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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Hitler's Reich:: News:: New solo option: the Axis bot takes charge of building Hitler's Reich

Wed, 18 Jan 2017 07:57:47 +0000

by masil

It's official! Hitler's Reich will ship with a "bot" to run the Axis side while you dodge the bullets at the helm of the Allies.

The latest InsideGMT article introduces the "bot" and gives insights into the base game as well. Check it out here:

For further impressions of the "bot" in action, see also #HitlersReich on Twitter.


Playtest art.

Thread: Forbidden Island:: Variants:: A fifth Treasure.

Wed, 18 Jan 2017 07:57:37 +0000

by rainbowrose

I'm looking at ways to play Forbidden Island with 5 players. One idea is to add a treasure and corresponding cards to the game.

Does anyone have a suggestion for the 5th treasure?

What little do-dad can I acquire to be the 5th treasure and what will we call it. What color should it be? Which tile would you find it?

So that you don't have to look it up if you can't remember here are the 4 original treasures:

Stature of the Wind: the yellow winged lion found in gardens
Crystal of Fire: the red crystal found in caves
Ocean's Chalice: the blue goblet palaces
Earth Stone: the brown/grey/purple broken globe found in temples (not sure what color that's supposed to)

Thanks for your help.

P.S. I have two copies of the game so I think with sleeves I can make the 5th treasure cards. Not sure how I will mark the tiles for the 5th treasure.

Thread: Pentaquark:: Rules:: Timing Questions

Wed, 18 Jan 2017 07:40:25 +0000

by hudarklord

Exactly when can you split, add to, or swap cards among groups of quarks in the same area? Can you make multiple changes simultaneously, to avoid creating a quark plus anti-quark annihilation during an intermediary swap? Can I change sets just before refresh to force things to get reshuffled or annihilated?

I deal out an annihilate card into the beam. Can I rearrange cards while triggering it? If I can, can I set a quark plus anti-quark free in the same area during that restructuring so that the annihilate card destroys one of those two cards before they destroy each other?


Thread: SeaFall:: Rules:: Clarification about using fortune and getting damage during endeavors (no spoilers)

Wed, 18 Jan 2017 07:38:44 +0000

by mathmoclaire

We've only played the prologue so far, and I have a question/clarification about the rules for endeavors: Am I allowed to (say) do an explore endeavor on a site when I have fewer dice to roll than that site's value? Then I will certainly roll fewer successes than I need, can I (a) take damage to make up the difference? and/or (b) use fortune tokens to make up the difference?

I think the answer to (a) is "yes", and (b) is "only to changes failures on dice to successes, but not to make up for ones you didn't even roll", but confirmation of this would be appreciated.


Thread: Deus: Egypt:: Rules:: military token and "occupied"

Wed, 18 Jan 2017 07:27:54 +0000

by kounabi22

If i put a military token on a region is consider occupied by me.

Does it count as building for purpose of attack village(me and other player have same military buildings ,he have no other building and i have this military token ,is it a tie or i win for having military token count as building?)
Also can i build in the region that i have a military token if there is no other building near it?

Thread: NWS: Nights of Fury – Guadalcanal Naval Battles:: News:: Nights of Fury now available in a printed edition!

Wed, 18 Jan 2017 07:23:29 +0000

by NWS Online Store

Hi, recently I have added a printed POD (Print on Demand) boxed edition of Nights of Fury to our store.

Thanks (image)
Christopher Dean
NWS Wargaming Store

Thread: Legendary Encounters: A Firefly Deck Building Game:: General:: So... where is my Legendary Encounters: Star Trek?

Wed, 18 Jan 2017 07:19:35 +0000

by Meltar

I was playing my Legendary Encounters: Firefly yesterday and it really hit me. How come they didn't use this exact same system for Star Trek? It suits it even better:
1) Ship rules and upgrades fits Star Trek really well
2) The episodes system could be translated to the series
3) The "main characters" thing that doesn't work that well in the firefly setting (I'm Mal but only doing Jayne and River actions?) would fit perfectly with Star Trek (You pick your "bridge" characters and the 4 decks that form the recruiting deck represent the 4 away mission characters who beam to the planet or whatever)


Thread: Galaxy Defenders:: Rules:: Biotech Shotgun - Area Damage AND Roll?

Wed, 18 Jan 2017 07:13:46 +0000

by DayinDaLife

The Biotech's default shotgun says.. "Roll 3 dice @ range 2" but it has an ability that says "If @ range 1 do 5 area damage".

Dose this mean you do the area effect INSTEAD of the rolling the 3 dice, or in addition to rolling the three dice?

Thread: Castles of Mad King Ludwig:: Rules:: Scoring Basements & Downstair Corridors...

Wed, 18 Jan 2017 07:11:31 +0000

by jmoon7pro

When a downstair room gives you a bonus for every downstair room you own, do hallways and stairs count toward the downstair room bonus? And does the downstair room that has the bonus count toward the bonus?

Thread: Mechs vs. Minions:: General:: Painting Tutorial: Minions!

Wed, 18 Jan 2017 07:08:11 +0000

by Sam and Max OverviewIntroduction: This guide is an attempt to paint the miniatures to tabletop quality with the least amount of repainting and thus frustration. This guide is for new painters and painters with some experience, and who are more interested in gaming than painting. I've added suggestions for more dedicated new painters for further painting, although, with a *hundred* miniatures to paint, I don't recommend spending more time on a single miniature until you've painted all one hundred!Color Scheme: The League of Legends videogame enemy minions have a red and metallic paint scheme. These colors, unfortunately, are often difficult for new painters. Red paints are notorious for their poor coverage, and metallics often involve reflections and other intermediate techniques. Both will be dealt with in this tutorial. If you haven't seen a minion from the videogame, here's a picture: TechniquesPrimer: Hobby paints do not adhere well to bare plastic. Before you paint a miniature, apply primer, either spray or brush-on. With a hundred miniatures to paint, I highly recommend spray. The three most commonly used primers are black, white, and gray, but colored primers are also available. We'll be using a black spray primer in this tutorial. Search on "miniature painting primer" for comments and tutorials on using primers.Basecoat: Broadly speaking, the basecoat is the predominant visible color you apply to an area of the miniature before painting in the details. With the clothing of these miniatures, the basecoat color will be red. The weapons and armor will be metallic. For tabletop, you often won't be able to see fine details, so you can usually paint the miniature primarily with basecoats. This tutorial will go a little beyond basecoats for an advanced tabletop quality, but, if you're new to painting, you should definitely feel free to stop at the basecoat layer. If you're new to painting, search on "miniature painting basecoat thinning" for tips on properly thinning your paints for basecoating.Drybrushing: If you're not familiar with painting miniatures, drybrushing is a technique where you dip the brush in paint, wipe off as much paint as possible on a paper towel, then brush against a textured surface of the miniature. Paint will still be on the brush, and you gradually deposit paint on the miniature. The technique is hard on brushes, so most painters will use a cheap old brush. This technique works fine with craft paints, at least for tabletop painting. Painters often learn this technique early, and it's a quick way to paint terrain and bases. However, drybrushing is known for leaving a "chalky" surface, although this can be (and will be in this tutorial) taken care of with a wash. Wargaming Tradecraft has an excellent drybrushing article I highly recommend even for painters with some experience. : Washes are diluted paint or ink, though not diluted with just water. When applied to a miniature, the pigments settle in the recesses. Thus, dark washes are often used to provide shade. Premade washes, such as Army Painter Quickshade Ink and Secret Weapon Miniature washes, use medium in addition to water. Water alone can result in rings, because of the surface tension of the water. The edge of the small pool of wash dries first, resulting in the drying pigment "pulling" the pigment in the wash only to the edges. The Eclectic Gamer further discusses washes and the effect of different mediums. I just use a premade wash, since it's less work to do. : Undercoats are supporting layers of paint which help you paint the color above it. They're commonly used with red, yellow, and [...]

