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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Broadside:: Variants:: Port Royal ideas

Wed, 20 Sep 2017 10:25:01 +0000

by marhawkman
Port Royal was an interesting place back then. There's actually several options for scenarios centered on it.

1: English conquest of Port Royal
Spaniards as defense, with the English goal to eliminate defenders. Similar rules and setup to the default scenario but a different map.

2: Spanish attacking the port
This would be different mainly in ship setup. The defenders have a lot of small (Privateer) ships and only a few big (Royal Navy) ships, while the attackers have a mostly big ships. Otherwise similar to the default scenario.

3: Privateer raiding party
Two ideas that are conceptually similar come to mind.
3a: a cargo fleet is adrift a little ways offshore after a storm and temporarily vulnerable to attack. Attacker(Privateer) controls the port and must attack the fleet defended by the Spanish

3b: have the merchant ships moored at nearby islands so that the Spanish have multiple locations to defend each with 1 ship

Thread: Small World:: General:: SmallWorld Deep Dwarves custom race PDF

Wed, 20 Sep 2017 10:18:11 +0000

by Actionman22

Hi all

My cousins and I thought the Dwarves were underpowered so we created our own custom race called the Deep Dwarves. (I think this has been discussed at length in other topics as well).

I thought I'd share in case anyone can make use of them. Download the PDF and print, stick down to a blank race card. The rules are clear enough on the artwork, they get 2 gold from mines and can move from a mine location to another mine as though it were adjacent. Their 2 golf bonus stays in decline as well (declined art also designed).



Thread: Arkham Horror:: General:: bought the whole collection, how to start?

Wed, 20 Sep 2017 10:15:30 +0000

by cador2


i was able to buy the whole AH collection (except miskatonic)

how do i start now as a newbee? (played only eldritsch 3 times)

i guess i will start playing with just the main board.

which cards should i sort out? or should i leave every card in every deck to have the most variety from the start?

are there expansions that make the decks to hard for beginners?

any tips?


Thread: Sentinel Tactics: The Flame of Freedom:: General:: What's next for this game?

Wed, 20 Sep 2017 10:15:08 +0000

by xinelank

Was there any news from GenCon or elsewhere about what's coming next for this game?

I know the 2 planned expansions that were on kickstarter were cancelled and there was mention of a new design instead on their site - is there any updates on that? Is there an estimated release date for it?

Thread: Roll for the Galaxy:: Rules:: Achieving Goal Tile Requirements on the Same Action of the Same Turn

Wed, 20 Sep 2017 10:11:40 +0000

by Straight outta Catan

My wife and I are playing Roll for the Galaxy with the Ambition expansion. One of the many great things about this game is that we can more or less play our turns simultaneously. Nevertheless, one of the issues that has arisen since we introduced the expansion to the game is that it is common for us to both reach the requirements for the goal tiles on the same action of the same turn. Because there does not appear to be guidance in the rulebook for determining which player goes first it is unclear who actually receives the reward for completing the goal first.

Has anybody else had this problem, and if so what did you do to overcome it? Thanks in advance for your feedback.

Thread: Wargames:: Historical Context:: In WWII there were really 4 types of planes

Wed, 20 Sep 2017 10:01:16 +0000

by Steve1501

Everyone knows about 3 of them, fighters, bombers and recon planes.

I want to assert that the airforces of the 20s and 30s for some reason missed creating the 4th type: the attack plane. See, it doesn't even have a catchy name. I'll call them, Attackers for this thread.

The difference between a Bomber and an Attacker is --
Bombs fall behind the plane, which makes it hard for the crew/pilot to learn by experience how to hit the target better.

Attackers OTOH have their ordinance hit the target in front of the plane where the pilot can see where the ordinance is going and correct his aim and or learn easier how to hit the target. Attackers were armed with MG, heavy MG, auto-cannon, rockets, and rarely 75mm guns. The MG were really too light. Hv MG were much better. Rockets didn't come along until '43 or '44. They were good but not that accurate. I think the best would have been Hv MG and auto-cannons. The 75mm guns didn't work at all well. They were too heavy and had a very low rate of fire.
. . . We all know that the Ger. used Stukas later armed with 37mm auto-cannon as tank busters mostly on the eastern front. I wonder if the Me-110 might have been a good Attacker.

In land combat I assert that Attackers did a better job than Bombers for most purposes. Yes, bombers were better at dropping bridges, but it took a huge amount of bombs to drop a bridge. It wasn't really cost effective.

Strategic Bombers didn't live up to the hope and resources put in them. In Europe they did make the Germans come up and fight in the air where we could shoot him down. This helped us gain air superiority. However, the same effort put in Attackers flying all over France might have had the same effect. Any thoughts on this exact point?

I think 2 Attackers for every Bomber would have been a good mix. Plus fighters and Recon.

At sea Attackers could only be effective against small unarmored ships, like AP and DD. You needed Bombers to hurt carriers and torpedo bombers to sink BB. However, later in the war in the Pacific many Bomber types became Attackers.

In a way the difference is like the difference between AT Guns and Field Howitzers using indirect fire. It takes more training and skill to get hits with indirect fire.

Thread: Crowdfunding: Kickstarter:: General:: CHAMPION OF THE WILD - FUNDED DAY 1

Wed, 20 Sep 2017 09:48:41 +0000

by _teece_

The Champion of the Wild is a social card game for 3-6 player that takes around 20-30 minutes to play.


You'll take on the role of an animal trainer who can communicate with all animals and you'll need to choose one animal from a hand of seven cards to represent you across 3 different physical events, to prove that you are the world's greatest animal trainer.

How will you stack your anacondas? How will you make sure you're secure when jousting on the back of your polar bear? How on earth will you hide your great white shark in a stately home...

The events are resolved by a thought experiment as you present your strategy and analyse the chances of the other competitors. When you're ready, you move on to a blind voting system (excluding your own animal) and after all 3 events whoever has the most points wins!


We funded in 26 hours after launching on Monday and have already unlocked 1 stretch goal! If you suggest new events that are popular in the community, you could get your name on a card and get the chance to direct the art!

Come and join in the fun!

Project link:

COTW forums with list of current and suggested events:

Thread: D-Day at Peleliu:: Rules:: Infiltration move

Wed, 20 Sep 2017 09:47:56 +0000

by Grantos64

Hi all

Does a US infantry or engineer unit get disrupted also from the fire and step loss inflicted by an unrevealed Japanese non-disrupted position when making an infiltration move?



Thread: Anachrony:: Rules:: Quick question: using multiple power plants in a round.

Wed, 20 Sep 2017 09:43:57 +0000

by Phouglas

Ok let's say I have 2 power plants, both are 2 distance.

I have two warp tiles, one 2 eras back and 1 that is 1 era back.

I use the first power plant and set my focus 2 eras back and repay the warp tile.

My focus is now 2 eras back.

Can I use my other power plant and move my focus to one era back since it's going from the current era it can I never move my focus forward once it's back?

Make sense? I'm confused

Thread: Indulgence:: General:: How To Approach Each Edict

Wed, 20 Sep 2017 09:42:42 +0000

by Ryucoo

Ok so this game is great and we enjoyed our first couple of plays last night. I remember mucking about with Dragon Master when I was young and this is a fantastic reimagining of that game. I’m also a fan of the game Hearts, so Edicts like “Don’t take any (family)” feel familiar and I know where the strategy is regarding how to best play my cards; I can also roughly explain the basic approach to new players.

However with the less familiar Edicts a rough plan isn’t leaping out at me yet! I wondered if there were any fans of the game out there, or if the designers themselves, might chip in with some of the basics on how to handle them? With such a varied and deep strategic game, I thought it would be fun to discuss.

