. COULD the game be produced/played with just 80 cards, maybe 10 for each type of card? Sure, but how long would that fun last? I wanted a game that is NEVER the same game twice, and not even close, and that is why there are so many cards. (Even now I'm still coming up with new words/phrases for our blank cards that we use at home.) But, frankly, hundreds of custom cards does not come cheap. Furthermore, the awesome game box that my friend Matthew Moeller created - just the box alone costs $10.Long story short, here's how it all prices out. When you factor in all the components, and subtract Game Crafter's fees, at the $59.99 price point I am personally clearing $.15 per game. We're making similar profits on the expansion and other options. This is NOT a complaint! I'm fine with this, and my wife has come to grips with this too I was never doing this to make money. I just wanted to share my game with the world, and now through BGA and The Game Crafter, I have done so. The main reason I tell you all this is so that no one feels that I am making a huge haul here with the game costing $60, when in truth it's quite the opposite. Making games one copy at a time is just an expensive proposition.And this leads me to my final point, regarding the future of "Remember When..." There are 2 options still on the table for making the game more afford[...]



Thread: Twilight Imperium: Fourth Edition:: Rules:: The Universities of Jol-Nar Flagship — "J.N.S. Hylarim"

Mon, 20 Nov 2017 04:35:52 +0000

by Martext

When this flagship roles a 9 or a 0 (10), but before adding any modifiers (including the -1 on the result of each combat roll), each result produces "2 additional hits".

Am I correct in understanding this to mean that each role of 9 or 0 produces a total of 3 hits (1 hit + 2 additional hits)? So, with the two burst icons beside the combat number, it is possible to get 6 hits from the two dice that would be rolled?



Thread: Mystery Mansion:: General:: Looking for an extra secret stair piece and green pawn

Mon, 20 Nov 2017 04:30:09 +0000

by bassoon201

Thrifted a copy and just missing these parts! In case someone has extras from a parts copy.

Already posted in the parts wanted thread, but thought I would try here too. Thanks!



Thread: Kingdom Death: Monster:: Rules:: Kingsman fight: heavy gear clarification

Mon, 20 Nov 2017 04:22:17 +0000

by Dynalange129

Does the effect of “wearing” heavy gear apply to weapons like the king spear? The wearing implies items or armor but a spear is gear. Basically will having a spear in the Kingsman fight cause you to be knocked down by the hit location card harlberds spear?



Thread: 18CZ:: Rules:: Company acquisition -- can you replace a permanent with a previously rusted train?

Mon, 20 Nov 2017 04:18:37 +0000

by Butterfly0038

So, we're in the final set of ORs... can I acquire a company with a permanent small train and replace it with an E train that was previously rusted. Assuming no one buys any more trains, can run this train through the end of the game?



Thread: Unicornus Knights:: Rules:: When a player character dies, what is the starting military power of the replacement?

Mon, 20 Nov 2017 04:18:35 +0000

by Vastian Steel

Hi folks,
I am somewhat confused by the term 'starting military power'.
Does it still have to be half of the military power of the selected character?
Thanks in advance.



Thread: Kingdom Death: Monster:: Rules:: Persistent Injury - I think I'm doing some wrong (mild spoilers)

Mon, 20 Nov 2017 04:13:53 +0000

by cschrad1

I realized last night that I am probably doing some persistent injuries wrong.

Last night my buddy scored a critical wound on the Screaming Antelope's Restless Hoof location, resulting in a Destroyed Hoof persistent injury. Later in that fight we were lucky enough to get the Back Kick AI card which interacts with the persistent injury Destroyed Hoof. It states: "The Screaming Antelope's lame limb gives out. It is Knocked Down." We played it that this interrupts the Move and Attack on that card preventing the antelope from attacking. I believe that's an error. I actually caught it as we played the card and called it out, but my buddy pointed out we had played the Strange Hand persistent injury (don't have the White Lion deck in front of me to confirm the card text), but that one is a WL AI claw or swipe card where you have previously gotten the persistent injury that cuts off the WL paw it pauses and contemplates the stump giving the attacking survivor a once in a lifetime permanent understanding bonus...

Basically, we've been handling those persistent injuries as if they prevent the monster from attacking. I'm thinking now that the attack still happens and then the persistent injury result kicks in (assuming you have previously crit the correct location to have the persistent injury trigger).

I'd appreciate someone to confirm how persistent injuries interact with the AI cards that trigger them.

Thanks!




Thread: Root:: General:: 2 Player Potential

Mon, 20 Nov 2017 04:12:41 +0000

by BaggerX

Has anyone played the game with only 2 players? Does it work well with two, or do you really need more to get a really good game out of it?

I'm talking specifically about the competitive game mode, although I'd be interested in hearing thoughts on co-op as well.



Thread: Twilight Imperium: Fourth Edition:: Rules:: Seed of an Empire (Question about most/least VPs in Agenda phase)

Mon, 20 Nov 2017 04:12:35 +0000

by RageGoblin

There are probably other agenda cards where this would be a question, but this one is what came up for our game.

Going from memory, because the specifics are not that critical: this agenda awards either the player in first or last with a free VP, depending on if the votes go For or Against.

In our game, multiple players were tied for both most and least and so we couldn't decide if that meant all the tied players would gain the VP or if that meant no one would gain it. The card doesn't say "player(s) with the fewest VP"; it clearly says player.


Ultimately, we decided to just ditch the card and draw a new one.

How should this card affect players that are tied?



Thread: Twilight Imperium: Fourth Edition:: Rules:: Fighters in Space and at Space Docks

Mon, 20 Nov 2017 04:07:34 +0000

by Martext

Just got TI4 today and am reading the rules to get ready for my first ever game of Twilight Imperium.

Can a fighter exist in space by itself without the support of a carrier or a space dock? In other words, can I leave a fighter behind in a space while moving the rest of my fleet on?

Further, could someone please explain for me the meaning of the Space Dock condition: "Up to 3 fighters in this system do not count against your ships' capacity"? Does this mean that I can load an extra 3 fighters onto a ship (e.g. carrier) above its printed capacity as long as that ship is in the same system as the Space Dock? If that is the correct interpretation, what does that mean when the ship (e.g. carrier) moves to a different system, but now with 3 extra fighters above its capacity on board?

I'm not sure I understand what this means and so what impact it would have in a game.



Thread: Bargain Quest:: General:: Bargain Quest at PAX Unplugged

Mon, 20 Nov 2017 04:02:42 +0000

by domer

This seemed like one of the hits of the show. I saw tons of people walking around with copies (including me), and the demo booth was really busy. The creator had a lot of enthusiasm and did a great job of walking people through the rules. I also saw them crack open a brand new copy for the lending library on request, which was cool.

And the game is awesome. We played three times Saturday night after the expo shut down, which is saying something considering the many options available.



Thread: Twilight Imperium: Fourth Edition:: General:: 5 Player Setup - Warp Zone

Mon, 20 Nov 2017 04:01:07 +0000

by fowlyfan

Hey all. This is my first post on BGG and just a copy on one that I posted on r/twilightimperium. To make a long story short: I had a 5 player game this weekend and literally just discovered the concept of the Warp Zone and was very happy with how well it worked. After we made a quick makeshift version before our game, I thought it would be awesome to make it a little prettier and I wanted to share it!


Ti4 Warp Zone Tile: https://www.dropbox.com/s/63norqmoxrv0g1b/WarpZone_Ti4.zip?d...

Here is an album with examples of whats included:
https://imgur.com/a/i0oyQ

All credit goes to Lyn Lee Fox for this great addition to the game. I just updated it for Ti4. (https://boardgamegeek.com/filepage/46827/warp-zone-tile-5-an...)


The only real changes to the Ti3 version are as follows:

- The size of the tiles have been modified to work with Ti4

- Multiple Color versions have been added to align with the design of Ti4. I felt different colors helps designate that this zone is different, so I thought I'd make a bunch and let everyone do what they wanted

- Separated and Single Tile Versions: I've included two different versions of the Warp Zone. The first is for separated tiles and can be printed out on 8.5x11 paper and then be used to create 4 individual pieces to create the Warp Zone. The second variation is intended to be printed out as one large single piece of 11x17 paper. Not very convenient for transport or storage, but it helps a little bit with stability.



Thread: Villainy:: General:: Plans for an expansion? Reprint?

Mon, 20 Nov 2017 03:58:18 +0000

by Travisenstein

I just played this game at a convention and instantly fell in love with it. Seeing as it isn't in print I went to ebay to grab a copy.

I'm not sure how it sold originally though and was wondering if it was going to possibly be reprinted or have an expansion....ever. I know it's been years since it was released but I think with the popularity of comic books in the upcoming years it could still do well. More cards would be awesome to expand the game.



Thread: Heart of Crown:: General:: Metal Coin suggestions?

Mon, 20 Nov 2017 03:52:20 +0000

by AJAJAJAJ_FX

I just bought a copy of Heart of Crown and was wondering if anyone has any suggestions for what metal coins to buy for this (I like trying to upgrade the components of my games). Thanks in advance for any suggestions!



Thread: Twilight Imperium: Fourth Edition:: Rules:: Duranium armor question

Mon, 20 Nov 2017 03:49:29 +0000

by platon1971

I've Duranium armor and with my tranport I activate an opponent system that have a Dreadnought. Does it mean It's an automatic victory battle? Each combat round the Dreadnought hit me, I use my Duranium armor tech so I repair my ship. Eventually I will hit the Dreadnought and win. His only alternative is fleeing. If it's true, it seem pretty boost! If I'm wrong, please correct me. I love this game!



Thread: Il Vecchio:: General:: Similar to Istanbul?