Thread: Galaxy Defenders:: Rules:: Spy Drone (Generic Device) - Spawn Aliens?

Wed, 18 Jan 2017 06:57:58 +0000

by DayinDaLife

If you discard the Spy Drone to use the device.. dose it mean that I can peak at the Signals, or dose it mean that I can fully reveal them and place the actual aliens on the table?

The thing says...
Reveal up to 3 signals within 4 Areas. Can be used with out L.O.S

This makes it sound like it "reveals" just as if the Alien came into LOS... but why would any player ever want to do that? It is always better (well almost always) for the signals to stay as blips for as long as possible as they can not attack, or activate.

It seams to me the idea of the device is that you can "peak" at the signals so you know what they are but they need to come into LOS the normal way to actually turn into an Alien on the Battlefied but it isn't really what the device dose is it?

How do you use this device?

Thread: 51st State: Scavengers:: General:: Discard pile fishing slows down the game

Wed, 18 Jan 2017 06:57:40 +0000

by Arlington_Beech

Very happy to see an expansion: less happy to see that it allowes discard pile fishing.

One of my favourite things about the game is the fast game play. I am afraid that cards allowing discard pile digging will slow the game play down. Havent played the original Scavengers as I recently started with the master set.

Thread: Star Wars: Imperial Assault:: Organized Play:: Vassal Tournament Registration - Final Stretch

Wed, 18 Jan 2017 06:49:02 +0000

by jacenat]

Registration for the tournament ends this sunday midnight PST. The tournament will use the current tournament rules and a few additions to fit the games for the online environment. Don't forget to sign up! (image)

Thread: Myth:: General:: Recommended expansions for 2.0?

Wed, 18 Jan 2017 06:39:12 +0000

by Belloque

I'm new to this game and recently got my hands on an updated core box with the 2.0 cards and rules. As the box only contains two monster types and one boss I'm considering buying a couple of expansions. I understand they are still 1.0 but that it will work out with a little help from the old rules. I've been looking at the modules that exist right now and it seems iathi, cyclops and rats don't get any use at all. While undead appears in Revenant. Should I buy a boss, minions, a whole monster group or just wait for the new modules? What are your monster recommendations? I'm at a loss here but would appreciate the variation.

Thread: Robinson Crusoe: Adventures on the Cursed Island:: Variants:: Custom Theme Repainting - Robinson Crusoe: Fallout

Wed, 18 Jan 2017 06:35:40 +0000

by zaquardkim

Hi there, I'm ZQD from S.Korea, and I just want to share my idea with you players of Board Game: Robinson Crusoe.

While commuting between my home and my company, I just got some idea what if I redesign my Robinson Crusoe game, one of my favourite board game, to take the theme of Fallout 4, which is currently my favourite PC game.

I think it was great idea for my gaming, so I've been making the custom tokens and cards for it. Here are some shots.

The player cards above look like the vintage magazines of Fallout 4. Since I should be able to put wound token on [arm], [head], [leg], and [stomach] during the game, there are four circles on the cards.

Since I have to play it with my Korean friends, I made the text in Korean. xD But you can see how the skills are parted to combined randomly. The skills are three for each player unlike 4 skills for the original one, but so far, I've used four skills fully even in the original gameplay, so it would be okay.

There would be many different combinations, and I felt like I'm doing agricola or something like that.

And here are the default items which can be used in wasteland. I think it would be so fun to play after all. This small customization project is still WIP, and hopefully you guys have enjoy and inspired for yours. (image)

Happy new year!

Thread: Gloomhaven:: General:: Question for those that have played the pre-final version *Spoiler Free*

Wed, 18 Jan 2017 06:20:43 +0000

by Silverleaf


I was at work today, thinking about design and layout for my current 39 year old 1E AD&D campaign that continues this Saturday. I've talked to my group about this game, and explained the basics of what I've seen and what the game offers and they all agree it might be something for our group to look into when one of the four of us is unavailable due to work/life commitments and get together and play.

It suddenly dawned on me that I have a couple questions which may hinder my purchase of the game.

For me, combat certainly should be central in a boardgame of a fantasy nature, but there should be more than just combat. I'm worried that the intriguing bits like switching/purchasing items at stores, talking to NPC's, visiting the local tavern etc. or even the odd non-combat encounter may be little to non-existant in-game. I also understand it is a boardgame and not a full rpg, but I hope my point is clear.

To those that have played a build of the game, and without spoiling anything, my questions are:

"How much non-combat time have you experienced in the game, on average between scenarios?"

"Does said non-combat time help with building depth and story during gameplay?"

"Has your group come up with any house rules to perhaps enhance downtime between quests?"


Review: Harry Potter: Hogwarts Battle:: There are a couple of little things wrong, but it doesn't take away from an amazing game experience!