Just the beginner Edicts to start with…

Don’t be the first player to take three tricks:
So unlike X, I guess you can’t be burning your best cards early doors on safe hands, so will be saving your high cards until late game when it doesn’t matter?

Don’t take any 2s or 3s:
This seems tricky (no pun intended) to me – how does one avoid picking up cards with such a low value? No ideas how to play this one, other than hoping you have a lot of 1s…

Don’t take any 6’s:
This makes a little more sense: 1-5 are basically safe cards, play those until the coast is clear to lay your trick taking cards safely, and look to burn your best cards on safe hands. Is there anything I’m missing here?

Don’t take the first or last trick:
I guess you don’t want to lead the last trick, so you don’t want that killer end game streak where you keep taking everyone’s discards! Middle game is time to burn your best I suppose…

Don’t take the last of (family):
This one seems the most intriguing. I suppose you burn through your highest as best you can, beginning with that family. It will usually come down to somebody having the 2 and somebody else having the 1. Bit of counting involved – if you have the 1, you know you are safe to win anything until it gets towards the end game, where of course you don’t want to end up leading the last trick with it, unless you know a higher of the suit is out there! If you have the 2, you are kinda safe too but know you can get busted by the 3. And so forth up the chain… Man, it makes my head spin a little!

I look forward to hearing people chipping in with a basic approach to these very different Edicts.

Thread: Star Wars: Imperial Assault:: Rules:: Three movement questions

Wed, 20 Sep 2017 09:35:29 +0000

by lexpweller

I have these questions about movement:

1. can I "jump over" a large creature if I don't have enough movement points? Let's say I'm in a corridor approaching an enemy Bantha from behind ((image) ) with just 4 movement points... is this an impossible move or, since I would end my movement points inside the Bantha space, do I end my movement in the closest free space, thus jumping on the other side of the Bantha?

2. If a large creature without massive like Jabba find himself in a tile with lots of impassible terrain and just 1-space passages, is it basically blocked?

3. If I choose to use both my actions to move, do I sum the movement points? I mean, if I consider to have 4+4 points, I couldn't end the first 4 points on another figure, but having 8 points I could jump over that figure and end the movement in another free space.

Thank you!

Thread: Arkham Horror: The Card Game – The Path to Carcosa:: General:: How will PtC work for solo play?

Wed, 20 Sep 2017 09:32:22 +0000

by xavierjackson

I am wondering about the viability of playing this campaign solo, and would love to hear from someone who has tried.

I have read that PtC introduces some 'hidden information' elements, but how much? and does it make solo play with 2 characters possible?

Thread: Massive Darkness:: General:: Quest 4 = Impossible?

Wed, 20 Sep 2017 09:05:36 +0000

by deathleech

I have seen a lot of comments regarding Quest 2 and it's difficulty, but have heard next to nothing regarding quest 4. For me, this quest has been MUCH more difficult than any others. Has anyone else experienced this, or did everyone quit playing before they got there? (image)

I have literally tried to beat this quest over 7 times now. One time I was playing wrong. Two other times I tried playing with just 2 heroes and had 1 of which as a tank class and the other a damage dealer (Paladin/Nightrunner and Noble Warrior/Ranger). I realized that wasn't working at all due to the timer, their crappy damage output, and their poor synergy. I then switched to 3 heroes and tried to play as classes with more damage output (Ranger/Nightrunner/Barbarian), which definitely helped, but still didn't see me beating the quest.

I have tried other strategies like opening one door in every tile and then going to the end. This usually doesn't give enough treasure or xp to properly handle the Sentry/Great Roaming Monster. I then tried going back and forth between opening one and two doors per tile, and skipping any when I start running low on time. This seemed to work a little better, but still left me unable to defeat the Sentry and exit before the final tile collapsed. I tried skipping the first couple tiles but that works the worst as you are too weak to do much at level 3-4 when you are still using level 1 equipment and skills.

The biggest issue just seems to be how random stuff is. Usually you can help offset it by gaining more gear or xp in normal quests, but with such a tight timer in Quest 4 it leaves little room. For instance I was able to get to tile 3 with 2 wounds still on tile 2, and 1 wound on tile 1 left. Then an Agent with a piece of good armor spawned from a door card and it took me two full activations to kill him. He spawned 2 additional guards and the event card spawned one more which took 2 more activations to clear out. That was all one tile. By that time tile 1 and 2 had crumbled and I was left with 1 wound on tile 3.

This seems to be how pretty much every game goes, except with one or two really bad random events happening that screw me over. Either a bad door card (2x Guards, mobs with great armor, Agent), a bunch of terrible treasure is drawn, or I get some really crappy events/spawns where they are near impossible to beat. For instance this was the Sentry one game:


The end doesn't help. Once you go past the pillars you automatically spawn the Sentry. If you get another roaming monster on the last tile you are pretty much screwed. I thought about cheesing the mission by using a bunch of classes with Slippery and then not even bother touching the enemies. Maybe just getting the treasure and letting the enemies die when the tiles crumble? The only saving grace in the mission is rear patrols can't spawn once a tile has crumbled, or if it's not crumbled yet it will soon and they will die after. However, I am wondering if anyone has had any success beating this mission outside of insanely good luck (no roaming monsters, Goblin Archers with crap loot spawning, no guards spawning on the one room on tile 2, etc.)? If so, how exactly? It doesn't seem possible?

Thread: Descent: Journeys in the Dark (Second Edition):: General:: Lieutenant Zachareth

Wed, 20 Sep 2017 08:51:59 +0000

by Taiglander

Hi everybody,
we've just started the campaign Heirs of Blood in the base game and we're enjoying the game very much. Next week it's our OL's birthday and we're going to give him a lieutenant as a little present... Could you confirm that Baron Zachareth has a major role in this campaign? I understand that having played 3 scenarios already it will be complicated to use his plot deck but with his miniature and summon cards we're fine. Actually I like Belthir better (I mean aesthetically) but what we're looking for is a character with a major role... is Zachareth the right choice?
Please note that we're not currently thinking about buying bigger expansions in the future, so it's just a matter of how this lieutenant fits in the base game. Or how often he shows up (till now we've encountered Splig and one of the Farrows).
Your help and advice would be appreciated!
Many thanks

Thread: Legend of the Five Rings:: General:: Using ivory rules with non-ivory cards for home play

Wed, 20 Sep 2017 08:44:49 +0000

by Chozo Tull

Hi all,
I used to play l5r during celestial, then dropped. Last week found a website with very good deals on starters and decided to get some to teach my gf and play casually. Looking over the different versions I noticed that Ivory had substantially simplified the game (gold split, simpler. Uying rules, simpler phases ...)
That would help me teach the game and make our experience less cutthroat. But can this ruleset be used with previous cards ? Or would it break the game ? Sadly most of the available discounted cards are celestial

Thabks !

Thread: Aeon's End:: Rules:: Power card ...crushing masses

Wed, 20 Sep 2017 08:44:29 +0000

by Peisistratous

Hi All

This card has no discard effect ...therefore does it remain in play permently ?



Thread: Through the Ages: A New Story of Civilization:: General:: Missing cards in a 2/3 player game

Wed, 20 Sep 2017 08:37:11 +0000

by Roger the Alien

Hello, the app is fantastic.
I read the whole rulebook and it states that only a 4 player game offers all cards.
A 2 player game will obviously miss pacts for example.

Could somebody tell me which cards are missing in a 2 player and 3 player game?

I mainly play 4 player games but it would be interesting to know, a forum search didn't help.

The rulebook says some cards are indicated by a number on the card regarding the format (3/4 player game) but I could't observe such a fact in the app.

Thread: Mythic Battles: Pantheon:: General:: Interested in god pledge reasonable price

Wed, 20 Sep 2017 08:31:08 +0000

by Korei Khan

Hello, I missed the Kickstarter and live in Australia.