Mon, 20 Nov 2017 03:46:01 +0000

by Royds

Hi. I really Istanbul. In fact I like a lot of games by Rüdiger Dorn. I have a chance to maybe buy this. Looking at the video it seems to have a lot of similarities to Istanbul.

Anyone like to comment?



Thread: Tigris & Euphrates:: Rules:: variation on end of turn question.

Mon, 20 Nov 2017 03:45:10 +0000

by nvrsaynvr

Okay, it's near the end of the game, there are only a few tiles in the bag, a player wants to get a color he does not hold and play.
So he plans to swap his hand in the first action, and hope to play in the second.

This ties into the "instant end" interpretation of the rules. If the game will only end at the end of his turn, then if there are only 3 tiles in the bag, he might as well swap 6, draw 3, play his second action, and then the game ends.

But if it's an "instant end" then he has to swap 1, 2, or 3 tiles if he wants to preserve his second action. Does he have to guess, or can he just specify he will swap as many as are available?



Thread: Dungeon Lords:: General:: Organization solutions?

Mon, 20 Nov 2017 03:42:45 +0000

by shmitty

Dungeon Lords is an absolute favorite of my wife and myself, even though it doesn’t hit the table nearly often enough.

We played a game yesterday after a game of Terraforming Mars using our Broken Token organizer. It made us realize how much Dungeon Lords could use a nice organizer, but it came out before organizers really became popular.

Is anyone aware of a nice box inser/organizer for Dungeon Lords?



Thread: Imperial Settlers:: General:: Imperial Settlers Master Set (Like 51st State) - Wishful Thinking

Mon, 20 Nov 2017 03:40:06 +0000

by mhor

I was wondering and hoping that a master set of this game will be announced/released soon. This game feels like an LCG where it keeps on expanding which I personally try to avoid. My wife and I like this game so much but knowing that a new expansion comes out every year somehow gives us a feel that this game diminishes if we dont get the expansion.

I don’t know if thats just me. But I hope there could be a master set where the balancing is final and no further expansions would be added into it.



Thread: Pandemic Legacy: Season 2:: Rules:: Job question (start of game/prologue)

Mon, 20 Nov 2017 03:31:43 +0000

by jenesis33

Hi everyone, just start playing Legacy season 2 with my friends.

We are not native English speaker and are kind of confused about the job power.

A lot of these states "once on your turn, as an action, do X".

Does this means you can only do X 1 time during your turn?

Or doing it up to 4 times during your turn (costing 4 actions ofc).

So for example someone who is Administrator can only move people 1 time during his/her turn or up to 4 times?

Thanks a lot.



Thread: Star Wars: Rebellion:: Rules:: How do Rebels gain loyalty?

Mon, 20 Nov 2017 03:24:42 +0000

by trollnomiste

How do Rebels gain loyalty?
- I mean through diplomatic missions for sure but...

when Ground troops land on a planet do Rebels automatically gain this planet's loyalty (when Empire groound troops only gain subjugation?) or do rebels troops gain...nothing??

Not sure If we played it well?
Tx



Thread: D-Day Dice: 2nd Edition:: General:: KS Questions About Neoprene Maps And Card Size Upgrades

Mon, 20 Nov 2017 03:16:21 +0000

by mjacobsca

Will the Neoprene maps contain anything different than the regular pledges? Do they add more content?

Do the poker card size upgrades cover all cards, including stretch goals? Will all future expansions have poker-sized card options to match? And do they include anything different?



Thread: Kingdom Death: Monster:: Rules:: Cat Jujitsu (AKA White Lion Ground Fighting) Questions

Mon, 20 Nov 2017 03:05:13 +0000

by flash42 Hey all,So my buddy and I had our departing survivors completely wiped by a certain fuzzy feline in year 3 last night.... It actually was quite frustrating as we ended up stuck in a downward spiral with only Death at the end. Perhaps thematically fitting, but definitely a souring and anticlimactic experience after the nail-biting showdowns we'd had up until that point.Anyway, that fight brought up a few questions:1) Why does Ground Fighting suck so much? Seriously, though, I guess this is why you should always take an archer, huh?2) Can another survivor Encourage a survivor who was just knocked down from damage taken by the White Lion's ability from the Ground Fighting mood? The goal being, of course, for the just Encouraged survivor being able to start the attack that they just spent their activation on... My guess is that you cannot, and that's how we played it, considering the Grim Rule and all. However, it seems to be an edge case I haven't seen explicitly covered in the rules, and I think there's a case to be made that Encourage could be used in this manner.First, let's look at Ground Fighting: [o]When a survivor spends [their activation symbol] in the [aptly named] Zone of Death, before resolving the action [emphasis mine], the monster performs a Basic Action with +2 speed and +1 damage, targeting the survivor.[/o]Okay, so now, let's say you've previously neutered a certain kitty, and he already has +1 damage, so you're looking at:[o]A 4 speed, 2+ accuracy, 3 damage per hit. gulp.[/o]Needless to say, the certain sacrificial lambs survivors who attempted this were almost assuredly knocked down by the damage taken by this attack given that most were lucky to have 1 armor on any given hit location, and they would need at least 2 to avoid knockdown. In fact, in most cases, one or more of the hits became instant severe injuries, so it was only a matter of time before the cat had whittled us down to no survivors. Our dice rolls had been lucky that night, but not as insanely lucky as we would have needed to stay standing long enough to sneak in one measly wound.In any case, per the rules, "if a survivor is knocked down in the middle of their attack, their unresolved hits are canceled." However, since Ground Fighting clearly says it goes off "before resolving the action", is the survivor considered in the middle of their attack? I could see one of three things occurring: A) The survivor has spent his or her activation (causing the cat to attack). If knocked down, no amount of encouraging will get them that activation back. B) The survivor has spent the activation but not yet started the attack when they are interrupted by the cat's attack and knocked down. However, if encouraged (which explicitly can be done at any time) just after the cat's attack resolves, they still have the attack waiting for them. C) The survivor starts to spend their activation, but is interrupted by the cat's attack and knocked down. If encouraged back to standing, they'd have to spend their activation again, which would cause the cat to attack again, starting an endless loop (well, ending when your fellow survivors run out of survival and/or you run out of life).To me, option (A) is the most likely, because it's Kingdom Death and if you d[...]



Thread: MERCS: Recon – Counter Threat:: General:: Replacement Parts?

Mon, 20 Nov 2017 03:01:07 +0000

by martimer

I have finally gotten around to assembling figures and discovered two missing pieces - CCC Demo's little "cape thing" and CCC Breacher's head.

I have tried to reach out to MegaCon for replacements but the contact form on the website is down - I don not know why. If there was an announcement of better contact info (Kable?) I do not have it.

So I am trying here just in case someone reads it and can help.



Thread: Zombicide: Black Plague:: Rules:: Tower building tile

Mon, 20 Nov 2017 02:59:23 +0000

by IsaacCruz

Hey guys! May be a stupid question but just wanted to clarify xD ! In Black Plague, the towers each have one "building tile." Can that tile be searched? Thanks so much!



Thread: Custom Heroes:: Rules:: Ascend adding

Mon, 20 Nov 2017 02:55:09 +0000

by bscox3

I can add at any point right? So in the middle of a round my wife plays 2 custom 11's. I have one 12 a 10 and a plus two off to the side. On my turn i could slide in the plus two and play 2 12's?



Thread: The Manhattan Project:: Rules:: Neutral worker when they comeback...

Mon, 20 Nov 2017 02:52:55 +0000

by qcsouverain

Hi

When we bring back our workers, I know that the neutral ones (grey) from our board are going back to the central board.

But, the neutral on another player board, placed as spy, are they coming back too?

Thx

Luc



Thread: Import / Export:: Rules:: Empty Supply island

Mon, 20 Nov 2017 02:46:04 +0000

by Rollandtwo

If you take the supply action and the island is empty, do you refill at any point? Or are extra actions wasted?



Thread: The City of Kings:: General:: Australian Distribution

Mon, 20 Nov 2017 02:45:47 +0000

by astrogal

Hi,

I am a late pledge to this game so cannot ask my question on the Kickstarter page.

Who is supplying this game in Australia? The boat looks like it has stopped in both Sydney and Brisbane but Aetherworks (who is the only Kickstarter fulfillment company I know about) is not the distributor for this game.

Thanks.



Thread: Space Race: The Card Game:: General:: How thematic?

Mon, 20 Nov 2017 02:37:08 +0000

by Vladk

The theme for this really speaks to me but I was wondering how thematic is it actually while playing?

I was somewhat disappointed to see nothing on cards like "Valentina Tereshkova" other than Cosmonaut. A simple 'First woman in space" would've been so much better. Obviously more info would've been great but I get that the card is small for too much.

For those who play this, do you actually get into the theme of the game or is it just a nice looking card game?



Thread: Santorini:: Rules:: Triton - Movement

Mon, 20 Nov 2017 02:32:30 +0000

by CanadianWyteWolf


Unlike Hermes who may move any number of spaces provided they do not move up or down, the rules for Triton do not seem to restrict his movement in such a way...

"Each time your worker moves onto a periméter space (ground or block), it may move again."

Can I assume then that if you line up a level 1 building, followed by a level 2, and then a level 3 - all on the perimeter, that Triton with his unlimited perimeter movement may climb all 3 for victory on his turn?



Thread: Outlive:: General:: Is the “collectors edition’ the version that comes with the miniatures?

Mon, 20 Nov 2017 02:32:09 +0000

by jgortner

Hi all,

Just poking around for copies. Are the ones that say “collectors edition” the ones with the recessed player boards, miniatures, etc?

Thanks in advance!



Thread: Kingdom Death: Monster:: Variants:: Not reusing disorders and fighting arts?