Wed, 18 Jan 2017 06:16:57 +0000

by Dismas The Harry Potter series is the greatest epic of my generation. Not only is story, well-researched and compelling, it also is responsible for so many other series (Twilight and The Hunger Games) being published. Due to the great success of this series, both in the books and the movies, other media channels have licensed Rowling's work to try and generate some level of the same success. The board game industry has given us Potter version of Uno, Clue, and Trivial Pursuit. All three of the games are fine and what you'd expect from those types of game, but the serious gamer has always wanted more. Well, wait no more! USAopoly recently released Harry Potter: Hogwarts Battle. Harry Potter: Hogwarts Battle is a cooperative deck-building game for 2-4 witches and wizards, ages 11+. It retails for $50.The game itself is divided into boxes labeled Game 1, Game 2, etc. Each game adds more cards and other surprise elements to the game, which I won't spoil. Since each game builds on the other one, I will only tell you how to set up and play Game 1.Setup1. Place the game board in the center of the table.2. Sort the Villain Control tokens, Attack tokens, and Influence tokens into three piles.3. Have each player pick a hero (Harry, Ron, Hermione, or Neville). Give each player a Player Board, and Health Tracker (placed on the number 10), a Turn Order card, their appropriate Hero Card, and their Starting Hero Deck consisting of ten cards.4. Create a stack of Location Cards, placing them face up on their spot on the board.5. Shuffle the Dark Arts Cards and place them face-down on their spot on the board.6. Shuffle the Villain Cards. Place them face-down on their spot on the board, and then reveal one.7. Shuffle the Hogwarts Cards. Place them face-down on their spot on the board and then reveal six.8. Have each player shuffle their Starting Deck and deal the top five cards to themselves.Game Play - On a player's turn they will perform the following actions until all the Villains are defeated (victory) or all the Locations have been taken over (defeat).1. Reveal and resolve the Dark Arts Card.2. Resolve the ability of the active Villain.3. Play the cards from your hand in the order of your choosing. These cards will gain you both Attack and Influence. Some also have special effects.4. After playing all your cards, assign the Attack tokens to a Villain, and use the Influence tokens to buy new Hogwarts Cards.5. Maintenance at the end of each turn requires you checking to see if a Location Card has been captured and/or a Villain defeated. (Note: The solution for both of these is to reveal the next card if so.) You also refill any empty spots in the Hogwarts Cards area and draw back up to five cards from your personal deck.As stated earlier, the game ends when you have defeated all the Villains, or they have gained control of all the Locations. It is a cooperative game, so you all win or lose together. If you win, you can open the box for Game 2 and combine the new cards with Game 1. If you lost, try again until you defeat Game 1.ReviewSince this game is actually seven games into one, I will try to remain as spoiler-free as possible. The first thing I would like to discuss is the components and what you get in the box. The components in the box are very nice with sturdy game boards, thick cardboard, and loads of cards. The nicest components are the Villain Control tokens, which are of a nice solid metal. As for the graphics/artwork, the theme is just oozing from this game. The game box is a luggage chest, much like Harry used. The back of the game board is the Marauder's Map. [...]

Thread: Great Western Trail:: General:: How can I get the missing tile.

Wed, 18 Jan 2017 06:13:01 +0000

by runnerz


I bought this game in the middle of December, when I open the box 1 marker is missing from the punch board, it is a station master tile.

I sent email to Eggertspiele and Stronghold games, they reply the first mail and ask for the receipt and shipping address, I reply with the request information.

As of today I still haven't got the tile and they never reply the second or third email which I sent.

I not complaint at anything, I just want to have a tile and be happy to play this game, , Please advice what should I do to get it.

PS. Right now, I play it as in the attached photo, poor me!

Thank you

Thread: Galaxy Defenders:: Rules:: Biotech "activate drone" action, need adjacency?

Wed, 18 Jan 2017 05:58:48 +0000

by DayinDaLife

As the Biotech, you can activate the drone to shoot from anywhere on the map?

Thread: Leaving Earth:: General:: Spacecraft Destroyed by Intense Drool and Pressure

Wed, 18 Jan 2017 05:57:39 +0000

by gar0u

While playing a game of Leaving Earth with my daughter this evening to remember Eugene Cernan, one of our spacecraft was accidentally knocked off the table...

No doubt it didn't even hit the floor with our pup, Ranger, nearby (who is a service dog in training for Service Peace Warriors).

Joe, is there any way to get a replacement part? (image)

Thread: LOAD: League of Ancient Defenders:: General:: Somebody tell me I did a mistake!

Wed, 18 Jan 2017 05:56:41 +0000

by Xairen

So I saw this on Kickstarter when it came out, I was also really excited that it's a tabletop moba with amazing minis. I liked the artwork and idea enough to go all in.

And so I did.

However, after coming to BGG for more info, all I found was people posting info about how the creators are being "dirty dirtbags" and how their last KS project went to shit.
With all that drama going around, I decided that I did not want to risk my money.

And the all in, backed out.

Anyway, I'm STILL in the market for a good tabletop moba and was browsing Kickstarter this morning when I saw VoW, then saw the creator which looked familiar. After looking at their other project, tadah! It's the maker of this game!

So, enough of that. You guys got the game, a huge middle finger to the nay-sayers I guess. How is it? Did I make a mistake not going all in on this or is it a so-so game that I could've skipped?

Kindly avoid making comments about the creators and what they did to hide their history or their older projects, I'm just interested in hearing your opinion about the gameplay, components, and fun-factor of the game.



Thread: Wicketz:: Rules:: Anyone have the Advanced Rules?

Wed, 18 Jan 2017 05:47:31 +0000

by n3ddy

Hi all....
I had the advanced rules at one point, but lost them when I moved and left my PC behind...

Anyone have them?

Thread: Zombicide:: Rules:: Question about "+1 die: combat/melee/ranged" skill

Wed, 18 Jan 2017 05:46:47 +0000

by epepo

So, I was playing Zombicide with a friend the other day, and I was playing as Josh, having the "+1 die: melee" skill. I was in a zone with another survivor (Doug), and a walker, and I was equipped with a Fire Axe.

So, I want to attack, but if I roll 2 die (1 for fire axe, 1 for skill) and get 2 hits, that means that I kill the zombie AND the survivor (since Fire Axe deals 2 damage). According to the rules, I can't choose to "waste" a hit, meaning that I HAVE to kill Dough in this situation.

Question is: Can I choose to not use my skill? I mean, when saying "I'll use an action to attack the zombie with my Fire Axe but I WONT use my +1 die skill, so I'll roll only one dice." Is that legal? Or I'm forced to roll 2 die?

Thread: 13 Days: The Cuban Missile Crisis:: Rules:: What happens if two players play the same agenda?

Wed, 18 Jan 2017 05:38:54 +0000

by cferejohn

Is it scored twice? I expect so, but I don't see it clarified anywhere.