I would be interested in the god pledge and perhaps the heroes expansion with the stretch goals and exclusives for about $ 170 AUD excluding shipping. The amount is slightly above the Kickstarter amount.

If anybody is interested in selling the game send me a PM.

- Currently discussing a deal with 1 member of BGG

Thread: Scythe:: General:: Giving this game the love it deserves.

Wed, 20 Sep 2017 08:16:27 +0000

by AernoutMJC

So I saw Scythe on Kickstarter and thought: this is for me, but the interaction and level of complexity is likely to put me off. I tried to forget about the game, but couldn't.

Then I tried to tackle playing all games in the BGG #100. Just before I completed this challenge, Scythe stormed into it, so I had to play the game. Boy oh boy did I love it. And No prizes for guessing how much I regretted not hving backed it when I could.

And I tried to forget about the game again. Then a friend wanted to play it. This time, there was no hiding, no ignoring: I loved the game far too much to not give it a place on my shelves. Birthday came up and some friends gave me this enormous box of delight...


I am going to attempt painting the minis (am far from a seasoned painter) and I want a decent insert, too. All three expansions will find their way to my home soon. As will the LEgendary Box. So, here's my question to you:

Will the Broken Token box be my best bet (I do have the coins, don't have the faction specific dials)?


Thread: In their Quiet Fields II:: Rules:: Combat sequence/results application

Wed, 20 Sep 2017 08:14:00 +0000

by indy_go_blue60

I'm new to this system after playing GMT's games for the past couple of years so I'm not clear on this point.

I understand that after movement the non-activated player fires first, but are the results applied immediately or is combat considered to be concurrent? I have an extended unit (2 extensions) with all 3 units in contact with different brigades. Ext #1's MC resulted in a back 2 (straggler 1.) Does the activated brigade retreat now, after the other 2 combats, or after its fire is completed? (Extensions are required to keep contact with its parent unit, so the back 2 eliminates the choice of retreating the extension.)

(I posted this on the TatC rule forum as well.)

Thread: Trickerion: Legends of Illusion:: General:: Mechaniker Overpowered?

Wed, 20 Sep 2017 08:12:12 +0000

by Tyrael_

I've read somewhere on a forum someone thinks the Mechaniker is overpowered. Anyone can shed light on this?


Thread: Massive Darkness:: General:: The guard cards for the base mobs do not have consistent numbers through levels

Wed, 20 Sep 2017 08:04:18 +0000

by dherve10

I noticed that the number of orc and dwarf guard cards vary in my core set between the levels. Most notably are the absence of dwarf warriors in level 3 and orc flayers in level 2 and extra dwarf warriors in level 2. Does everyone have such asymmetrical distribution?

Thread: Thunder at the Crossroads (second edition):: Rules:: Combat firing sequence.

Wed, 20 Sep 2017 08:03:06 +0000

by indy_go_blue60

I'm new to this system after playing GMT's games for the past couple of years so I'm not clear on this point.

I understand that after movement the non-activated player fires first, but are the results applied immediately or is combat considered to be concurrent? I have an extended unit (2 extensions) with all 3 units in contact with different brigades. Ext #1's MC resulted in a back 2 (straggler 1.) Does the activated brigade retreat now, after the other 2 combats, or after its fire is completed? (Extensions are required to keep contact with its parent unit, so the back 2 eliminates the choice of retreating the extension.)

Thread: Campy Creatures:: General:: Rules Online?

Wed, 20 Sep 2017 07:57:01 +0000

by NeonGameBoy


any downloadable Englisch PDF Rules?


Thread: My Story:: Rules:: Rules Online?

Wed, 20 Sep 2017 07:51:16 +0000

by NeonGameBoy


are there any English PDF Rules of My Story?


Thread: Transatlantic:: General:: Recommendations for further reading

Wed, 20 Sep 2017 07:48:58 +0000

by gragle

I've been really excited to play this game since its announcement - and this has also piqued my interest in ships, sihp building and shipping history.

I found this article about the QE2 on the BBC very interesting (I know it's outside of the date range of the game).

Can anyone recommend books, articles, etc. to get me started, please?

Review: XenoShyft: Onslaught:: 20X Reviews #60 - Xenoshyft

Wed, 20 Sep 2017 07:39:59 +0000

by z10n x 20X Reviews is my commitment to eventually review every game I've played twenty times or more. I'm a casual gamer, so most of my games fall in the light to medium range. My ideal game takes 30-60 minutes to play and is easy to teach while retaining depth and replay ability.[BGCOLOR=#00CCFF]Check out a Geeklist containing all my other reviews here: 20X Reviews - A Geeklist [/BGCOLOR]How to Play: Xenoshyft is a combination of base defense and deck building. It takes place over nine rounds, in which players buy, deploy, and utilize troops and upgrades in order to defend their base from enemy attack. Each round, players buy new cards and then face four aliens, which increase in difficulty throughout the game. The troops and upgrades they deploy can either destroy all four enemies (any leftover troops move on to the next round) or die trying (in which case the base takes damage). If the players can make it through the final round with the base intact, they emerge victorious.I've played it so much because:1. Xenoshyft offers a unique twist on deck building. For one thing, you get free currency to spend each round. Additionally, items and troops you buy can be deployed immediately, to your “lane” or to your teammate’s lane. On top of those twists, your pool of available items is different each game; you only use nine of the twenty-four. Add in the base defense mechanism, and this is a pretty unique game.2. It’s truly cooperative. You’re in this struggle together. If your teammate’s section of the base is about to be overrun, you can use one of your own upgrades to help him out. You win or lose together, and there’s no scoring mechanism for seeing who really won. 3. The gameplay is engrossing and tense. Especially once you’re about halfway through the game, each player has so many different troop abilities and card effects at his disposal in any given round. One mistake (i.e., forgetting a special ability or using an effect inefficiently) can easily cost you damage on the base. I’ve finished rounds multiple times, dealt the base costly damage, and then remembered that I could have, for example, discarded one of my items to cancel the devastating enemy effect that killed two of my troops.4. The artwork is captivating. The troop artwork is perhaps a bit pedestrian (though certainly not weak), but the aliens are all so unique and well designed. I love the Kickstarter promo packs that come with holographic bosses and heroic troops, too.I'd play it more if:1. You could differentiate the game a bit more. The game’s divisions, which provide each player with unique abilities, do change your approach to the game. However, some divisions are immensely better than others. This game might be in my top five all time if it had playable scenarios or a legitimate campaign.2. It scaled better. The game takes much longer with each new player you add. That’s why I prefer to play solo and never play with more than two or three. (Side note: setup and tear-down can be a bear, too. I keep my copy set up in our guest room.)3. It weren’t swingy. It’s all about getting ahead of the curve. If you get behind, you’ll often stay behind. However, a few great rounds can make you unstoppable.Overall: Xenoshyft is in my top 15 or so. It probably was from the first time I played it, and it’s certa[...]

Thread: Century: Spice Road – Bonus Cards:: General:: 3rd vanilla card included

Wed, 20 Sep 2017 07:35:28 +0000

by Moat_Man

What was the logic behind including the third merchant card that doesn't have the ability to pick up a card? Balance?

Thread: Fields of Fire:: Rules:: Use of skills.

Wed, 20 Sep 2017 07:34:45 +0000

by Pinetree

The rulebook is kinda vague on how these are acquired and used. None of the campaign missions mention them (I'm guessing they'll be more prominent in Vol 2). What is the cost of purchasing them? 1 xp per skill? The last sentence in 10.7 mentions that unused skills are lost. I read this as they have to be re-purchased between every mission?

Thread: Decktet:: General:: Your Opinion? Decktet for Trick Taking games.