Mon, 20 Nov 2017 02:25:32 +0000

by Huger

I have only played though a dozen LY, but I want to get more experienced players input on a house rule I am considering. Instead of putting disorders and fighting arts back in their decks after drawing them, why not just keep them with the character? I have two rationales for this. First, it reduces the need to write down all the relevant details (which I am doing is dry erase on a laminated sheet and is really hard to be precise enough with). Second, it would create more variety and a chance to see all the different ones more quickly if they aren't reused. Is there some balance flaw I'm not aware of?



Thread: Tiny Epic Galaxies:: Rules:: Multiple upgrades in a single turn?

Mon, 20 Nov 2017 02:24:33 +0000

by Blipvert

As long as I have enough Utilize a Colony dice AND enough energy or culture, can I upgrade my galaxy multiple times?

If I’m doing a Follow of a Utilize a Colony die, and have enough culture to do the follow and have enough culture or energy to pay for the upgrade, can I upgrade multiple times?



Thread: Space Empires: 4X:: General:: Doomsday machine combat.

Mon, 20 Nov 2017 02:18:08 +0000

by chucho3333

Can someone explain how combat goes against the doomsday machines.



Thread: Holdfast: Atlantic 1939-45:: Rules:: Two Questions

Mon, 20 Nov 2017 02:17:48 +0000

by tondemoblau

I have a two any questions.

1.Can the Gibraltar Strait break through even the Axis "Battle Ship" unit?

2.Does not Italy surrender like WaS?

I did not understand even if I read the rule book.
How is everyone playing?




Thread: D-Day Dice: 2nd Edition:: News:: First Look at War Stories: War Story cards

Mon, 20 Nov 2017 02:17:14 +0000

by Amiral (cross-posted from the D-Day Dice: 2nd Edition – War Stories forums)Dear D-Day Dicers,Welcome to last sneek peak at War Stories!Now that our Kickstarter has finally launched (and doing very well!), let's have a look at what makes our expansion tick: the "War Stories" module itself, with cards courtesy of our flea-ridden artist, Dominik Kasprzycki, and the bearded ladies at Word Forge Games.Need to know more about D-Day Dice: 2nd Edition components? I got you covered:#1 - Regular Items#2 - Special Items#3 - Regular & Reserve Specialists#4 - Ranking & Unique Specialists#5 - Battle MapsDesperately seeking info on the other modules of this expansion? I live to serve:WS #1 - Legendary UnitsWS #2 - ServicemenLet's start with a classic introduction, shall we?"Once upon a time, there were 30 little cards, sitting snuggly in a game box. Then, one day, someone opened the box and looked at them with hungry eyes..."Each War Story card offers a mini-scenario, playable on all Battle Maps. These were created to spice up the life of the soldiers storming the beaches. I mean, invasions can be boring, right? Not anymore! These War Stories add challenges, difficulties and rewards! Maybe even romance and sex! (If you are playing with a loved one).To play with War Stories, simply shuffle the cards into a deck and draw the top one before the game begins. Then, simply follow intructions. If you're a rebel –and who isn't?– you may choose your favorite War Story instead. Can't get enough of "Rising Tide" or "Saving Private Brian"? By all means, play them! It's your funeral!Let's look at the 3 card examples presented here, which give a good idea of the different kinds of War Stories available. See, on the upper left corner of each one? The icon depicted there tells you which kind of token you will need for that particular War Story. As you can see by the token sheets on the left, the box offers a variety of tokens in many different flavors (Skull, Soldier, MGF & Award). Soldier and Skull tokens have a colored side and a grey one, depending on their use. Sometimes, they serve as markers on the Battle Map, and other times, they are given to players or even placed on the table. One thing's for sure: your cats will love them!Back to the cards. By looking at "Fire From Above", we can see it uses MGF (Machine-Gun Fire) tokens. In this particular case, only one. The card shows you how to add artillery fire to your favorite Battle Map. What can be more fun than having the sky fall on your head?The 2nd War Story is a favorite of mine: "Hell To Pay". This adds a "ticking bomb" aspect to your game and a new way to lose! Every time you get a non-ignored Skull in your Final Tally, you are that much closer to the end of the game. A non-ignored Skull is a Skull that cancels another die (Skulls ignored by the Sharpshooter or the ones from a Dead Man's Gift RWB don't count). Of course, playin[...]



Thread: D-Day Dice: 2nd Edition – War Stories:: News:: First look at War Stories: War Story cards

Mon, 20 Nov 2017 02:15:25 +0000

by Amiral Dear D-Day Dicers,Welcome to last sneek peak at War Stories!Now that our Kickstarter has finally launched (and doing very well!), let's have a look at what makes our expansion tick: the "War Stories" module itself, with cards courtesy of our flea-ridden artist, Dominik Kasprzycki, and the bearded ladies at Word Forge Games.Need to know more about D-Day Dice: 2nd Edition components? I got you covered:#1 - Regular Items#2 - Special Items#3 - Regular & Reserve Specialists#4 - Ranking & Unique Specialists#5 - Battle MapsDesperately seeking info on the other modules of this expansion? I live to serve:WS #1 - Legendary UnitsWS #2 - ServicemenLet's start with a classic introduction, shall we?"Once upon a time, there were 30 little cards, sitting snuggly in a game box. Then, one day, someone opened the box and looked at them with hungry eyes..."Each War Story card offers a mini-scenario, playable on all Battle Maps. These were created to spice up the life of the soldiers storming the beaches. I mean, invasions can be boring, right? Not anymore! These War Stories add challenges, difficulties and rewards! Maybe even romance and sex! (If you are playing with a loved one).To play with War Stories, simply shuffle the cards into a deck and draw the top one before the game begins. Then, simply follow intructions. If you're a rebel –and who isn't?– you may choose your favorite War Story instead. Can't get enough of "Rising Tide" or "Saving Private Brian"? By all means, play them! It's your funeral!Let's look at the 3 card examples presented here, which give a good idea of the different kinds of War Stories available. See, on the upper left corner of each one? The icon depicted there tells you which kind of token you will need for that particular War Story. As you can see by the token sheets on the left, the box offers a variety of tokens in many different flavors (Skull, Soldier, MGF & Award). Soldier and Skull tokens have a colored side and a grey one, depending on their use. Sometimes, they serve as markers on the Battle Map, and other times, they are given to players or even placed on the table. One thing's for sure: your cats will love them!Back to the cards. By looking at "Fire From Above", we can see it uses MGF (Machine-Gun Fire) tokens. In this particular case, only one. The card shows you how to add artillery fire to your favorite Battle Map. What can be more fun than having the sky fall on your head?The 2nd War Story is a favorite of mine: "Hell To Pay". This adds a "ticking bomb" aspect to your game and a new way to lose! Every time you get a non-ignored Skull in your Final Tally, you are that much closer to the end of the game. A non-ignored Skull is a Skull that cancels another die (Skulls ignored by the Sharpshooter or the ones from a Dead Man's Gift RWB don't count). Of course, playing this War Story with Climbing Sectors woul[...]



Thread: London (second edition):: Rules:: Pick up and discard

Mon, 20 Nov 2017 02:14:29 +0000

by Persyce

Quick rules question:

At the start of your turn, can you pick up a card from the development board, let’s say a blue one, and then discard that same card to play a blue card in your city (develop action).

In other words could I just point to the blue card on the development board and say I’m picking that card up and discarding t to place this blue card from my hand into my city.

Hope that makes sense.



Thread: Kayanak:: General:: Real Life Kayanak Scene

Mon, 20 Nov 2017 02:12:18 +0000

by wyldeoak

Saw this photo in National Geographic picture of the week and immediately thought of Kayanak!

http://mickhartley.typepad.com/blog/2017/11/ice-fishing.html

Enjoy!

Craig



Thread: Big Trouble in Little China: The Game:: General:: Playthrough videos and reviews

Mon, 20 Nov 2017 02:11:57 +0000

by Lala Ru

Hello,

It would be great if we could see some more video playthroughs and especially some professional reviews for this game. Its gameplay seems a bit of an enigma right now. Any chance of this on the way?

Looks good from a distance though. Many thanks!



Thread: Street Masters: Rise of the Kingdom:: General:: Number of unique cards per fighters

Mon, 20 Nov 2017 02:07:40 +0000

by manecofigo

Just wondering, does every fighter come with just 7 unique cards, 3 copies of each, or is it more varied how each deck is constructed?

I feel like just 7 cards each would bring a lot of very similar hands every time



Thread: Kokoro: Avenue of the Kodama:: Rules:: Do elements beyond “passed through” sanctuaries count towards score?

Mon, 20 Nov 2017 02:02:38 +0000

by silver604

When scoring a sanctuary, if the continuous lines that it connects to passes through another sanctuary (or more), do the elements beyond the other Sanctuaries also count towards the total score for the scored sanctuary? My understanding is that they do, but just not 100% sure. Am I right?
Thanks



Thread: Go Nuts for Donuts:: Rules:: Discarded clarification

Mon, 20 Nov 2017 01:57:37 +0000

by puerca

So if a red velvet is selected when there are no cards in the discard pile, can you select one of the discarded cards From that round (ie 2 other players both chose a different card and it got discarded)? Or to say another way - How does the timing work of when a card is considered discarded?



Thread: Scythe:: Rules:: Does Mine allow me to cross water before Riverwalk?

Mon, 20 Nov 2017 01:46:55 +0000

by vogelap

Subject says it all... Does placing my Mine allow me to cross water (via tunnels) before I unlock Riverwalk?



Thread: Warhammer Quest: Shadows Over Hammerhal:: General:: DnD

Mon, 20 Nov 2017 01:45:27 +0000

by NaryaFirering

Hi,

This question is only tangentially related to SOH but I figured this is a good forum for this post.