Thread: Mansions of Madness: Second Edition:: Rules:: 2 quick rules questions

Wed, 18 Jan 2017 05:34:20 +0000

by smytty94

1. A monster is to move 2 spaces towards the investigator Within range who has suffered the most damage?

Behind a door has most damage, other investigator in Monsters space has least amount.

What happens?

2. Flip 3 damage face up, then suffer 1 facedown damage. I only had 1 facedown, do I draw more to get 3 faceup? Or does it mean 3 damage from the deck and place them face up?

Thread: Nations in Arms: Valmy to Waterloo:: Rules:: adjacent units and leaders to be part of that army.

Wed, 18 Jan 2017 05:28:18 +0000

by tomoh

There is a French infantry corps in the adjacent hex of Grande Armée led by Napoléon, in another adjacent hex, Murat and a light cavalry army corps. The French player appoints both as adjacent unit.

1, the enemy is trying to enter the adjacent hex of the infantry corps. At this time, is it possible for all of the infantry corps, Grande Armée, Murat to move one hex for interception?

2, If the enemy intrudes into the hex with infantry corps, is it still possible for them to move one hex to avoid battle?

3, If the above is possible, use the Napoléon's initiative value?

4, If the above is possible, is it possible to use DRM by Murat and light cavalry at interception and avoidance ?

Thread: Descent: Journeys in the Dark (Second Edition):: General:: scourge servant mini

Wed, 18 Jan 2017 05:25:28 +0000

by Bucho22

So I'm not even sure what I'm looking at on the picture for the scourge servant. Is there any larger artwork out there? Is the servant supposed to be the skeleton or is it the wisps coming out of the dead monster? Has anyone found a good mini for it?

Thread: First Martians: Adventures on the Red Planet:: General:: Happy Birthday - but when?

Wed, 18 Jan 2017 05:25:20 +0000

by boufalaxx


A friend of mine just told me that he pre-ordered First Martians: Adventures on the Red Planet for me as a birthday present.

Now... my birthday is early March. What do you think? Will I get it in time?

Fingers crossed! I called dibs on this fella as soon as I heard about it and I can't wait!!!

< Excited >

Thread: Blue Max: World War I Air Combat:: Rules:: Long Bursts

Wed, 18 Jan 2017 05:23:36 +0000

by Manduwolf

I have been fiddling around with this game on my trialing table .I bought it along with 4 or 5 others on the BGG year-end sale last. I like to know all about a game before I introduce it to others . I haven't yet fully explored all the possibilities that may come into play by use of some of the optional rules . The rules appear to suggest that you decide whether to fire a short , medium or long burst . This applies to both the rear gun and the A front . You get 2 additional dice with a long burst . Why then would you choose any other burst than long with the front gun ? There doesn't appear to be a cost or loss element . Should that actually be the case , then I might institute a house rule . Something that reflects the increased use of ammo . Perhaps start each plane with 15 to 20 rounds per front gun , and each long burst requires the sacrifice of 2 ammo points , and medium one .
Your thoughts ?

Thread: Fields of Green:: Rules:: Placeing Equipment on Early Planning promo cards

Wed, 18 Jan 2017 05:22:24 +0000

by Sarxis

I assume you can play equipment on appropriate types of early planning cards. But once you place equipment on them and you build over top of the early planning card, are you supposed to lose the equipment or can you keep it there?

I hope you get to keep it.

Thread: Cottage Garden:: Variants:: Automa question

Wed, 18 Jan 2017 05:18:17 +0000

by Langalore

Playing the unofficial automa variant, I'm not sure that I played it right.

1. When moving the cube on the garden plot based on the size of the tile selected, do I skip over pots and covers or move onto them also?

I handily beat the automa, 66-52, in my first play. I did have a few "empty" tile picks for the automa but not so many that I would think of it as a big factor.
Neither the automa nor I got our last 2 cubes out of the gate. We both completed the track with each color cube.

Anyone have any idea if I did something wrong?

Thread: Race for the Galaxy: Xeno Invasion:: General:: Finished my first sets of "50 games" vs. Keldon's AI. Great fun, but still going back to the full, arc #1

Wed, 18 Jan 2017 05:17:49 +0000

by ackmondual

player count wins losses close calls
4p 41 50 12
2p 50 25 5

Close calls are a fun metric I kept for games where I lost to the winning score by within 4 to 8pts in a 4p game, 5pts to 14pts in 2p games, or something reasonably close, like short one card that cost me the ability to get mucho points.

I suppose the main thing that has me going back are:
1) the fun power creeps. Each arc has had them, even if they weren't "as bad" as this arc, but still not that far off as some folks make them to be

2) Keldon's AI has all features of arc #1 implemented. I had a chance to try out AA with the Orb scenario, and would've liked to have a few more. From what I can tell with XI's Invasion module, it seems it'd be similar here

3) More cards. Early on, I've begun to prefer more variety, and how games are less about "getting the right cards". One personal experience is how some of my groups, they only play with base game or only 1st exp. since they'd prefer higher chances of getting "the right cards" (e.g. Mining League with many brown worlds)

Don't get me wrong though.. I do see myself returning to the core XI game. Just.. not right now.

Thread: Warfighter: The WWII Tactical Combat Card Game:: Rules:: If you have zero Action cards?

Wed, 18 Jan 2017 05:16:45 +0000

by stump172

1- Can you discard and draw if you've discarded all of your Action cards?

2 - Rules say "Discard any number of cards" Can that number be zero?

Thanks in advance

Thread: Warhammer Quest: Silver Tower:: General:: Damaged Card

Wed, 18 Jan 2017 05:05:43 +0000

by ipgyst

Bought a new copy of the game from ebay during a $15 off $75 promo. Opened it and the top card in one of my decks was damaged on all sides. Snapped a photo, sent it to GW customer service, and within a week I had a replacement. Excellent customer service from GW, and I am very pleased. Just thought I'd say something nice about GW, since I don't get to do that very often!

Next is assembly. Never done that before. Should be interesting!

Thread: Athens & Sparta:: General:: Why is this game not more popular?

Wed, 18 Jan 2017 04:58:12 +0000

by Wiseguy4187

I recently purchased this game, despite all the negative press, and I was thoroughly impressed with Athens and Sparta. I have no idea why this game received so much bad press. Granted, I have the latest edition of the rules, and I read quite a lot about those problems. But that was not an issue for me (in fact, the only question I had is if a unit had to stop after it crossed a straight, even if it wasn't attacking). And all that stuff about the game being unbalanced is ridiculous. Sparta can easily win the game. Conquest of Naxos is a priority, in order for them to reach the eastern side of the board. This game has so many options. I love the feel of the game. It's not at all a linear conquest. Your enemy can hit you where you least expect it.