Wed, 20 Sep 2017 07:33:39 +0000

by torontoraptors


A small introduction. I have played several Decktet games and I enjoyed most of them and I think the Decktet is quite beautiful and an awesome system. I have some times thought of developing a game myself. However, I have never developed any game, so I had the idea of porting an existing game into the Decktet as a small challenge to try out the waters. Since me and my girlfriend enjoy trick taking, I though that would be a nice start.

My question is, since the Decktet cards have two symbols instead of the customary one, do you think that throws the "balance" off?

Meaning, normally you have the lead suit and a trump suit. But in the Decktet you could have both on the same card or it could be more spreaded.
Do you think there's an impact? Would you count only one suit for example?

I know all of this questions really depend on the ruleset and not entirely on the system. I am just wondering if a different game type would be more suitable.

I await your thoughts (image)

Ps: sorry if any sentence doesn't make sense. I am not a native speaker and I wrote it in my phone which sometimes seems to have a life of its own.

Thread: Gloomhaven:: General:: Gloomhaven vs Pandemic Legacy

Wed, 20 Sep 2017 07:29:56 +0000

by civil

Dear all

me and my wife are really appreciating the campaign/"Legacy" elements of the new Pandemic. We used to play 2 player Dead of Winter coop before, having a lot of fun.

So, do you think Gloomhaven should be the next step for us?

PS. My wife is a Lovecraft lover.

Thread: Street Kings:: Rules:: Two silver for one gold after sixth medal ?

Wed, 20 Sep 2017 07:27:53 +0000

by Duncan


The rules say that you have to get your seventh gold medal to trigger the end of the game by winning a race, that you cannot exchange it by upgrading two silver medals.

Is it only for triggering the ending ? I mean if the end game has been triggered by someone else, can we now exchange them at the end of the game to check for the winner, or will they only be used as the first tie breaker if gold medals are the same ?

For instance, after the last race :
Player 1 has been stuck for some time and ends with 4 silver and 6 gold.
Player 2 is the one who triggered the end race and ends with 0 silver and 7 gold.
(the last race was won by a third player who was a few steps behind)
Who wins ?
A. Rule is only for triggering, and then we exchange for final scoring => Player 1 because his medals amount to 8 gold.
B. Rule do mean no 7th exchanged, ever => Player 2 because he has 7 gold and Player 1 only has 6.

Thank you ^_^

Thread: Viticulture Essential Edition:: General:: No shrink wrap

Wed, 20 Sep 2017 07:16:43 +0000

by Genebrett

Is viticulture ee supposed to come in shrink wrap? Mine had none? Made me think it was secondhand

Thread: CO₂: Second Chance:: News:: 2017 Kickstarter?

Wed, 20 Sep 2017 07:16:20 +0000

by Monkeyburger

Is this game still coming to Kickstarter before the end of the year? Time is getting on and we don't seem to have had any fresh news on this for some time (unless I've missed something).

Thread: A Game of Thrones: The Board Game (Second Edition) – A Feast for Crows:: General:: A Feast of Crows Session with Strongholds and Castles minis from HBO 4D Puzzle

Wed, 20 Sep 2017 07:11:48 +0000

by hang jebat

Some picture taken using the strongholds minis is laid out and used during our Feast of Crow session. Ready for the upcoming battle.


Closer view

Let the battle begins






Lannister army shoring up their defences in preparation of the oncoming Baratheon army.


Final round photo shot. Lannister won by a whisker, Lannister VP was tie with Arryn. Lannister won by tie breaker, as he was holding the Iron Throne


Thread: Fields of Fire:: General:: Sorting and Storing Counters

Wed, 20 Sep 2017 07:04:34 +0000

by Adam Parker

Being a newbie to this title, thought I’d ask if the system below is still the standard for sorting and storing? Any other approaches popular? Thanks.

Thread: Descent: Journeys in the Dark (Second Edition) – Road to Legend:: General:: Monster Placement

Wed, 20 Sep 2017 06:57:59 +0000


I have done some searching on the forum and think I am correct, but just to clarify.
When the app says, place "a" Goblin archer. Is the first monster you place always a master. And any subsequent monsters minions?

The app doesn't specify minion or master. It will always be a master, following the group restrictions on the monster card.
Thanks again all.

Thread: Leaving Earth:: Rules:: Can you use a Mechanic to speed up repairs on Earth?

Wed, 20 Sep 2017 06:56:44 +0000

by saxophone

Normally, disabled components are repair automatically at the end of the year. But suppose you were in a hurry and needed the component on Earth to be repaired before the end of the year so you can use it before the end of the year. Can you use a Mechanic and Supplies to repair all disabled components on the ship?

From Page 43...

An astronaut with the (wrench) symbol can repair all damaged components on his spacecraft (other than astronauts) by consuming one supply.

Emphasis added by me.

If a mechanic can repair a spacecraft on Earth to speed up the repair time, does the spacecraft have to have a Capsule in order to establish that his is his spacecraft?

Thread: Leaving Earth:: Rules:: Surveying Solar Radiation

Wed, 20 Sep 2017 06:34:46 +0000

by saxophone

Page 31 of the rules says...

Solar Radiation can be surveyed, even though it cannot be visited.

Since there are maneuvers from Earth Orbit that contain the Radiation hazard symbol, you can Survey Solar Radiation to see the Radiation card from Earth Orbit. Correct?

If the above is correct, you can accomplish the survey with a Probe and the Surveying Advancement. Correct?

Thread: Mice and Mystics: Downwood Tales:: General:: Need help

Wed, 20 Sep 2017 06:32:53 +0000

by D4D3r1C

Can someone take a pic of all the tokens from this expansion? Am trying to separate them because I put all of the tokens from all three games into one plano box. The rulebook doesn't really help anything in distinguish them.

Thread: Ice Cool: 0.5 Point Cards:: General:: Released? Availability?

Wed, 20 Sep 2017 06:30:56 +0000

by CryWolf

Has this promo/expansion been released? If so, where?

Thread: Arkham Horror: The Card Game:: Rules:: Dissonant Voices vs The Necronomicon

Wed, 20 Sep 2017 06:28:57 +0000

by Whimsical Cloudheart

So if I draw the Necronomicon I have to put it into play. Dissonant Voices says I can't play assets. The Necronomicon is an asset. What do I do?

Thread: Descent: Journeys in the Dark (Second Edition):: Rules:: Gray ker 2 player RTL

Wed, 20 Sep 2017 06:16:49 +0000

by Cazzmataz

Can Gray Ker make his extra 2 player attack before he pauses his turn and deliveres it over to character number two?

- I activate Gray Ker.
- He opens a door. Uses extra 2 hero attack to attack one of the newly spawned monster.
- He then pauses his turn and i activate Modrok instead.

If this is possible he is really powerfull in 2 player RTL.

Thread: Adrenaline:: General:: What is this game's replay-ability like?

Wed, 20 Sep 2017 06:10:31 +0000

by DuelistofAges

How well does this game replay? Does each play feel distinct or does it all kinda run together? Also how many weapon cards are there?
Thanks in advance!

Thread: Arkham Horror: The Card Game:: Rules:: Lita Chantler in second and thrid scenarios

Wed, 20 Sep 2017 05:59:30 +0000

by htwbg

I went through some threads and I understood how Lita works in the first scenario.
And I added her in my deck after the first scenario.

So in the following scenarios, if Lita is drawn to my hand, or defeated or replaced from slot, can she still boost my combat skill and damage based on the "ownership and control" rule (cards in discard pile and hand are considered until my control)?
The related arkhamdb FAQs are only about the first scenario.


Thread: Leaving Earth:: Rules:: How often do you draw Outcome cards for the Ion Thruster

Wed, 20 Sep 2017 05:58:07 +0000

by saxophone

My apologies if this has been answered elsewhere.