My group of players have been enjoying WQ. In particular, they like the fact that the rules are strict, what you can do is predefined, and the GM has little decisions to make. This is in contrast with traditional RPG games like DnD where the GM gets to decide a lot of things and, in principle, the players get to do (or try) anything they fancy. This is great for role-playing, story-telling, etc, but it does turn off some players, who prefer a game with pre-set rules.

It seems you could play DnD using an approach similar to SOH. The GM decides on the dungeons or challenges ahead of time. The monsters are controlled by some AI, like the behavior table. You can create traps or puzzles. You have an ambush mechanic to keep things moving if players stall too long. Once players leave a dungeon they are presented with a series of activities where they can spend their hard-earned money to have fun or get goodies.

This requires making a number of changes in DnD but it seems feasible.

I wonder if anyone has tried that or thought about that. Are there games that go in this direction? There are many games like descent, etc, that follow strict rules but they don't feel as close to DnD as does SOH. SOH seems to strike a nice balance between "free-wheeling" RPG and skirmishes on tiled boards.

Let me know your thoughts or comments.



Thread: Twilight of the Gods:: General:: To all BGGcon attendees

Mon, 20 Nov 2017 01:39:53 +0000

by ChrisToTG

Thanks so much for being there and supporting us and the game! I know Chris Morgan and I had a blast meeting all of you, and we're as excited as ever to keep growing this thing. For those who weren't able to make it, we still love you as well - keep spreading the word and talking about the game, because we can't do it without you (image)

Hopefully we'll have good news to share about the upcoming first mini-expansion soon...

-Chris



Thread: DeathBot Derby:: Rules:: Assigning damage question

Mon, 20 Nov 2017 01:34:19 +0000

by SmashedUp718

Once you start assigning damage to the components, does the attacker assign all damage to one component or can he break up the damage into multiple components? Thanks guys



Thread: Gloomhaven:: General:: Has anyone checked the sealed content for mistakes?

Mon, 20 Nov 2017 01:26:15 +0000

by OliverOil

Would love to have someone sacrifice for the greater good. I don't have my copy but will update once I get it and inspect it (incl. the sealed content).



Thread: Kokoro: Avenue of the Kodama:: Strategy:: why peek ahead?

Mon, 20 Nov 2017 01:19:12 +0000

by kc2dpt

I don’t understand the strategic value of looking at the next card. You are going to see it next turn regardless. Since taking this option means I do nothing else this turn, how does seeing it early affect any decision I might make? What am I missing?



Thread: Gloomhaven:: General:: Is the intro adventure surprisingly difficult, or did I miss something?

Mon, 20 Nov 2017 01:16:00 +0000

by Asmor

Finally got to play this today with a friend. I went Tinkerer, he went Scoundrel, and we did the first mission.

It was a really tough slog, and in the end he got exhausted and I was left with three enemies and only enough cards to make two attacks before I was exhausted! Also had to waste a lot of time healing, mostly healing the Scoundrel.

I was concerned that the tinkerer was perhaps too support-oriented for a 2-player game, so I switched over to the Brute and we tried again. This time we succeeded, but it was still a very tough fight.

I'm not complaining, just really surprised. I'm used to games like this having a simple introductory adventure which is all but impossible to lose.

I am wondering if I missed something. In particular, I was assuming that we couldn't just sit back in an empty room to heal; that we had to play 2 cards every turn even if there weren't any monsters currently active.



Thread: Star Wars: Rebellion – Rise of the Empire:: General:: Choosing mission decks question

Mon, 20 Nov 2017 01:12:25 +0000

by j41c

Reading through the rules and looked at the new mission decks and i am curious to know if there is any advantage of choosing new/old objective deck. Not necessarily the type od missions, per se, but is their any benefit or loss if you dont use the missions with the leader icons (which give you automatic success)? Are the advantages in this regard with using the vader missions?

My question may not be clear. My son and i were looking at the expansion in preparation for playing this weekend and i didnt see much discussion on this in the threads, so i assume im missing something.



Thread: Twilight Struggle:: General:: Lore Suggestion

Mon, 20 Nov 2017 01:01:20 +0000

by kraniasorestis Hello good people of the bgg. This is my first post ever.I don't know if this has been suggested before but here's something that rubs me the wrong way in TS as far as historical accuracy is concerned. I'm a "Sovietologist" so to speak, and every time I see Glassnost and The Reformer, I scratch my head and go like "why do those cards even help the Soviet player?"Here's my 2 cents. During the 80s the soviet economy was really, really struggling and it was clear that something should be done. After Breznhev they tried 2 elderlish leaders, Yuri Andropov and then Vasili Kuznetsov, which both died in a relatively short while after they assumed their duties. So in order for this to not happen a 3rd time, the USSR central committee elected Mikhail Gorbachev as the new General Secretary and head of state. Now, 2 things. 1) What Gorbachev's Perestroika did was a series of reforms in the USSR's economy that actually transformed it (rapidly) into a capitalism-socialism hybrid that made the problems much much worse than they already were, and this contributed to Gorbachev being kind of hated in the USSR and Russia. Also this culminated into the idea that "this is not going anywhere - let's just transition into capitalism and scrap this thing altogether". It's quite clear to historians that Gorbachev's policy ultimately destabilized the soviet union and it did much more harm than good. It feels very ....weird to use a card with a figure that ultimately dissolved the USSR and is universally hated within Russia as a USSR card in the end game.2) Yuri Andropov did some impressive things while leading the USSR. First of all he attempted to improve the economy by raising management effectiveness without changing the principles of socialist economy, which is way "truer" to what USSR stood for, than gorbachev's approach. And he actually had results to show for it. Nothing stellar, but the situation was improving somewhat, while he was at it for only a few months. Secondly he fought a very effective anti-corruption campaign against many of Brezhnev's cronies that partied hard with soviet people's money. Also for the first time, the facts about economic stagnation and obstacles to scientific progress were made available to the public and criticized. In foreign policy, the war continued in Afghanistan, although Andropov - who felt the invasion was a mistake - did half-heartedly explore options for a negotiated withdrawal. A withdrawal would al[...]



Thread: The Red Dragon Inn:: General:: Which Base Set Among 1,2, or 3 Has the Most Balanced Characters?

Mon, 20 Nov 2017 00:58:15 +0000

by balbie

While waiting for my rules questions in the RDI4 and Ozrik Ally forums to be answered, I figured I'd kill some time by asking this question.

So based on some posts here and elsewhere, it seems that RDI 1,2, and 3 each have an OP character in Deidre, Gimli, and Serena. My question then, is, which among these 3 sets, would you say has the most balanced characters in terms of power, despite one character being a cut above the other 3?

I've seen a post saying Serena is the most OP character but maybe the other 3 characters that come with her aren't that far behind. I've also seen a post saying Deidre wins the most times by far. Anyway, I'd like to find out which of the first 3 sets is the most balanced on its own.



Thread: King's Road:: General:: Card size?

Mon, 20 Nov 2017 00:52:28 +0000

by minscfan

I plan to sleeve the cards - anyone know the size? In the pictures the cards look to be Magic / poker size.



Thread: Terra Mystica:: General:: Need some help

Mon, 20 Nov 2017 00:42:32 +0000

by Ddckills

Hi there. I was introduced to this game at a game night and was so intrigued I bought the IPad version. I have a few questions and I hope someone can assist me.

1- I can only play vs the computer or against myself. Anytime I try and choose a casual or multiplayer game, it says player as not be authenticated. I can't even put my name in for the player for some reason. So how do you get authenticated?

2- I've tried nearly every race and no matter what I do, throughout the rounds to the final score, I never have enough victory points. I lose every single time. I know I'm ew to the fame and its very complex but I feel like I'm missing something. I've watched all the tutorials that come with the game also.

Please respond if you have any help for me, it'd be most appreciated!



Thread: Galaxy Defenders:: General:: Yikes!

Mon, 20 Nov 2017 00:34:50 +0000

by BIgLatinDude

Just bought game. DAMN! This is one ugly a+% box.



Review: Sagrada:: For What it's Worth: a "Sagrada" Review

Mon, 20 Nov 2017 00:23:49 +0000

by AceOf86 For What it's Worth: a “Sagrada” Review Sagrada is a dice drafting game for two to four players. Players take on the role of window makers who are competing to make the most beautiful stained glass windows for the Sagrada Familia.Gameplay At the beginning of the game three tools and three public objectives are dealt face up. The tools offer ways to manipulate the dice you draft in exchange for favor tokens. The public objectives offer ways to score points such as placing pairs of ones and twos or completing columns with no matching colors. Then each player will be given a private objective, which makes one of the five colors of dice score you points. Then they are given the choice between two double sided window pattern cards. Each pattern card has a hard side and an easy side and restricts you dice placement options. Some squares will be restricted to a certain number, some a certain color, and some will have no restriction. The difficulty of your pattern card determines how many favor tokens you get for the game. The game is played over ten rounds. At the beginning of a round pull dice from the bag equal to the number of players plus one, then roll them. Players will then take turns drafting and placing one die and/or using a tool. When placing a die you can't put it left, right, above or below another die of the same color or number. This is in addition to the restrictions laid out by your chosen window pattern card. And don't forget about the public and private goals since you need points to win the puzzle.My Opinion Sagrada is undeniably beautiful. The visual appeal of all the high quality components will turn many heads. If that was all that mattered in a game then this would win many game of the year awards. But, that is not the case. Sagrada is more of a puzzle than a game. The drafting mechanic offers very little player interaction. At the beginning of the game you may have many good draft choices and be able to take the one that best benefits your opponent. But it won't take long before you're taking the only good option you have or you'll find that your opponents need different dice than you. So far I've only played at two players so that might be a little different with more. I don't dislike Sagrada, but I would rather be playing something else. I would[...]