So, as my subject stated, why is this game not more popular? This is easily a CG classic, up there with Quebec and Napoleon.

Thread: MBT (second edition):: Rules:: Spotting Fire/Move

Wed, 18 Jan 2017 04:56:29 +0000

by markmc

During the spotting phase do you remove these markers if the unit with the marker is spotted at base range? (ie base range and cover only)


EDIT: I know they are removed if not spotted at any range including modifiers.

Thread: Tao Long: The Way of the Dragon:: General:: The "chosen one" mode...

Wed, 18 Jan 2017 04:54:30 +0000

by Solipsiste

I am reading the rules, and this mode suggests that you only use the circular board and play the movements in your head? I don't understand how it works... I'm intrigued, but I am not sure what it means...

Review: Les Misérables: Eve of Rebellion:: Les Misérables Review

Wed, 18 Jan 2017 04:51:48 +0000

by MarkMeredith11

“There is always more misery among the lower classes than there is humanity in the higher.”
― Victor Hugo, Les Misérables

Les Misérables – Eve of Rebellion is a card game by Nick Ferris from Escape Velocity Games, and is dropping on Kickstarter today.

screen-shot-2016-10-31-at-6-18-11-amIn Les Misérables, you guide the fates of the characters of the novel; You do so by attempting to save some characters while killing others. Gameplay is straightforward: The center of the table holds a tableau of three face-up cards, which the players may draw from, or they can blindly draw from the deck.

Then you use the ability of one of your cards. If you use the ability, that character is now out in the open with a chance for another player to kill them. As you can see on Jean Valjean’s card, he can take one card from the Kill pile and place it under the draw deck. The deck is small, so it will very likely return to the table at some point.Other characters have the ability to kill or save characters.

Finally, you may choose to score one of your cards. Each card has a set of goals which you need to accomplish in order to score that card. If you wished to score Jean Valjean, you would score one point for having Marius in your Save pile, two for having Cosette in the Save pile, and 4 points for having 10 points worth of crowns in the Kill pile.

screen-shot-2016-10-31-at-6-50-14-amThe player then chooses whether they want to place Jean Valjean in the Save or Kill pile. You may score a character in order to get them into one of those piles, even if you wouldn’t score anything.

The game ends once the draw deck is exhausted. Players lose one point for each character they have in front of them who hasn’t been either Saved or Killed.

As I said, the game is pretty straightforward. The art by Charlotte Gilbert is fantastic, with illustrations for the main characters you know and love, as well as thieves and peasantry alike. The cards all feature quotes from the novel and feature great graphic design as you can see in the card example above. The art is also diverse, with a wide range of ethnicities featured across the cards.

There were a few points in the first game where we needed to keep referring to the rulebook to clarify, but you would find the same in any game, and by the second play, we didn’t refer to the rulebook once.

This is definitely a game to pick up if you enjoy Les Misérables, great art, and/or great card games. It’s an elegant, quick game you can play anytime, and pairs well with a red wine and a few rounds of Guillotine.

Dice Monkey was sent a prototype copy of Les Misérables by Escape Velocity Games for review.

Thread: First Martians: Adventures on the Red Planet:: General:: Washed vs unwashed mini's

Wed, 18 Jan 2017 04:41:03 +0000

by Mentat

Should I wait to get the unwashed mini's? I don't mind doing a little laundry.

What detergent do you recommend for washing mini's?

Also, should I hang dry or spin dry?

Thread: Lock 'n Load Tactical: Heroes of Normandy:: General:: Comparison

Wed, 18 Jan 2017 04:33:33 +0000

by RBoyens

How does this game compare to Squad Leader?

Thread: Roll Player:: General:: General Questions

Wed, 18 Jan 2017 04:33:08 +0000

by TFJ383

Hey all, so I'm trying to get this for my girlfriend in time for her birthday, and I had a few questions to clarify:

-When is this game being reprinted, and when would it likely arrive if I ordered it directly from the company's website as opposed to, say, Amazon or Miniature Market?

-What does the Frogkin race player board add to the game, and is it worth getting?

-When is the Monsters and Minions expansion slated to come out?

Thread: Warfighter: The WWII Tactical Combat Card Game:: Rules:: Cover rolls

Wed, 18 Jan 2017 04:29:17 +0000

by Otis38

After playing through this a couple times, I got to thinking that cover rolls almost make more sense to pass on the number or below. The reason being is that a "1" cover is basically worthless unless modified on a location card. The hostile is always guaranteed of rolling a one or higher, so therefore the only question is whether the soldier is suppressed or wounded once he's targeted. There is no chance of a complete miss. Am I misreading this somehow?

That seems a bit extreme to imagine a soldier who is suppressed every single time he takes fire. Leaning towards a house rule...(image)


Thread: Robinson Crusoe: Adventures on the Cursed Island:: General:: Damaged card corners Portal Games Edition?

Wed, 18 Jan 2017 04:23:36 +0000

by Jebstone

Just grabbed the Portal reprint. Been waiting about 2 years to finally get my hands on Robinson.

Everything looks mostly good (some of the player/NPC discs are crooked). However, every deck of cards has damaged corners. The mini cards are particularly bad.

It seems the shrink wrap was too tight, possibly, and had bent all the corners of the cards up. Anyone else's copy have this issue?

Thread: Scythe:: Rules:: Moving a worker to/from a lake

Wed, 18 Jan 2017 04:23:10 +0000

by ChipperxChipmunk

This question is for the factions that can move mechs and characters onto the lake tiles.
1- Is it legal for the worker to leave a mech to go to a land hex from a lake hex?

2- Is it legal for a worker to move onto a lake hex containing a mech?

Thread: Villages of Valeria: Rahdo the Guild Master Promo Card:: General:: Geek store availability?

Wed, 18 Jan 2017 04:09:11 +0000

by nimble123jack

Any chance this might show up in the geek store?

Thread: Warhammer Quest: The Adventure Card Game:: Variants:: building longer campaigns

Wed, 18 Jan 2017 04:08:06 +0000

by Thorsmitersaw

using this system what would it take for player progression and enemy progression to have a longer campaign?