Let's say you have a space craft with one ion thruster and a probe. Your Ion Thruster Advancement has 3 Outcome cards on it. You have sufficient money to clear all the outcomes.

Next, suppose you attempt a maneuver that takes 3 years. Do you just draw one Outcome card for that maneuver, or do you draw one each year?

Thread: Space Hulk:: Rules:: Do Flamer Marines only have a Flamethrower?

Wed, 20 Sep 2017 05:48:56 +0000

by LS650

I picked up a copy of the 1st edition, and walked through a first game tonight.
Maybe this is a dumb question, but is it assumed that the Flamer Marine only carries a Flamethrower, and can not shoot a Storm Bolter?

Session: Fortune and Glory: The Cliffhanger Game:: First adventure of the first game (2-player coop) ever played - "Alexandar Cartwright and the Gauntlet of Loki"

Wed, 20 Sep 2017 05:46:10 +0000

by Uthin October 7th, 1937, Hong KongDear Hetty,I know it has been a while since my last letter, but I have been quite busy these last couple of months and have only rarely been in a place where composing a structured letter was possible, much less to send off to you. But now it seems I will finally have some peace and quiet for picking up pen and paper for letters and maybe even a new novel.Peace and quiet. Precious things in a time like this, in a world like this. To think that it is not more than two or three months since my latest adventures began.It all started when the new German ambassador, Hans Flammenwerfer, arrived in Rio de Janeiro. I had been living there for the previous year or so trying to write and had grown to like the people there. A simple and friendly people, and a country where astounding beauty can be found around any corner. But the Nazis had arrived in force and were not afraid to show it, parading up and down streets and picking fights with any local stupid enough to take the Nazi bait.I was getting sick and tired of it and about ready to do something stupid about it. But then I received a telegram from Duke Dudley, the British Lord I told you about. You may recall how he absolutely despises anything to do with the German army. He had received some fairly disturbing news. Through various channels and connections in the British Foreign Ministry he had gotten evidence that Hitler had authorized a large-scale hunt for a number of old artifacts all over the world. He did not know why the krauts were spending so much effort to hunt down things that basically belong in a museum, but he had a hunch the rest of the world could not afford to let this go by uncontested. Unfortunately, his viewpoint fell on deaf ears in the British Foreign Ministry.So he contacted me. As I said, I was fast getting tired of the Nazis in Rio de Janeiro, but they were very solidly entrenched and not a target any lucid man would go up against. But their friends in a faraway place who had no idea we were coming? Fair game.Dudley shared the most well-founded rumor he had, that a Nazi colonel, by the name of Stahl if you can believe it, believed he had located the Gauntlet of Loki somewhere in Manchuria. I was a bit rusty on the Norse legends, but I am fairly certain this artifact is only mentioned in one or two obscure places. Apparently Loki wore it or used it to confound or confuse an army of giants so that they could easily be slaughtered by his Aesir friends. Usually I would just shrug a shoulder at soldiers hunting faery tales, but something about this struck me as odd. Suppose the myth was more than just a myth?I know it sounds far-fetched, but I couldn’t shake the feeling that the world was running short on freedom from oppression..[...]

Thread: 878: Vikings – Invasions of England:: Rules:: Rule 1.6 from the expansion.

Wed, 20 Sep 2017 05:30:00 +0000

by BartowWing

I'm posting this here since:

1) We are playing this tomorrow using the first expansion. (We played the basic game a week ago already.)

2) This page will get more views and we are hoping for an answer quickly.

Rule 1.6 (paraphrased)

If the Vikings remove every church tile from the map they win.

If they do not remove all of the churches by the time of the Treaty of Wedmore they lose.

However, the Designer's Note says: "The Vikings can either ignore the Churches and pursue a normal game victory, or they can ignore holding territory and instead attempt to plunder all the churches...."

This makes no sense. How can the Viking player ignore all the churches and still win? If even one Church is left the Viking player loses according to rule 1.6.

I think this is trying to say (emphasis added)that by the time of the Treaty of Wedmore the Viking player must EITHER have nine victory point markers on the mapOR destroy all 14 churches. BUT - that is not what the rule says. In short the designer's not does not mesh with the actual rule. Can someone please clarify?

Thread: Hive:: General:: Do expansions ruin the game?

Wed, 20 Sep 2017 05:29:25 +0000

by Lord Of Raisins

So I picked up the game today and love it to death. Immediately started looking at expansions. My fear is that the expansion pieces will ruin the base pieces. I mean sounds like the Ladybug does what the Beetle does but better.

Will my precious Beetle going to be made useless? Also can quick rule question can the Beetle move form atop on piece to atop another piece?

Thread: BattleLore (Second Edition):: General:: Tactics

Wed, 20 Sep 2017 05:19:03 +0000

by BIgLatinDude

I just recently bought the game. Two questions: which expansion is a "must have" and are there any expansions that improve your tactical abilities? Like say better command cards and so on. Not so much more units but better quality cards.

Thread: Shogun Big Box:: General:: How I organized my insert, with baggies and sleeved cards...

Wed, 20 Sep 2017 05:14:48 +0000

by PlowStr8

Top Left, duplicated 5 times
Two baggies per insert partition, one baggie for 62 cubes, scoring and rice markers. A second baggie in the same partition, with 7 courtiers for the same color

First row of partitions under the tower
One partition and one baggie for each building type. From left to right, theaters, temples, castles.

Second row of partitions under the tower
Left partition: Separate baggies for revolt tokens and farmer cubes, stored together
Center partition: War chests (value 1) (35)
Right partition: Initial marker tokens for Chamber expansion (36), all in one baggie.

Third row of partitions under the tower
Center partition: War chests (value 5) (20)
Right partition: Five separate baggies for Chambers markers, 1 baggie per player color, 15 tokens per bag.

Bottom row
Left partition: A tealight candle holder, about the size of a shot glass, for tossing cubes into the tower. Aquired at a dollar store.
Next: Five region tokens for the chamber expansion, and deck of 21 bonus card deck for Exp 1 (sleeved and bagged).
Next: Five separate baggies, one per player color, containing a Military Leader meeple and 6 statue tokens of the same color.
Rightmost two partitions: Sun/Moon terrain cards, sleeved and bagged, separated into two baggies to avoid overstuffing. 8 Sun and 8 Moon terrain cards, sleeved and bagged separately. Turn order cards, Event cards, Action cards, all sleeved and bagged separately.

Not shown
In the cube tower tray, separate baggies for each player color, containing sleeved card sets for Daimyo & Military Leader quick ref (matching colors), 5 bidding cards, 3 cube tower cards (for expansion 1).

Thread: Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant:: Rules:: Zeth safety and long term trades

Wed, 20 Sep 2017 05:07:43 +0000

by Agent Archer

When I agree to give the Zeth some resources next turn in exchange for resources this turn (i.e., going into debt), I assume that counts as trading this turn, so I'm safe. Does my repayment next turn count as trading for that turn, thereby making me safe then as well?

Thread: Duel of Ages II:: General:: Is this game ever going to be "complete"?

Wed, 20 Sep 2017 05:05:41 +0000

by referee

The rules talk about a selection of 360 characters... We're just halfway there... I'd say it's pretty much the only thing that makes it "not complete".

Also, reprint, or something? Well, I'd like to have this game, but I'd find no opponents easily... (image)

Thread: Spirit Island:: Rules:: Fear Effects Mandatory?

Wed, 20 Sep 2017 04:58:34 +0000

by Zeromus

For example, a fear effect says to remove an explorer. Must I do this? Thanks!

Thread: Eldritch Horror:: General:: Which do i buy

Wed, 20 Sep 2017 04:57:36 +0000

by BIgLatinDude

Folks, which dice set and how many do I need to buy so that I can just roll dice and not worry about rolling twice...etc?
I looked and there are no specific EH dice so I'm confused.
Thank you.