Review: BONK:: ToDieForGames - Bonk Review

Mon, 20 Nov 2017 00:23:47 +0000

by JamesArkham Reviewer James FreemanDesigner David HarveyThe StoryWhen David Harvey lost his finance job in London, he started playing around with wooden games instead. After weeks of tinkering and creative procrastination, BONK was finally born, and received rave responses from the first prototype. The combination of frantic firing, pulse raising atmosphere, and blaming your team mate when it all goes wrong makes BONK a hilarious party game, and strangely reminiscent of Dave's old job.*EDITORS NOTE - Dave wrote this*GameplayBONK is a fast-rolling ricochet game that's ideally played with four players. Your goal? Roll steel balls down your slide in order to knock the wooden ball in the central arena into your opponents' goal. Players compete in teams of two, with each team trying to protect one goal between them. (If you play individually, you will likely need to alternate between slides as it's difficult to roll balls down both slides at once.)If you run out of steel balls, then you're at the opponents' mercy until they shoot, which will likely land a steel ball on your side of the board. If you knock the wooden ball into the opponents' goal, you score a point, then the next round begins with the steel balls remaining on the half of the board where they're currently located. The first team to score five points wins!ComponentsIf you are familiar with KLASK then you know the component quality, it's excellent. I do wish that the ramps you aim with were locked in, but it would make storage an issue and as we kept playing it became part of the game to not only aim but hold the shooter in such a way as to not lift it up. The board is slightly bowed solid piece which is nice and makes for almost no dead spots on the board where the ball can rest.ConclusionAlthough the box says you can play 2 or 4 people but I did not like it with two. This is a four player game for sure. The mechanics and play-style reminded me of boccerball. This game is fast and you can not just fire the balls fast and hope you get it in, you will be rewarded for being a little patient because if you run out of balls to shoot your at the mercy of your opponents or hoping your partner can hold them off unil you can grab another one after the other team shoots.. One team i played against decided to have one person pl[...]



Review: Pile-Up Rush:: ToDieForGames - Pile Up Rush Review

Mon, 20 Nov 2017 00:23:45 +0000

by JamesArkham

"I can stack all my blocks in one turn."
-No One Ever

The Story

The great wood skirmish had been going on seemingly for decades. It was a war between The Orange and The Blue. They would gather their best soldiers and meet on a neutral field, a singular podium. From here each side would race to build the highest structure or get all there pieces onto the podium. The winning side claimed supremacy until the next time that battled.... Just kidding, I made all this up on the fly.
Gameplay

In Pile-Up Rush, two players (or teams, if you desire) you compete to place odd pieces of wood on a shared platform, trying not to knock the entire pile over. This is all happening while a sand timer is running, and you have to add at least one piece to the structure and flip the sand timer before it runs out which ends your turn and immediately starts your opponents turn (there is a line that the sand has to be under before you can flip it and make it your opponents turn). When a player makes the stack fall, the opponent chooses one of their pieces and keeps it, then they play another round. If you manage to place all of your pieces in the tower, then you get to keep two of the opponent's pieces and start another round.

The first player or team to capture four pieces wins.

Components

The wood is very good quality. I have heard of people getting some misshaped or broken pieces and Korea Board Games was very quick to replace them. The two color look great in contrast to each other.

Conclusion

This is a great little game, and it can be super stressful. That timer...grrr... the timer. Your frantically trying to put the blocks on but also not let the sand timer run out. Sometimes you just place one block and wait to try and flip the timer on your opponent. The platform has two sides which change the level difficulty slightly. This is a great filler dexterity game and i hope some day to see a U.S. release of it.



Review: AVES:: AVES

Mon, 20 Nov 2017 00:23:42 +0000

by HedgeWizzard 2 – 5 players10 – 15 minutes6+ yearsCard Game from 2017 - Calculating, Collecting, Hand ManagementThis small 46-card game (7 x 6 fruits/feathers and 4 crows) is a great way to get started in an evening of games - or to finish it off, as it has simple rules, but still requires some thought, doesn't take too long and up to 5 players can join in (with less materials being adapted).The cards show a feather on the reverse side in one of the seven colours (the crows show a white feather) and on the front side fruits in a corresponding colour with values from 1 to 6 (represented by the number of fruits). Before a game, the number of cards is matched to the number of players (one always uses cards up to the number of players plus one) and it is decided whether to play with or without crows (value 0). Each player receives 3 cards face down, which make up his starting hand (the other players see the coloured feathers, but not the value of the cards) and then 7 cards are dealt face up (with the fruits face up) in a circle around the draw pile. The object of the game is to have feathers in all seven colors on ones hand (a crow is not allowed to be there), with the hand card limit also being seven.A turn consists of a player placing a hand card between two cards in the tableau to receive one or two new cards. If the value of the discarded card is equal to the difference between the two cards on the right and left, the player is allowed to take them. Otherwise he takes a card from the bottom of the pile. A crow may only be exchanged for cards of the tableau. If the player has 8 cards in his hand after the exchange, he must place a card of a colour he has doubled in ones hand (but never a crow). Then it's the turn of the next player. If the tableau consists of only one card, it is refilled to seven.The game ends when a player has all seven colors on the hand or until the draw pile is empty (then the player with the most colors on the hand wins). My previous games always ended with one player having seven colors (but it was never me). And the game was always well received in my playing rounds.I had pre-ordered the game for the fair (SPIEL 17) because it was presented as a (small) arithmetic game and I had the hope that [...]



Review: Twilight Imperium: Fourth Edition:: Initial impressions after my first 6 player game

Mon, 20 Nov 2017 00:23:40 +0000

by Markus_N I’ve so far played only one game of Twilight Imperium 4th edition so this review mostly covers my initial impressions of the game. I’ve been a fan of Twilight Imperium for a while now and have played quite a few 3rd edition games. So many points are looked from the perspective of how this compares to the 3rd edition and what has changed. I’m assuming that you are at least somewhat familiar with the system and previous editions. ComponentsAs is typical for FFG, the quality of components is excellent, no complaints here. Some really nice changes have been made to make the game easier to follow. For example planet cards now have their information also on the backside of the card, so you can see more easily what planets you’ve already exhausted. Another improvement is the new race sheets that make it easier to see important information, especially placing ship upgrade technologies directly on top of the sheet is a very nice improvement. The plastic insert in the box is a nice touch. Everything seems to fit in very nicely, however I don’t think any future expansions will fit into this insert. All of the ships have new designs and are made of a harder and lighter plastic. I think both changes were for the better. Only minor complaint so far was that planet traits were difficult to see on the map. Planets may now have a tech boost functionality (just as in 3rd edition) but also an industrial, hazardous or cultural symbol. A lot of objectives related to controlling planets with these features and especially when you had a ton of ships on the map it was very difficult to figure out where to find the right types of planets. We also found one rule error in one tech card, but this was easily fixed as it was pretty obvious what the text should have been. I'm sure there are a few more print errors somewhere.GameplayIf you have played 3rd edition, you should immediately feel very comfortable with the 4th edition. Everything feels the same at the core, but a lot of details have changed. After the first game I personally felt that almost all of the changes were for the better. With some changes I’m not sure how I feel about them yet and I’ll point them below.Technology:Most of the techno[...]



Review: This War of Mine: The Board Game:: This War of Mine | Na guerra nem todos são soldados

Mon, 20 Nov 2017 00:23:38 +0000

by kzarashi Originally posted on kzarashi.com.brLeia a postagem original em kzarashi.com.brGuerras costumam ser retratadas como grandiosos feitos heroicos, seja em filmes, livros ou jogos. No mundo real, guerras são um aglomerado de desespero, tristeza e morte. Um jogo, porém, resolveu retratar este lado mais realista e humano das guerras.Sob o mote “Na guerra nem todos são soldados”, This War of Mine abordou uma temática sombria e depressiva, ao colocar nas mãos do jogador o controle de um grupo de sobreviventes da guerra que, há um ano, assola a cidade fictícia de Pogoren.Versão para PC, de This War of MineLançado para PC, Android e iOS em 14/11/2014 e para PlayStation 4 e XBOX One em 29/01/2016. O jogo da desenvolvedora polonesa 11bit Studios rapidamente ganhou aclamação de público e crítica. Sombrio e atrevido, força o jogador a enfrentar os horrores verdadeiros de uma guerra, a busca pela sobrevivência e as difíceis decisões morais que tudo isso acarreta. Das telas para o tabuleiroKickstarter de This War of Mine: The Board gameEm 2016 This War of Mine foi adaptado para a mesa, em um jogo de tabuleiro produzido pela Awaken Realms. Foi realizado um financiamento coletivo através do Kickstarter, campanha que arrecadou £621,811 (mais de R$2.660.000) e, após um substancial atraso na produção e na entrega do jogo, ele finalmente chegou nas mãos dos apoiadores e lojistas do mundo. Mas será que o jogo de tabuleiro faz jus à temática e a seu jogo inspirador? WAR… WAR NEVER CHANGESA premissa de This War of Mine: The Boardgame (TWoM:BG) continua a mesma de sua inspiração. Controlamos um grupo de refugiados da guerra de Pogoren, que tentam sobreviver aos horrores do combate enquanto aguardam o prometido armistício. Temos no jogo os mesmos 13 personagens do jogo eletrônico. Cada um com suas habilidades e pontos fracos – em nome do realismo, cada um possui vícios e fraquezas humanas, como vício em cigarros ou bebida.O tabuleiro usa uma grande área para representar nosso abrigo, com cartas que representam entulho, móveis e outros empecilhos que devem ser removidos para conseguir recursos e abrir espaço para construções. Além disso, n[...]