The levels of the campaigns are I, I, II, II, and the final III. I would assume then one would follow this pattern and add another III and advance to IV. Bringing with it IV level enemies and locations. So a campaign with 9 quests would look like this:

I, I,

Would a second tier of player action cards eventually be needed? upgraded beyond their second incarnation? By the level III quest, it is possible for a player to have taken all of the action upgrades. If one provides a third level of actions, elite lets call it, then I suppose one coudl possibly have all their elite actions just before the final level V quest.

Do you think it is feasible to see longer campaigns in providing third tier action cards and 4th level+ enemies and locations? Should legendary gear additions be made? I imagine by the

Thread: Cry Havoc:: Rules:: Beginner mode vs Expert for best first impression ?

Wed, 18 Jan 2017 04:01:46 +0000

by ToonzEH

Hi Forum

From a productive conversation point of view............

What is your guys opinion maybe the beginner game mode with only 1 skill is creating some of the balance complaints ?

I have only played twice. Once 2 player M vs H and once 4 player. Both times with default skill only. Both times all inexperienced players. Both times Machnes got destroyed lol.

But wait............I am forming 0 judgement at this point on balance overall. I have been reading lots on here however about others thoughts.

I'm wondering if playing the full out game would be better ? The strat guides make a lot of sense to me. Some of Machine suggestions had not even crossed my mind as I have not even considered the other skills yet. When introducing friends first impressions count and I hope to convince them to give this game the time it deserves. Thoughts ?

I love this game and it may be my favorite board game ever. I'm hoping it has legs in others eyes so that I can really wrap my ahead around everything in the box. Anyone here ever play Original Starcraft on PC ? My favorite video game ever. This game reeks of starcraft to me in coffee and pancakes being made while I'm still in bed kind of way. Starcraft had so many " unbeatable " plays early on that were all eventually countered one can't name them all. Zerg Rush on Blood Bath anyone ? Thousands of games people were griefed this way till 1 day the counter build was found. In fact the counter was so good that if the Zerg failed the 4 zergling rush the zerg player quit cause it almost always meant they were gonna loose in the next 3 mins to a counter attack due to the lack of economy they now had after their opening move failed. A month later there were a lot less rushers.

After a few more plays I'm planning on pimping my Cry Havoc out and give it some real curb appeal. I hope

Thread: LOAD: League of Ancient Defenders:: General:: Vanguard of War

Wed, 18 Jan 2017 03:52:12 +0000

by VIN666


this is the closest I can find to a VoW forum on BGG, so I'll just post here.
I have not been part of either the AvP or the LOAD KS, so I have zero history with the company.

VoW looks amazing and a coop game with miniatures sounds like a hoot.
Browsing on BGG I have found some VERY mixed opinions on the makers of VoW.
Now, 250$ for the epic pledge isn't a cheap date and so I would like to get some feedback, now that the dust on the previous projects has somewhat settled I suppose.

So, the outfit that makes these is located in Poland I presume.
The KS lists Illinois as the origin, but they state that the minis will be made in Poland.
Now, I am not certain what the copyright situation looks like over there, but to be blunt: I could very well see that being the #1 reason why the AvP campaign never took flight.

With VoW, that should be a non issue, as based on what I can see, this is all original IP, correct?

Now then, the main criticism I find for LOAD, is twofold:
First: The game mechanics suck. Well, It's a MOBA and so far, those just plain don't seem to work on the table...
Second: The minis arrive trashed. Now, seeing how they come over from Poland, I am sure the travels to US shores can be taxing on minies.
It seems however, that the makers of LOAD were always willing to send replacements.

So, all in all:
Who's in for the VoW EPIC pledge?

Thanks for the feedback in advance!!!

Thread: Scythe:: General:: Tabletopia Randomizer

Wed, 18 Jan 2017 03:51:43 +0000

by notyetsuperman

My appreciate for Tabletopia is increasing. More thoughts for another thread... for now I pose a question.

Could the build boards be randomized? Treated like a shuffled deck from which players must draw?

Thinking through challenges; you might argue that the board needs to be set up. But if the pieces were all in order then you could simply select them all using [shift] and put them onto a flipped board?


Also, I'm hoping Stonemaier is making money from TT. That game has seen so much play. I'm really looking forward to when my FLGS receives the latest print.

Thread: Ticket to Ride: Rails & Sails:: Variants:: drawing cards

Wed, 18 Jan 2017 03:48:21 +0000

by jalwaaa

I was thinking of having this rule:

If u take a train card, replace it with another train card only;
Similarly if you take a ship card, replace it with a ship card only.

Any thoughts? would it break the game or cause imbalance?

Thread: Cry Havoc:: General:: First Game

Wed, 18 Jan 2017 03:46:39 +0000

by repthrd

So we just played our first game. I understand this game has a lot going on and the strategy is deep. But we just got stomped by the troggs. We figured hey it's area control let's spread out. We then proceeded to get stomped in all areas by the troggs and they scored so many points the first round the game only lasted 2 rounds.

I am assuming we are only meant to maybe flip 3 to 4 Trog tokens on the first turn? What are others experiences there? Can't wait to play game 2 but this was a total mess due to everyone playing poorly well not the troggs!

Anyway I am pretty sure we played correctly ruleswise just totally enabled the troggs to dominate. Well of to read some strategy...never felt like I needed to on any other game but this one seems like all players need to be knowledgeable or there can be major run away leader issues.

Thread: CO-OP: the co-op game:: Variants:: Why is there no 6-player version of CO-OP: the co-op game?

Wed, 18 Jan 2017 03:45:57 +0000

by saunders

Short answer: we play-tested it, and it was very swingy. And messy. If you get a bad deal, there's not enough time to recover. You either destroy the game or you lose without a chance. It just didn't seem fun. Again, it was too swingy.

Long answer:
If you want to try a 6-Player game, go for it. You play with 4 Happenings cards and 1 Game Over card, for a total of 5 Happenings. And start on -$13.

NOTE: If you can't get a Time Travel card or a Hard Truck (or if you don't have the Warehouse Run), you will not be able to move cards from the Warehouse. And you will lose spectacularly.

There actually is some math to figure out how many Happenings cards there are. Basically, there should be 30 turns for the players. (Intermediate).

2-Player: 14 Happenings + 1 Game Over = 15 days = 15*2 = 30 player turns
3-Player: 9 Happenings + 1 Game Over = 10 days = 10*3 = 30 player turns
4-Player: 7 Happenings + 1 Game Over = 8 days = 8*4 = 32 player turns
5-Player: 5 Happenings + 1 Game Over = 6 days = 6*5 = 30 player turns

The reason the 4-player always starts at -$13 (instead of -$10 for 1-3 players) is because the players get two extra turns and a few more cards out. The 5-player starts with a lot more cards out, and even though they only get 30 plays, they are more likely to have better cards. (25 Groove cards out between the players!)