Thread: Five Tribes:: Rules:: The Flying Carpet vs. the end of the game

Wed, 20 Sep 2017 04:56:16 +0000

by gusrocha

Last time we played we had a situation like this: we were five players, and on the third player's (Adam) turn there was no more legal moves. That should trigger the end of the game, but the fifth player (Bob) still had the flying carpet magic item, which allowed him to make a move.
What happens then? Is Bob allowed to move? Do Adam and the forth player move their minarets to the bidding order tile? What if Bob's move creates new legal moves? Do we start a new bidding round?
I don't think this case is covered in the rules...


Thread: Mechs vs. Minions:: General:: Fuel Tank Cards?

Wed, 20 Sep 2017 04:49:06 +0000

by intellicore

I keep seeing reference to Fuel Tank cards, but see none in the game. Are they suppose to be a reward from a mission? (we haven't completed all missions, yet, but now we have a mech with a skill that mentions them).

If they're suppose to be in the command deck, I'll have to submit for missing components.

Thread: Zombicide: Black Plague:: Variants:: [Quest] The Drawbridge - Massive Darkness Crossover

Wed, 20 Sep 2017 04:43:04 +0000

by kmeyri

Here is a custom quest that incorporates tiles and monsters from Massive Darkness. Now our survivors must battle the living as well as the dead.

Download The Drawbridge (PDF)

I have not play-tested this yet, and might not get the chance for a while. If anyone is adventurous enough to try it, or even just review it, I welcome any feedback.

Thread: Clash of Cultures:: Variants:: Possible 5 or 6 player game

Wed, 20 Sep 2017 04:35:17 +0000

by edugon One of the issues that has been frequently raised in this forum is the possibility of including a 5th or 6th player. One of the main obstacles to this is the great downtime generated. If each player spends 5 minutes to play its turn, it will mean that you will have to wait 20 or 25 minutes to play.Based on that, I am thinking about a possible alternative, to reduce this effect. To play this in addition of an extra copy of the game, you would need some extra material (easily home-made): A little individual player mat, divided in 4 sections: Columns will be “management phase” and “expansion phase” and rows will be “normal action” and “free actions” A series of tokens or little cards for each player: These will include 4 copies on each of these category of actions: “movement”, “collect”, “increase city”, “create units”, “found city”, “cultural influence”, “civic improvement” and “special” (this include actions from development board and from action cards). A player screen for each player (optional).Of course you will need a specific set up for 5 or 6 players, by I do not think that this would be a problem. The main innovation is how turns will be played. The 3 turns of each round will have now the following phases:Commercial phase: All player simultaneously collect from trade routes (including benefits from markets from passive trade routes). Planning phase: All player simultaneously pick the tokens that represent the actions they will do during this turn and put them face down in the player mat in its respective area. The player mat could be hidden with a screen in order to not let other player how many tokens are placed in each area. Management phase: Tokens placed in the management phase are simultaneously revealed, and actions are executed at the same time by all players. Management phase includes all the action related with the internal management of your civilization and that are not directly interacting with other players. These are collect, increase city, create units, civic improvement and similar special actions (like taxation). These could be normal actions or free actions (by a card or by a special development like economic freedom or absolute power). Expansion phase: Expansion actions are movement, cultural influence, found city and some special actions from card actions. Here I see two possibilities: Each player reveal and play all its expans[...]

Thread: Folklore: The Affliction:: General:: getting so HYPED again. questions

Wed, 20 Sep 2017 04:30:27 +0000

by chang_1910

hi all,
getting super hyped again, I have a premier pledge to arrive at some point. And after reviewing the KS page and some thread here, I don't seem to recall or figured out this:

What is the point of the beige/tan set of mini? it seems that by the KS page they are just an extra set of the same mini but in a KSE color. you only really need one set to play, right?

Thread: Farlight:: General:: Tick Marks on Ship Parts

Wed, 20 Sep 2017 04:29:14 +0000

by BenJazz

I had a quick question pop into my head during my first play. I noticed that the ship parts have different numbers of "tick" marks in the gold section of the cards. I thought originally that this had something to do with the number of connector ports but that did not hold true. I wanted to find out ten if there was a reason for the varying number of tick marks between the different ship parts (or if it was just something random added for card variation/uniqueness).

Thread: Pavlov's House:: General:: laser cut 3D accessories

Wed, 20 Sep 2017 04:25:43 +0000

by Gronak

This guy already does a huge Pavlov's House & takes custom work:

Thread: New Bedford:: General:: New trailer up on YouTube!

Wed, 20 Sep 2017 04:23:33 +0000

by Ensign53

So New Bedford just got a new trailer put up on YouTube.

Does this mean we're getting a second printing?!

Review: Folklore: The Affliction:: Review of Folklore: The Affliction (base game)

Wed, 20 Sep 2017 04:19:42 +0000

by Urshurak I picked this game up at GenCon 50. At this point, I and a friend have played into the third story (so about half-way through the core six stories). I enjoy the game, and it has gotten better as I continue to remember some of the nuances of the rules (like remembering to make a d10 search role for items following a skirmish).The Pros: The game world is interesting and atmospheric, with well written flavor text. The choices it requires, be they for the specific story or for an event card during play, are interesting and can have pretty strong positive and negative effects on your play through. The general board play is fairly balanced while travelling the world map and handling random encounters, and the skirmishes are enjoyable and yet still challenging.The ability to "die" and become a ghost seemed like failure the first time it happened. However, once you understand the function of the dynamic, it is has lead to some harrowing encounters, especially with the main boss afflictions, where you are able to snatch victory out of the jaws of the werewolf or giant tree or whatever your choice of creature may be.The item cards available for use by your chosen hero are varied and, for the most part, assist during the various stories in the game. The use of rituals and prayers as "spells" works well, and some of them are truly helpful if you can make the appropriate roll to get them to function.All of this is wrapped in a well-polished package, with excellent artwork, varied miniatures (especially the individual characters), nice cardboard punch-out parts and includes individual, zipped baggies for storing tokens and cards, etc. (listen up Fantasy Flights!).The Cons: The zoomed in adventures/encounters using the square-grid maps offer little strategy such as would be present in a full-fledged RPG, miniature encounter in a game like Pathfinder. The movement distance on these small maps is much too long, and your characters are basically surrounded for most, if not all, of the encounters or end up chasing around range characters for no reason (creatures and player characters can reach each other in one movement anyway). This lack of strategy is especially true in the narrow caves, where, if the affliction out rolls you on first strike (initiative), you are trapped in a two [...]

Thread: Too Many Bones:: Rules:: When to place a skills die in the Active/Locked Slots

Wed, 20 Sep 2017 04:17:43 +0000

by Ravenbro

Howdy everyone! TMB just landed on my doorstep and I spent the weekend reading the rules. I think I have it all down but have one question regarding the acquisition/placing of a skill with an active/locked ability.

I spend a training point to acquire this skill. At the time of acquisition, probably during the rewards phase, the die goes into the main section of skills area of the mat, correct? At what point in a subsequent battle does that die get moved from main play area and placed in the active/locked slot? Do I roll the skill die for its value and then place it in the active/locked slot? Does it get placed before the roll? This is not explained well in my opinion...

Help and thanks!

Thread: Highlander: The Duel:: General:: What does baffled mean?

Wed, 20 Sep 2017 03:44:54 +0000

by Geosphere

Why in the world would the two characters be the ancient ones?

When they meet in the ancient world, Connor has never been in a fight. Kurgan is already very very well seasoned. The fight lasts literally one single killing blow.

It's as if the designer had only a faint memory of the movie.

There's so many strange things about this game.

Thread: Highlander: The Duel:: General:: Card game. Why are there minis at all?