Review: Century: Golem Edition:: A great-looking version of a great playing game

Mon, 20 Nov 2017 00:23:35 +0000

by Poins Century: Spice Road has been one of this year’s biggest hit games. It’s an attractively produced card game which is quick to learn and easy to play. In their turn, players can take any one of four actions:1. play a card from their hand, taking the action indicated2. take to their hand a card from the market 3. fulfil one of the point-scoring demand cards4. take back into their hand all the cards they’ve played previously. The simplicity and lightning speed of the game was a huge part of its appeal, tho’ that was boosted too by the high production values: large-format cards, metal coins and attractive bowls for the wooden ‘spice’ cubes. When Century: Spice Road was launched, we were told that this would be the first of a series of similar games, with subsequent games representing trade in different centuries (hence the ‘Century’ name). Century: Golem is not intended as part of that series. Instead it is actually a re-theming of Century: Spice Road. It is exactly the same game but with different artwork. With the Golem edition, however, Plan B have further excelled themselves. Where, in the original game, players were collecting and trading cubes representing spices, they are here collecting and trading large brightly coloured crystals. These look and feel spectacular in play, especially when the game is played on the beautiful neoprene mat that has been produced as an optional extra. You can see these shown off on Board's Eye View at www.facebook.com/boardseye. If you need thematic explanation, then in this Golem version, the crystals are used to recruit friendly Golem (the point-scoring cards). The point to stress though is that the artwork on all the cards is immediately appealing. The white containers for the crystals don’t individually look as striking as the bowls in the original game but you’ll like the way the cartons dovetail together in the box under a clear plastic lid that stops the crystals sliding about when you pack the game away. If you already have Century: Spice Road you don’t need Century: Golem because they are really the same game. Once you see the Golem edition, though, you will probably want [...]



Review: Book of Dragons:: No Book, just Dragons

Mon, 20 Nov 2017 00:23:32 +0000

by Poins

The first thing to say about Book of Dragons is that there is no Book of dragons. The game comprises a box containing 40 cards made up of four each of 10 different designs. The illustrations (all by artist Kerem Beyit) are striking, though some of the darker images can be hard to make out. There is no text, numbering or iconography on any of the cards and, as things stand, there is no rulebook in the pack.

The idea behind Book of Dragons is that the cards can be used as the basis of a range of different games. The box links to the game’s website (www.bookofdragonsgame.com) and that, in turn, gives a batch of different rules for games that can be played using the cards. There are games by Robert Burke, the publisher behind the idea, but other contributors include well-known board and card game designers Martin Wallace and Mike Fitzgerald.

The interesting concept is the idea of asking a bunch of different designers to come up with their own games using the same components. It’s a bit like author George R R Martin did with his Wild Cards ‘mosaic novels’. The games so far on the Book of Dragons site are a mixed batch but all are playable. What is especially fascinating, however, is to see the various directions that different designers take ideas that use these same components.

The Book of Dragons launched in November 2017 on Kickstarter. The copy shown on Board's Eye View (www.facebook.com/boardseye) is a prototype that came in a tuckbox. That version is also available through the Kickstarter campaign, though the campaign is mainly promoting a retail version that will come in a bigger box and with printed rulesheets. If you want to give this game a try, I’d recommend going for the retail pack, if only so that it should give you scope for sleeving the cards. With dark edges, the cards will show up any nicks or wear, so you won’t want to play with them unsleeved.



Session: The 7th Continent: Print & Play Demo:: [spoilers] Results of session

Mon, 20 Nov 2017 00:23:28 +0000

by Silverbel

Got a good run with Ferdinand. Documenting it for March.

Card 1: Reveal 8
Action 17: Drew "you learn by doing" (keep), got Empty Can item.
Action 17: Drew "Pole" item idea (keep), got Irish Whiskey item.
Action 6 (reveal): Drew "Remember" (keep)
Crafting a Pole Item: Discarded "you learn by doing" (success)
Remember Action: Retrieved "You learn by doing". "Remember" Discarded.
Explore card (East): Got the skill card "Determined" (Keep). Card 3 revealed.

Action '16': Drew Raft (keep). Success. Got card 16.
Action 2 (reveal): No cost
Crafting a Raft Item: -3 cost, Wood, card 2. Discarded "You learn by doing", -3 cost. Success.
Action 13 (reveal): No cost. Automatically moved East.
Action 5 (reveal): Drew "Forewarned is Forearmed" (keep)
Action 5: Discarded "Forewarned is Forearmed". Success. All 3 discarded cards mixed back into Action Deck. Card 5b is in play.
Travel West: Used Pole Item (3 left)
Item Merge, Pole and Raft: Both items have keyword "skill". 6 Durability Total.
Action 6: Use Pole-Raft (5 left), effects 1 and 2. -1 Card, +4 stars. Used card 16. +8 stars.

Scenario Cleared.

Inventory: Pole-Raft (5), Empty Can (3), Irish Whiskey (1), Determined card.

Discards: Empty
States: None

I didn't get the chance to make a shovel, but overall a great run. Now to wait until March...



Session: Gloomhaven:: Family game, many points of view

Mon, 20 Nov 2017 00:23:25 +0000

by ciriquen I'm a huge fan of this game, and played the KS scenarios online solo, and was frantic as the delivery dates approached and receded, until eventually it arrived!I've done my own storage system with some baggies, and compartment boxes, and I timed setting up Black Barrow at nine minutes from a closed box, which is quicker than I can set up some other games...I played the Black Barrow yesterday with my three kids (16,14,10), and it took a lot longer than nine minutes to explain enough rules to get them started! I decided to leave personal and battle goals out, and play at level zero, so we'd have a better chance...My son immediately started complaining about the amount of story (intro, city, and road events) before we started playing, but both girls enjoyed the stories. Our events both had somewhat extreme options, and one daughter wanted to kill everything, while the other wanted to be peaceful - my son refused to care, so I went with the peaceful options, hoping to start building some reputation! Both peaceful options dumped on us!Once we got started in the barrow, the problem became keeping them focused - if one of them is not bothering to select cards, the delay affects everyone, and they start getting annoyed, which means they're more likely to be distracted next turn!That said, we breezed through the first room, my eldest's spellweaver blasting away with a couple of lost cards. In the second room, after reminding her to be at least a little careful with her cards, she refused to play any lost cards at all, but we still eased past the room's occupants and some characters hadn't had their second rest yet...The last room offered a little challenge, and by this point my son was really enjoying the actual game part of the game, but my youngest was finding it hard going - it would have been easier if she hadn't insisted on playing the mind thief, even though I explained it was complicated (I might offer to swap before our next game, in case that would help).When there was only one archer left, and we were looking to loot, the spellweaver crit missed with[...]



Session: Twilight Imperium: Fourth Edition:: First Impression

Mon, 20 Nov 2017 00:23:22 +0000

by Leifr Well, got my set on Thursday from the store, unpacked it and punched it out, sleeved the cards.Played it Saturday. We had a four player game. Everyone was familiar with TI3, though my heavily varianted set.We started a little after 10 and finished about 4:30, ending in the seventh turn on the play of Imperial. Mecatol Rex wasn't taken until turn five.Players were:Ray playing Jol NarPatty playing SolKevin playing HacanLance playing LetnevUsed the four player set up from the rule book to speed up set up. We knew we'd be ending the game and finishing cleanup by 5:30. I gave the players the choice of just the original six factions from the first game setup instructions to also speed up the setup.The first round went about as normal, with players expanding out to the best local system. Round two was a little slow, with the deficit of command tokens slowing play, especially as the second objective was 'spend 8 influence'. By round three the game started to move along. By the end of round four every planet was taken except Starpoint and Mecatol Rex. Round four was also when the combats started, begun by the Jol Nar, who had picked up a lot of technologies to improve their mobility, such as gravity drive, dreadnaught II, and eventually both their racial technologies. A lot of the combat was focused on trying to gain planets to score objectives, but some was to prevent other players from scoring objectives (I managed to seize Gral from the Hacan exactly at the time to stop him scoring a two point public objective (11 non-home planets) and get the last five point objective (control 3 planets with tech specialties).Ray: Jol Nar: Two secret objectives, four stage I objectives.Patty: Sol: Two secret objectives, four stage I objectives, holding Mecatol Rex when playing Imperial once.Lance: Letnev: Three secret objectives, five stage I objectives, about to score a stage II objective in the status round when the game ended.Kevin: Hacan: Two secret objectives, having Mecatol Rex and holding it when playing Imperial once, two stage I o[...]



Review: Brew Crafters:: Roelovich's point-by-point review of Brew Crafters

Mon, 20 Nov 2017 00:23:20 +0000

by Roelovich In this point-by-point review based on limited experience with the game, I focus on what I think are strengths and weaknesses of this game. I hope you find it helpful to decide whether this is the right game for you or not.The positive: Limited and intuitive rule set: easy to teach and understand The small scope of the game (creating a small brewery) adds to its appeal It is remarkable that despite the limited rule set, limited resources and limited action types, there is real differentiation between player styles and the breweries they are building. It is perfectly possible to play an exciting match between players who are trying out totally different strategies (one pumping out huge amounts of cheap beer, another specializing in brewing premium beers, another in brewing all different kind of beers and another one focussing on specific goals combined with research). The game feels like a really challenging puzzle in which players planning ahead and puzzling out the most efficient and optimal combinations will be rewarded heavily. This puzzle is one of the more challenging ones I have seen in my boardgaming experience, despite the easy rules. The game is unforgiving to players who fail to plan accordingly, but thanks to its challenging nature, it is really rewarding for those who succeed. The puzzle offers plenty of opportunities for sastifying engine building and strategic planning. The game is modular: the base game comes with the possibility to include extra action spots, the possibility to play with the same or different research paths for each player, different specialized workers, ... This allows players to somewhat scale the scope and the challenge to their group and increases replay value. However, I do not see a modular combination in which the game is not challenging The Negative: I love the box art and the really cool and original logo's on the cards. However, component-wise this game lacks a little: the game boards are small and have a prototype look and feel to them. The dozens of dif[...]