If you follow the math, then the 6-Player game would be:

6-Player: 4 Happenings + 1 Game Over = 5 days = 5*6 = 30 player turns

The worst thing would be if the first time you played, you played with 6-Players and it was either WAAAAY too easy or WAAAY too hard. It would turn you off to the game completely. So, we don't officially support the 6-Player variant. (2-5 Player games seem to go well and are pretty balanced).

So, there is a very unofficial 6-Player variant as described above. But, I wouldn't recommend it.

Thread: Il Principe:: General:: Differences between 1st and 2nd editions?

Wed, 18 Jan 2017 03:38:57 +0000

by davebliz

What are the differences between the editions, especially any rule changes?

Thread: Kingdom Death: Monster:: Variants:: Gear grid holder made for Kingdom Death: Monster

Wed, 18 Jan 2017 03:27:10 +0000

by MastermindM3

A friend of mine owns a business that does some cutting of acrylic. I introduced her to Monster a few weeks ago and gave her some ideas about upgrading board games as I am an avid tabletop gamer and see a multitude of my friends buying organizers, tokens, and other add ons. She came up with this pretty cool solution to the gear grid that keeps all the cards in place while you play.

She is still looking for input on ideas and is amazingly fast at conceptualizing ideas. If I can get enough response maybe I can convince her to sign up for BGG.

Thread: Unspeakable Words (Deluxe Edition):: General:: European Deliveries

Wed, 18 Jan 2017 03:25:37 +0000

by TheBigGeordieGeek

Has anyone got a clue on why on earth a Playroom have still not managed to get these games across to the pond to the EU.

We are probably the easiet place on Earth to ship stuff to and yet we still get excuses from Playroom saying they can't ship their games to us!!!

If there are issues shipping over the games to avoid us getting charged customs fees, then just say so, and for the record the project was never said to be EU friendly, so if it comes down to it, Just ship us our games from the US and let us worry about the import duty.

Thread: Friday:: Rules:: Scoring a loss

Wed, 18 Jan 2017 03:25:27 +0000

by jozxyqk

Just picked the game up today, and after 3 games I have yet to reach the pirate phase, but I still want to keep track of the scores in my "losing" games.

When you would need to lose a life but can't, you lose the game. But what happens to the cards in the current fight? Do they all get discarded? Do you destroy one of them? Or something else?

Thread: CO-OP: the co-op game:: Variants:: Solitaire Variants of CO-OP: the co-op game.

Wed, 18 Jan 2017 03:25:10 +0000

by saunders The official solitaire (or "solo") version of CO-OP has the single player take two character sheets and play each character as if he were playing a two-player game. (The game recommends choosing 1 HIPPIE and 1 BIZZIE for some balance).Honestly, this is probably the best way to learn the game. You play it by yourself, see how it all works, then you can demo it to your friends and it goes much quicker ... we all know that if a friend shows us a game, we tend to learn it much quicker.Here's a solo variant: Consider playing 3 characters as a 3-player game, 4 characters as a 4-player game, or even 5 characters as a 5-player game!You might say, "Rich, you're crazy! That's way too much work!" I admit that when a game comes out where I have to play more than 1 character, it always feels like "Ugh, this is so much work to context switch between characters". And I get that. For example: I developed "house rules" for playing Sentinels of the Multiverse with just 2 characters (as the game requires 3-5). Basically, each character acts twice per turn and the game plays "as-if" you have 4 characters. After enough experience with the game, I can now play 3 characters by myself, but that first few times I was trying to play solo, 3 characters was just too much. BUT once I was familiar with the game and the characters, it wasn't so bad.It's a little easier to play multiple characters in CO-OP. They aren't quite as complex as the Sentinels characters, so it's not as bad to play multiple characters.And it's really in the name of trying something different! Once you've "mastered" the solo variant with 2 Characters, it's interesting to try something new. A 2-Character solo game is VERY different from a 5-Character solo game!! If you've played the 5-Player version before, you know that certain cards which were "so-so" in the 2-Player version are now super useful! For example: any of the Time Travel cards! In a 2-player game, you are "guaranteed" about 2 or 3 weekends when goods move from the Warehouse to the Storefront. In the 5-Player game, you *might* get 1 weekend. You need at least one Time Travel card to guarantee a weekend move. So, if you are looking for something different, try to play a 3,4 or 5 player game solo. You'll see very different games. It's a different kind of puzzle to solve!For the record: because you need the balance of the HIPPIE and BIZZIE, it's usually best to have at least two characters. And, it's a lot more fun. Solo player CO-OP with one character real[...]

Thread: 1846:: Rules:: Chicago Two Routes

Wed, 18 Jan 2017 03:24:44 +0000

by eva01iastate

I was wondering. If I have two different trains and routs into Chicago can I use the end point twice? That is could I use the Chicago Connections red zone for possible two routes east/west bonus?

Thread: Aeon's End:: General:: Which mages or player cards feel imbalanced?

Wed, 18 Jan 2017 03:18:50 +0000

by qxc0

Just curious if there is any player stuff that feels either too strong or too weak. Many things in the game cannot be easily directly compared so much of balance comes from observation and intuition.

Thread: Aeon's End:: Variants:: Aeon's End Challenge - Are You Feeling Lucky?

Wed, 18 Jan 2017 03:13:29 +0000

by qxc0

Challenges are custom scenarios which take the core mechanics of Aeon's End and puts a slight twist on them. The idea is to add additional variety and force players to approach the game in a different way. As challenges are highly experimental, they may not work perfectly or be entirely fair. Some challenges may require careful planning of both the market and mages in order to succeed.

Background: A long time ago, Aeon’s End was not Aeon's End yet. It was still Discord and Discord had shuffling. Longer before that, players were allowed to discard cards. This challenge may be good for players who dislike the treadmill mechanic or the nuances of discard order that are used to make the no-shuffling work out.

Setup: Shuffle your starting deck and hand together, then draw 5 cards.

Rules: When you would flip your deck over, instead shuffle your discard pile and then place it face down to form your deck.
When your main phase ends:
-Place all the cards you played that turn into your discard pile.
-Place all player cards in hand into your discard pile. Tainted Jades and Corruptions cannot be discarded this way.