Wed, 20 Sep 2017 03:39:20 +0000

by Geosphere

The rules have nothing at all to do with the minis.

The game has 30 cards. Why Minis at all?

Thread: Massive Darkness:: Variants:: Skill cards instead of skill sheets?

Wed, 20 Sep 2017 03:29:57 +0000

by HarleighDhai

While I really like skill sheets, several players in my group prefer skill cards. Has anyone done up the skill cards for each class yet?

Thread: Overlords of Infamy:: Rules:: Pitfall tiles

Wed, 20 Sep 2017 03:28:47 +0000

by azarack

Does the hero remove pitfall tiles when he lands on them or do they stay?

Thread: Star Trek: Frontiers:: General:: Identifying encounter tokens

Wed, 20 Sep 2017 03:23:29 +0000

by JasonMitic

Hey all, hopefully someone can help

Is there a reference chart to tell what I'm encountering when I flip an encounter token?

eg. When I flip a romulan warbird encounter token, how can identify exactly what type of ship I'm encountering. Same with the Starbases and planet tokens.

Im a fan, but I'm clearly not fan enough to know whats going on, and that kinda kills the immersion for me, especially when i have to use diplomacy on some dudes, etc


Thread: Overlords of Infamy:: Rules:: Disparaty between rulebook and player aid

Wed, 20 Sep 2017 03:21:17 +0000

by azarack

The espionage action sabotage in the rules and the player aid say different things for the penalty. We guessed the aid was correct.

Thread: Overlords of Infamy:: Rules:: Bust a "Daz"

Wed, 20 Sep 2017 03:18:26 +0000

by azarack

With this world tension card can you take back the action of failing a sabotaged plot and try the sabatoge again?

Thread: Magic: The Gathering:: Organized Play:: South Charlotte, NC - Booster Draft: 10/27/17

Wed, 20 Sep 2017 03:18:17 +0000


Your Local Game Store in Matthews, NC is hosting a booster draft.

If you're in the area, we hope you can come and participate.

Date: Friday, 10/27/17
Time: 7PM
Format: Booster Draft
Entry Fee: $10
Location: 300 E John Street, Ste 110, Matthews, NC 28105
Facebook Event:

Thread: Magic: The Gathering:: Organized Play:: South Charlotte, NC - Booster Draft: 10/13/17

Wed, 20 Sep 2017 03:17:18 +0000


If you're in the area, we hope you can come and participate.

Date: Friday, 10/13/17
Time: 7PM
Format: Booster Draft
Entry Fee: $10
Location: 300 E John Street, Ste 110, Matthews, NC 28105
Facebook Event:

Thread: Arkham Horror: The Card Game:: Rules:: Lola Hayes and Player Windows

Wed, 20 Sep 2017 03:01:48 +0000

by VerdeCreed

Hey! Question for you, let's say Lola draws an enemy from the Encounter Deck. Can she switch to Rogue and then play Think on Your Feet which reads, "Fast. Play when an enemy would spawn at your location. Immediately move to a connecting location. (The enemy still spawns at your previous location.)"

I'm having a bit of an argument, so an exact rules reference would be useful!

Thread: Overlords of Infamy:: Rules:: Cover the floor with lava

Wed, 20 Sep 2017 02:59:46 +0000

by azarack

Do the lackeys get put in the owners barravks or pool from this effect?

Thread: Star Trek: Attack Wing:: Organized Play:: South Charlotte, NC - Tournament: 10/3/17

Wed, 20 Sep 2017 02:57:51 +0000


Your Local Game Store in Matthews, NC is hosting a tournament for Star Trek Attack Wing using Wizkid's Chronological Chaos kit.

If you're in the area, we hope you can come and participate.

Date: Tuesday, October 3
Time: 6:30PM
Squadron Size: 120 points pre-constructed
Entry Fee: $5
Prize Support: Chronological Chaos Monthly OP Kit includes:
Ten (10) Captain’s Chair Resource Participation Prize Cards
Three (3) Data Crew Upgrade Competitive Prize Cards
Three (3) Nanclus Alt Art Crew Flex Prizes
Location: 300 E John Street, Ste 110, Matthews, NC 28105
Facebook Event:

Thread: Too Many Bones:: Rules:: Solo encounter: What goes around

Wed, 20 Sep 2017 02:56:31 +0000

by igatori

Trader is a friendly unit that must survive. Playing solo, one Gearloc. Gearloc KO'd, baddie has one hp remaining, one space from the trader, whom is still alive with one hp. Is battle over at this point, or may the trader move one space and attack the baddie, possibly winning the encounter?

Thread: Sword of Rome:: General:: Agathocles lands in Africa

Wed, 20 Sep 2017 02:53:03 +0000

by easternRoman

The Agathocles lands in Africa card is the only way for the Greeks to land in Africa in the 4-player game.

But why would they? They are not allowed to enter Carthage, so what's the point of taking Kerkouane only? Sorry if I must be missing something obvious here.

Thread: The Expanse Board Game:: General:: Sleeves

Wed, 20 Sep 2017 02:52:26 +0000

by PhatRam32

Will the following work?:

52 Action Cards and 6 Score Cards
-Standard Card Game Sleeves


Standard Board Game Sleeves

12 faction cards
-Mini American Board Game Sleeves

Also, for those that have the game already and have sleeved the cards, how well do they fit back in the box sleeved?

Thank you all in advance.

Thread: Table Battles:: Rules:: Rupert's Lifeguard

Wed, 20 Sep 2017 02:42:34 +0000

by Nighteyes77

We are playing the battle of Marston Moor and are having confusion about Rupert's Lifeguard.

So when Byron or or Northern Horse is about to route (meaning their last bar is about to be removed) the lifeguard come in and add another bar to that card basically giving them one more life?

Just confused about how to play it and what it means that no morale is lost when it routes?

Thread: Air Assault On Crete/Invasion of Malta: 1942:: Rules:: Heavy armored units vs. artillery

Wed, 20 Sep 2017 02:40:03 +0000

by dcroxton

Allied heavy armored units have no defense strength, which works fine normally -- they just contribute nothing to the defense of a stack, and are eliminated if alone. However, if they are attacking, theoretically they could be targeted by artillery. Unfortunately, that leaves us with the dreaded "division by zero" problem, which suggests that either (a) they would be eliminated automatically, or (b) they aren't affected by artillery defensive fire. Thoughts?


Thread: Apocrypha Adventure Card Game:: General:: Does Lone Shark Games have a Community Use policy?

Wed, 20 Sep 2017 02:38:49 +0000

by Ghotimonger

Does Lone Shark Games have a "Community Use" policy for fan aids and such? I'm thinking something like Paizo's Community Use page (

I have some mission summary files I've been working on, partly to help myself understand the game's nuances, and partly to make my own games go smoother. I'd like to submit them to BGG, but I don't want to violate Lone Shark's trademarks and copyright.

Thread: Small World: Sky Islands:: General:: Can you combine this with necromancer's Island for seven players?

Wed, 20 Sep 2017 02:37:11 +0000

by norgano

As in the subject, can you combine this with necromancer's Island in order to accommodate seven players?

Thread: Core Worlds: Pre-Game Draft Cards:: General:: Any copies of these

Wed, 20 Sep 2017 02:31:56 +0000

by Parliament

These seem to be pretty rare. I've done a quick search and haven't had any luck. Does anyone have a copy of these that they'd be willing to part with. I'd consider trading or buying them. If you have a set of these and are willing to trade or sell please PM me. Thanks!

Thread: Wasteland Express Delivery Service:: Rules:: What is the purpose of Squishy and Mortar allies?

Wed, 20 Sep 2017 02:21:41 +0000

by GuavaJeff

I can't seem to find an answer on the forum yet, so I will ask here:

For both Squishy and Mortar it reads:

If you would fail in combat, after taking damage, you may reroll any 1 die.