Thread: Kingdom Death: Monster:: Rules:: Armored Strangers (spoilers) Again

Mon, 20 Nov 2017 00:20:43 +0000

by cschrad1 I know that this has been covered multiple times, but since the different threads seem to contradict one another I'm asking for these clarifications. As recently as September and early November this year I'm seeing diametrically opposed thoughts on how this story event and showdown works. Please forgive me for retreading ground already covered. BTW, this is assuming the 1.5 rules... My situation When Armored Strangers Story Event occurred on LY6 my population was 17 (got twins a couple of times, a few Love Juices for single births and only lost two survivors in the campaign so far), I rolled a "1" on the table, and then I was faced with sacrificing 5 survivors or resisting. the Story Event says under "Resist" to add King's Man as a special showdown on this lantern year...then I got confused...Key questions in boldQuestions:1. Assuming I resist I must send 4 survivors to fight a King's man this year as a special showdown (got it), but if I fail to kill the King's man do I then have to sacrifice 5 survivors in addition to the 4 he just killed? The text of the table doesn't say "successfully resist" and the explanation of "Resist" doesn't say anything about what happens if you succeed or fail. Further, the King's Man showdown entry doesn't say anything about him killing off settlement members for failing to defeat him... SO, unless I've missed/misread a rule somewhere why wouldn't you ALWAYS resist? even if the King's Man wipes the party it's still one less loss than accepting the 5 sacrifices. This hinges somewhat on #3 below...2. a) Assuming I choose to resist, when does the fight occur in the settlement workflow? I know that folks have tried to clarify this point in multiple threads in the past, but I'm still confused. b) Do I jump from step 4 "Update Timeline" when the Armored Strangers Story Event started to Step 9 " Special Showdown" using the Returning Survivors from the last fight, resolve the fight, then reinsert into the Settlement Phase at step 5 "Update Death Co[...]



Thread: Gnomes and Associates:: News:: Are we ever going to get this game?!!!!!!!!!! (Gnomes and Associates)

Mon, 20 Nov 2017 00:18:35 +0000

by compujet1 I felt since there was nothing new a current post was needed.I was wondering if all backers gave up by now? aAs there are not many posts in the KS comments lately,a lot mine.This was one of my 1st projects I decided to back. I was completely blind. All I saw were those awesome mini's and what they looked like painted. Nothing else grabbed my attention.I just read thousands of posts and updates today and its funny on how each campaign is run differently. The community of each is like little neighborhoods all around. I guess I'm asking any other G&A backer, Are you expecting this even in the long future?And any Kickstarter backer, How do you deal with Funded Campaigns that don't come through?Now I feel I'm contradicting myself. I recently posted a couple different times that "we're here for the Creator,Its not about stretch goals,We need to spread the word and Give more to get it funded."I actually backed and still do specific projects by certain creators just because it's 'Them'.I'm not going to let it eat me or change the way I support.But I do feel taken advantage ofwhich that will pass cause if I don't keep going back to check, I will hardly think of it again as it doesn't seem to be the norm. And I'm already a seasoned BackerI can say,it erks me. Not so much the money, although it was a lot,(as I said I was Noob). But that They weren't new to this and are still selling else where and dragging us along.I can see a lot of 'signs', now that then I couldn't.I can get into those signs but that's for another time,As I said I been reading campaigns for almost 10 hours. So I'm done looking at a screen for a day or two. I need to see if any of the campaigns I'm following are ending.One last question, Does anyone else figure there future games sleeve requirement? I figure the Holidays are SALE time and estimated from all hose hours today that I better catch one hell of a sale needing an almost mid 4 digit number. In the long run I hope all this is r[...]



Thread: Takenoko:: General:: Has this happened to anyone else?

Mon, 20 Nov 2017 00:14:24 +0000

by ShadowBaker3

We used to play this quite a bit, and my wife really liked the game and was excited for the expansion. We got it once it came out and once she saw that the babies were tokens and not minis she was devastated! Tonight was the first time we have played in over a year because the babies being tokens killed the game for her..she liked all the new mechanics but not the lack of minis...

on a side note, does anyone know of any good proxies I might be able to get for the babies?



Thread: Mage Knight Board Game: The Lost Legion:: Play By Forum:: LLPBF59 Conquer and Hold: Ed vs. Mike

Mon, 20 Nov 2017 00:11:55 +0000

by MikePustilnik

This is a standard 2-player game of Conquer and Hold. It will be mostly self-moderated. We will need a volunteer to do the artifacts, assuming the game goes long enough for both players to get at least one.

I propose standard rules, bidding for heroes, random tile orientation, all heroes and all expansions. I also propose that this game be played a little tighter than the playtest games; so if there is an ambiguous move or a roll from an incorrect list, the turn should be rewound back to the post that contained the error and replayed. If there is such an error, play should stop until both players confirm that they agree how the error should be dealt with and that a replay is or is not necessary.

(So, please, lets avoid errors! proofread proofread proofread (image) )

The maps and the spreadsheets will be done by myself, and the setup rolls will be done by Ed.

Ed, if you agree, you may proceed by rolling for heroes and for the first bidder.




Thread: Root:: Rules:: Ally question

Mon, 20 Nov 2017 00:10:08 +0000

by Kevin Lee Thatcher

The vagabond is allies with the Marquise. On his turn the marquis decides to attack the vagabond. He inflicts 3 hits on the vagabondcand the vagabond inflicts 2 hits on the marquis with his two swords. What, if anything, happens on the ally track? Are they now hostile? Would the answer be different if the vagabond had declined to use his swords to inflict damage?



Thread: Planet of the Apes:: General:: International Pricing?

Mon, 20 Nov 2017 00:09:19 +0000

by Scrat

OK, this is not the first game that I've seen with a jaw dropping markup in Australia.

American Retail $59.99 (US)= $79.44 (Aus)
Australian Retail $105 (Aus)

So, the Australian retailers are charging $25+ Aus over the top of American RETAIL per unit!?!

We normally get charged what we ironically call a 'Down Under Tax' but this is just ridiculous!!!

I really wanted to buy this game, but I refuse to pay these obscene, artificially inflated prices...(image)




Thread: Illusions of Glory:: General:: Withdrawl/Advance

Mon, 20 Nov 2017 00:08:58 +0000

by Schostoppa

Just curious when/why do I use the Withdrawl and Withdrawl under fire counters? Secondly, in the the Terrain effects chart there is a column for Must Stop Advance. When would this apply? The only instance of advance i cam find is fir after combat. Which if im not mistaken you can only advance into the conquered space. If possible to Advance further where is that in the rules? Or does it mean i can only ever move one space an activation if moveing into the advance restricted space?



Thread: Unknown:: Rules:: Knockback into barrier?

Mon, 20 Nov 2017 00:07:00 +0000

by Malisent

Just picked this up at Pax Unplugged and am really enjoying our first couple playthroughs. However, we did run across a situation we couldn't find in the rulebook. What happens if a knockback sends a survivor into barriers (no other option)?



Thread: Twilight Imperium: Fourth Edition:: Rules:: Naalu Foresight

Mon, 20 Nov 2017 00:03:29 +0000

by Boardilicious

Hey everyone! Quick question here

The naalu Foresight allow you to put a strategy token in a adjacent system and move there, my question is : Can you still do it if there's a command counter in the system you're moving from? Do the racial ability override the rule that say you're not suppose to?

And what about if a Yssaril's Flagship move through a system that countains 1 of your ship, could you use the Foresight even if the Flagship ends it's movement on another tile?



Thread: Twilight Imperium: Fourth Edition:: General:: Free Galaxy Mat

Mon, 20 Nov 2017 00:01:27 +0000

by Kelsam



Print your own TI4 Galaxy Mat! You can find the full 300 DPI image and details on our website.

Kelsam Tabletop - Twilight Imperium Fourth Edition

- Kelsam



Thread: Finished!:: Rules:: Action cards

Mon, 20 Nov 2017 00:00:59 +0000

by greengow

I have a question on the action cards.

For the cards:
- cards into the past
- one card into the future
- exchange cards

Can THAT card be used for the action execution even thouh I'm activating it with a candy?

I'd say no, since I'm activating it to act on other cards. But maybe I'm wrong?



Thread: Kingdom Death: Monster:: Rules:: Clinging Mist + Survival of the Fittest

Mon, 20 Nov 2017 00:00:13 +0000

by TheGPrime

My team rolled high on Clinging Mist and we didn't have the guidepost, and we chose to start a new settlement. All of these survivors had the +1 Strength and +1 Evasion from Survival of the Fittest, and I'm trying to figure out if they should get to keep these bonuses.

The question, I guess, is whether this bonus is a permanent bonus, or it's persistent as long as the survivor's settlement follows the principle.

If we were continuing our session, I'd just "rule of death" this so we could move forward, but we've quit for the day and I'd like to find out what the "right" interpretation is. I guess this would also apply to the lifetime reroll, if any of the survivors still had theirs (they don't).



Thread: Wasteland Express Delivery Service: Child of War:: General:: Female and Male versions??

Sun, 19 Nov 2017 23:59:57 +0000

by Laporbo

See the representative image for this card? A punk rocker female.