I can only imagine the purpose is to perhaps have another attempt to successfully pillage the raider truck or enclave. Is that correct?

Thread: Aeon's End: War Eternal:: Rules:: Bloodstone Jewel

Wed, 20 Sep 2017 02:11:06 +0000

by ampoliros

The wording on the card is confusing...

The card reads:[q=Bloodstone Jewel]When you gain a Bloodstone Jewel for the first time on your turn, gain 3 Aether. Gain 3 Aether

"Gain" normally means when you (or an ally) buy the card.
So, do you only get the bonus Aether at the time you buy it? or the first time you play a BJ on your turn?

If it's when you but the card, I'd expect it to only cost 5, not 6 (based on Burning Opal and Clouded Sapphire).

Thread: Citadels (2016 edition):: Rules:: Marshall And building limit

Wed, 20 Sep 2017 02:09:03 +0000

by Turbololek

I just wanna ask if diplomat and Marshall ability counts into building limit.
Can i steal building with Marshall And build my own one?or not?

Thread: Catan: Traders & Barbarians:: Variants:: All 5 scenarios together

Wed, 20 Sep 2017 02:08:59 +0000

by ritter It looks like this expansion is not as popular as others. My group felt that traders and barbarians was very mild, so we decided to make something bigger, which could remind to pirates and explorers expansion.We mixed all the scenarios in order to have a more fullfilling game experience, without missing anything from the box.And here it is the result. I hope you to enjoy it as much a we do.Traders & Barbarians Ultimate• The Fishermen of Catan• The Rivers of Catan• The Caravans• The Barbarian Attack• Traders and Barbarians1) Leave a space between the odd numbers in the sea frame to enlarge the playfield.2) Remove 2 hills hexes, 2 mountains hexes, 1 pasture hex. 3) Roll a regular dice and the color dice. Assemble the game board according to the result in the illustration below and randomly fill the gaps with the remaining hexes. (Castles should be together for aesthetics questions).4) Remove the “Longest Road”, and “Largest Army” cards. Add the “Harbormaster” card instead.5) Play only with the development cards from “The Barbarian Attack.”6) All number tokens are used in this scenario. Place the tokens starting from any corner hex and then, proceeding either clockwise or counterclockwise (the direction doesn’t matter). Skip the hexes that do not produce resources (swamps, deserts, castles, etc.). If the corner hex you want to start from belongs to one these hex types, place the first number token on an adjacent hex that points in the desired direction. There are no initial barbarians in any hex.7) In the set-up phase, place 1 settlement and 1 city. 8) The robber has now tw[...]

Thread: Club Stories:: Rules:: Player and staff costs

Wed, 20 Sep 2017 02:00:52 +0000

by slappy99

Do you pay the cost for players and staff at the end of each turn, or just when you first hire them?
Also, do sponsors pay you at the end of each turn, or just when you first accept their sponsorship?

Thread: Twilight Imperium (Third Edition):: General:: The Real Question (or two)!

Wed, 20 Sep 2017 01:44:46 +0000

by Whiskeybane

How often did you play Twilight Imperium (Third Edition)? (Per year / total plays)
I have never played.

How many plays do you think make the $120 to $150 price tag worth it?

I'm thinking one to two plays a year would make it worth it. Although I'm a bit worried when read about incomplete games. It seems really unsatisfying to play for hours and not finish.

Thread: Massive Darkness:: Rules:: Agents spawning Agents

Wed, 20 Sep 2017 01:41:36 +0000

by CoffeeGnerd

Hi all,

I've got a level 3 Agent on the board at the end of the Enemies' Phase.

The guard card he flipped is another Agent.

Does the new Agent immediately spawn another Guard of his level, since it's still technically the end of the Enemies' phase?


Thread: Tak:: News:: Tak Tuesday

Wed, 20 Sep 2017 01:38:00 +0000

by davedujour

I know this is very late notice but the first US Tak Association hosted Tak Tuesday is happening right now. 6pm - 10pm Pacific time.

These are supposed to become a regular thing. Join us at and on /r/Tak on Reddit or the Tak Discord channel.

Thread: Stalingrad: Verdun on the Volga:: General:: Comparison to Storm Over Stalingrad

Wed, 20 Sep 2017 01:26:56 +0000



I have really enjoyed Circle of Fire and I have Breakthrough: Cambria on the table. I am intrigued by Verdun on the Volga and it's obvious that it is a labor of love. Could you give me an idea on how your game will play compared to Storm Over Stalingrad, which hits a sweet spot for me between complexity and exciting action?

Thread: Mrs Thatcher's War: The Falklands, 1982:: General:: Mrs Thatcher's War: Submitted to the Publisher!

Wed, 20 Sep 2017 01:21:49 +0000

by Talossa The developer and I have signed off on the components for Mrs Thatcher's War and everything is now on its way to the publisher!There may be an issue with one Charts and Tables page (it seems awfully pixilly) so there may be a short delay. Anyone here with graphic design expertise want to have a go at volunteering to do a better one than I did? This is a strange game in terms of graphic production as we have three different artists all making contributions. The great Tim Allen is responsible for the maps, while the youthful hero of N: The Napoleonic Wars, Jonathan Carnehl, has done the box art. And yours truly did the counter art (with some assistance from Tim).I'll keep you posted on further developments, and will certainly link you to the page for Mrs Thatcher's War at the White Dog Games website when it is officially released. We have a designer in Buenos Aires who is also hard at work on the Vassal module for the game, and that will be released through White Dog at the same time as the game itself is officially published.Thanks to everyone here and all our legions of playtesters who have seen this game through several incarnations, each less flawed than the one before. The last round was a stunning success and we think we've got it right this time. [...]

Thread: Hearts and Minds: Vietnam 1965-1975:: General:: Lost Tet Offensive Card - Red

Wed, 20 Sep 2017 01:19:21 +0000

by Molson1


The card was lost in the twilight zone. I cannot find it despite looking all over. I have contacted Worthington and asked for a replacement. However I was thinking maybe someone could take a picture of the card for me. Any suggestions...

Thanks Matt.

Thread: Pandemic Legacy: Season 2:: General:: Ackkkk!!! Why don't we have better release info yet?!?

Wed, 20 Sep 2017 01:15:39 +0000

by AaronHayden

Pandemic Legacy Season 1 is my all-time favorite board game. Judging by its equivalent spot on BGG, a lot of others feel the same. This has to be one of the very most anticipated games of the year, but we still only have "Fall" as the release window. But fall starts in three days! In the GenCon videos, I could have sworn it was said we were just waiting on the boats to arrive, so what gives? I check BGG every day for updates, and nothing.

I understand that board games more than other media come with annoyingly vague release dates due to the literal slow boats from China involved, but they have to have the window narrowed down to a couple weeks by now.
I remember watching the boat carrying my copy of the Xia expansion on, and they had the exact day of arrival in the US from the minute the boat left. I know there are potential customs issues and the like blah blah blah.

I just wish there were more of an effort made to give some updated info. I think everyone understands that stormy oceans and customs delays are out of Z-Man's hands. I feel like we can handle if they say "mid-October" and that ends up being "late October" because of something unforeseeable. I mean, we're all used to delays because of Kickstarter by now.

Just venting. Carry on.

Thread: The Lost Expedition:: Rules:: Rule Clarification about Health Solo Mode

Wed, 20 Sep 2017 01:12:01 +0000

by Cehsja

In the book it says you can't go over 4 Health. Is that the max for any mode or only the modes that allow 4 to start with.

Example, when I'm playing solo I give everyone 3 health to start. If I get a +Health right away, can I end up with 4, or can I not use that because I'm at the max with 3 for this mode?(image) (image)