When I got mine from the MvM KS it was different. A zombie-like male soldier with a pegleg.



I asked Pandasaurus how to get one of the 'female' cards. They replied.

Rep from Pandasaurus Games wrote:

There is only one version of the card and that was available from MVM. The other version you see was a placeholder image that never got removed, hence the confusion.


I then tried to get the representative image changed to reflect what actually was produced.

BGG Admin wrote:

Thank you for your recent proposal to change the representative image for Wasteland Express Delivery Service: Child of War. Your proposal has been declined.



Why? If this database can't be accurate why even have it?



Thread: Small World:: Rules:: Question for berserk Amazon

Sun, 19 Nov 2017 23:50:33 +0000

by Kpzzzzz

So we were playing with berserk Amazon and had a question/argument.

Using the berserk power , player#1 expanded to multiple regions ( which they could have otherwise not conquered) but at the end of the turn since she only had 1 token in most regions ( except 1 where she had 2) the question was should she return back 4 of the conquering tokens and thereby lose control of three of these conquered regions OR

Should she be allowed to score Victory coins for these conquered regions and then remove them OR

Is it okay to not return the 4 conquering tokens in this situation?

I am leaning towards option 1 , ie you have to return the 4 tokens and if that means relinquishing the conquests so be it (image)

But player#1 was insistent that there is no point in being berserk Amazon if she cannot score Victory coins for regions she conquered because she ought to return the 4 Amazons back which didn't make sense to her.

Please clarify this for me.




Thread: Gloomhaven:: Rules:: Battle Goal Layabout and XP from a Scenario-Goal

Sun, 19 Nov 2017 23:47:26 +0000

by Von Strubel

We had a discussion today after playing a certain scenario about if my character fullfilled the requirements of the Battle Goal Layabout [o]("Gain 7 or fewer experience points during the scenario.").[/o]

The scenario ended with my character reaching the goal which gave us a huge amount of XP. I know that Bonus XP for completing scenarios are not counted for Layabout [o](not "during the scenario"),[/o] but what about XP from a scenario goal?



Thread: Fields of Fire:: General:: Counter Attack

Sun, 19 Nov 2017 23:39:59 +0000

by Rostranor

Manchu6, Apache 6.

BRRRRRRRUPPPPPP
BRUUUUPPPPP

Left Flank machine guns in a church, right flank squads in the village, more Mortar spotters in a farm, attacking LMGs, squads moving on my left and right flank....Germans everywhere. OVER.

Apache6, Manchu6. Seek cover and hold, OVER.

The horror...the horror.





Thread: Pandemic:: Rules:: Uncounted populations in Pandemic extension" Virulent strain challenge"

Sun, 19 Nov 2017 23:39:11 +0000

by Kpzzzzz

Uncounted population epidemic card action - should we keep 1 disease cube on all cities of the Virulent strain color or only in cities not currently affected? This seems to be confusing given that if we have to keep it in all cities , we could have several epidemics in the Virulent strain and can cause the game to end!



Thread: Charterstone:: Rules:: Card #412

Sun, 19 Nov 2017 23:36:08 +0000

by thuki

This one is about the guidepost to game 12.

[o]In German, its temporary rule reads: "Jeder darf nur die eigenen Wolkeninseln nutzen." So something like "Everyone may only use their own cloud islands."

It's actually a very stupid question, so I'll make it quick: It surely means that "as far as cloud islands are concerned, everyone may only use their own ones (but not the other players' cloud islands)", correct? Not "the only buildings a player can use are those on her own cloud islands". Which really would not make much sense. Or let's say none at all. Forget I ever posed that question.[/o]




Review: Istanbul: Das Würfelspiel:: Throwing the baby out with the hookah water, OR Well, Istanbully for you OR Nobody's business but the turks.

Sun, 19 Nov 2017 23:35:13 +0000

by hanibalicious Right off the bat, I have to tell you- I love it. I love it a lot. I've played it thrice so far. 2x with a non-gamery coworker, 1x with very gamery wife. Her opinion is as follows: "A couple of years ago I would have been very impressed." And upon seeing my sad eyes: "No, I liked it! Don't get rid of it. I'm just not... it's not amazing." So instead of giving you a score, I'm going to tell you why or why not you may like it, hopefully despite my personal idiosyncracies (Custom engraved dice*1 are immediately a +1 for me).But anyway, it's an interesting choice for a die-based distillation of its big brother, because, well, remember how everyone loved the spatial aspect with the breadcrumb action trails? Yeah, like, that was its key selling point? It's what makes Istanbul Istanbul*2.Well, imagine, if, in making a die game version you kept absolutely everything... but that.Photo Credit: henk.rollemanAs is evidenced by this picture.Yes, the resource conversion, increasing costs, 4 goods, caravan cards, lira, mosque tiles and delightful ruby based equal turns victory conditions- they're all there- which cynical me says means they can re-use a lot of assets. This actually made me wonder- why did they keep all of the generic euro-y bits and get rid of all of the Istanbul-y flavour (Which I'm told*3 is ground lamb, tomato, and yogurt)?Indeed, I got weird contemplating it, wondering if it was a platonic ideal of the naughtteens*4 euro, what with interchangeable resources (see, in the original,[...]



Session: Terraforming Mars: Hellas & Elysium:: My first game on the Elysium map

Sun, 19 Nov 2017 23:33:57 +0000

by Norbert Chan They had gone for lunch, and the Elysium map was on the table. I looked at the rules to learn the milestones and awards. When they got back for lunch, they dealt three corporations to each player. I asked Don why they did that, he said he wanted to get everyone corporation dealt out. Player oder was Don (UNMI), myself (Econline), Jean (Helion) and Craig (Tharsis Republic). We were playing the full corporate game again. I like the full corporate game, and so I’m glad to see everyone else playing this now instead of the standard game where everyone has one production of everything. Don played an event card, I played Micro Mills gaining one heat, with an eye to trying to get the generalist award, Jean played a city tile and played Mining Army to get himself a steel bump while Craig placed his city on Olympus Mons to gain three cards.I played Deimos Down on the second turn, while Craig played Artic Algae. Don played Imported Hydrogen, and he also played an event card where I lost 5 plants. I would later play that 5 M€ card that prevented opponents from removing plants/microbes/animals. On turn 3, Don played two more event cards (they were cheap, and being passed to Don) and he was able to claim the Legend milestone with the 5 played event cards. I was still eyeing the generalist, or the award with 4 plant/microbe/animal symbols. On turn 5, I thought about putting down my 4th plant card, which would require me to put down a greenery tile without a city, [...]



Session: 1775: Rebellion:: Narrow defeat for the colonies in my first game

Sun, 19 Nov 2017 23:33:06 +0000

by NeedsNewDice I finally got the chance to try 1775 recently. I'm a pretty big fan of 1812, but never bought 1775 because I thought the two might be two similar. After playing 1775, I think they're different enough to warrant owning both. This was my first game. I played the Continental Army with another new player, “Dave,” teaming up with me as the Patriots. The owner of the game, “Ray,” had played several times before and had both the British Regulars and Loyalists.Like in 1812, there were a lot of back and forth battles in this game. We took control of Georgia and South Carolina fairly early on. (thanks to an early card that put down French soldiers in the area). There was some initial debate between me and my teammate whether to try and solidify our hold on the southern colonies, but we ultimately decided to focus more on the central colonies. The first half of the game was definitely in our favor as we got lucky on turn order a few times and used it to take the lead. However, we were only able to get one truce card out. The second half of the game belonged to the British, however. Ray made good use of his navy movement cards and was able to take Rhode Island and pour into Connecticut, causing it to go neutral. Luckily, we were able to halt a large of Hessians, Brits, Loyalists, and Native Americans with some lucky rolls. But, we also lost a lot of battles with the Continental Army running away a lot. The game ended in around round si[...]



Review: Twilight Imperium: Fourth Edition:: TI4 Review

Sun, 19 Nov 2017 23:32:48 +0000

by Dalek5 Review of TI4Twilight Imperium has been hailed as THE EPICEST of EPIC games for as long as I could remember. So when Twilight Impirium 4th edition (TI4) came I out I decided to give the game a good go as I long empire management games. Since, this is a long game it requires a proportionately long review so ready yourself.So here is a brief summary of my points:The Good:• TI4 encourages you to talk to your neighbors.• TI4 creates awesome moments• TI4 has 17 races which all feel and play differently• TI4 gives players interesting options• TI4 has a fluid narrativeThe Bad• TI4 takes a really long time to play• TI4 goes overboard on everything• TI4 can feel arbitrary• Often TI4 plays the players, instead of the other way around• Peacetime turns can feel strange.TI4 encourages you to talk to your neighbors:TI4 is the most political war-game I’ve ever played. The entire games takes on this cold war feel to it. Most of the games rules center around building warships, moving warship and fighting other warships. Yet the players can spend a lot of time talking about war, building towards a war, then not actually ever fighting. In most cases a long protracted war is not going to get you anyplace. Tactical actions are far harder to get than the one or two resource planet which you will seize. Furthermore because of the constant crowded state of the board players often find that launching an at[...]



Thread: Conflict of Heroes: Eastern Front – Solo Expansion:: Rules:: RE Placement

Sun, 19 Nov 2017 23:32:26 +0000

by klatall

If you roll a number that gives you a direction where 2 hexes from the placement RE is off the map, do you reroll? There's 1 hex between the placement RE and the edge of the map.



Thread: Alexander's Campaign:: News:: Shipping-Arrival ???

Sun, 19 Nov 2017 23:30:40 +0000

by stefanmiker

Anyone who received the game? I'm ready with my shield for my arrival(image) ........