Restrictions: None. Play with any setup.
A bigger than usual challenge is in the works for next week that I didn't have time to finish for today. Until then (image)

Thread: Sails of Glory:: Rules:: Damaged Masts and In Irons?

Wed, 18 Jan 2017 03:03:27 +0000

by martimer

When a ship has lost at least one mast it must use the gray cards. What happens when it goes into irons? - There are no veer values on the gray cards.

Does the ship just use a gray card as usual, but moves in reverse?

Thread: Deep Space D-6:: General:: Wow, that went fast

Wed, 18 Jan 2017 03:00:43 +0000

by BloodyCactus

I saw tonight, CSI had 18 in stock so I grabbed one (I love their email me when in stock function!), in less than an hour its down to 1 copy left.

I am looking forward to getting this onto the table. While I wait for it to show Up I should be cutting out my copy of The Draugr print and play.. Going to be a fun week ahead

Thread: Mansions of Madness: Second Edition:: General:: Beyond the Threshold Without Figures / Tiles

Wed, 18 Jan 2017 02:56:15 +0000

by bheat

I was wondering if anybody has tried to play the expansion mission without buying the actual expansion. Obviously you would have to use a different monster, not pick the expansion characters, etc, but i've noticed that some of the tiles in the base game could be used interchangeably. I was tempted to try it myself, but I didn't want to ruin the fun of going through the mission.

Thread: Terraforming Mars:: General:: 10 More New Unofficial Corporations!!! Updated Version 3.0!

Wed, 18 Jan 2017 02:52:28 +0000

by boardgamegeek2016 Hi Guys,As a veteran and owner of my local board-game shop in California, this game frequently makes it to our game night. After so many plays I decided in order to add more diversity in the various corporations, I have and hence created by own. If you guys could let me know what you think, if these are feasible and offer any advice or suggestions.Thanks in Advance!Unitrix Funds 32MC City TagAnytime you collect matching face up Tags. Collect the following rewards:Matching Tags Reward2Draw 2 cards4 +10MC 7 +1 prod. for any resource11 *Play 1 card for free 20 +10TR Each reward can only be taken once per game. The same type of matching tags can unlock multiple rewards. Rewards do not count as an action. *Card restrictions still apply.---------------------------------------------------------------------------------------------------------------------Aquarius Co. 48MC No TagYou may place Ocean titles on unreserved unoccupied land spaces as long as it is adjacent to another Ocean title. Action: Move any one ocean tile on an ocean space to an unreserved unoccupied land space as long as it’s adjacent to another Ocean title.You are entitled to all rewards covered by your tiles. Mark all your Ocean Titles on Land with your player cube. These count towards the Landlord Award. ----------------------------------------------------------------------------------------------------------------------------------------------------Mars Terrorist Syndicate 42MC No TagIf the game is not over during Generation 15, you Win.Action: Pay 20MCr to decrease Oxygen/Temperature by 1 level. This does not affect TR levels.If the game ends during or before generation 15, resume end of game scoring as per usual. You may win via standard game rules as well. ----------------------------------------------------------------------------------------------------------------------------------------------------United Mars Charities 42MC No Tag (Shout out to Dennis who came up with this idea!)Before the production/income phase of each generation you must pay 10MCr to your opponent with the least amount of MCr units and gain 2TRYou choose the opponent during ties. If you do not have enough MCr, nothing happens. ----------------------------------------------------------------------------------------------------------------------[...]

Thread: Railways of the World:: Variants:: playing with 7-11 players thanks to Nippon! :D

Wed, 18 Jan 2017 02:51:59 +0000

by Tirerndil So the kickstarter for Railways of Nippon just launched today! They said that the standalone version will include player train markers in 4 new colors (really only three new colors unless the green is a radically different shade) so as to reduce confusion between player colors and cube colors. Then in the first couple hours a stretch goal involving a fifth color was unlocked so the game will come with five (four) new colors for kickstarter backers.This immediately got me wondering (and I'm sure I'm not the only one) about combining all the different player train colors and playing with 10 or 11 players on a huge map (Eastern/Western USA combined for example). I know that it would take a long time and that there would be greater downtime but seriously "Who Cares! I'm Playin' Trains!" (this phrase was coined by my father during a ROTW session and has become a mantra in my game-group)So I wanted to start this thread to get other people's opinions and ideas about how to go about playing a ROTW game with greater than the recommended 6 players.My initial thought was to play on the combined USA board (maybe throw in Mexico as well) but have some house rules like no crossing the Rockies until a certain number of cities are empty in the east(kind of like the transcontinental rules). Or maybe you cannot build westward if you are already the player farthest west? Maybe it would be better to just have the whole board wide open right from the start? What decks would you use?Also, with increasing number of players and the inherent crowding that will take place, using other players rails to deliver goods will be more of a necessity. Maybe some friendlier sharing links rules could be established like all opponents links used during shipping generate point for both players. Or deliveries on opponents links generate 1 point for the owner and 1/2 a point for the deliverer. I'm not sure how to best implement this but I think that giving more incentive to railroads beginning reasonable close to each other and sharing deliveries will help with higher player counts (and would reflect actual railroad operations which involve transferring freight between multiple RRs).Anyway, that is enough crazy ideas from me for now... I want to hear your crazy ideas about 11 player ROTW! [...]

Thread: Game of Thrones: The Iron Throne:: General:: Expansion Ideas?

Wed, 18 Jan 2017 02:49:24 +0000

by Jasta

Really enjoying this game so hopefully expansions are a forgone conclusion.

Martell and Greyjoy are the obvious additions, each has more than enough characters.

Elaria Sand, The Red Viper, Doran Martell, Areo Hotah, Obara Sand

Theon, Yara/Asha, Euron Crow's Eye, Aeron Damphair, Balon

I think a good idea would be unaligned characters that don't have their own house. At the start of the game you can draw one randomly (or draft perhaps) and can then replace one of your existing characters with them to mix things up.

Varys, Littlefinger, Brienne of Tarth, Walder Frey, Bronn, The High Sparrow, Jaqen H'ghar... and how you can have a GoT game about hostages without Ramsay Bolton I have no idea.

The Night's Watch could also be interesting. There are easily five characters that could be used but it'd be cool if there was some kind of mechanic for 'recruiting' others by making them take the black. Possibly as a leader ability. The Wildlings also just have enough characters but it feels like they need a better win condition than just spreading influence.

Night's Watch
John Snow, Samwell Tarly, Alliser Thorne, Benjen Stark, Jeor Mormont

Mance Rayder, Tormund Giantsbane, Ygritte, Wun Wun (Giant), Rattleshirt

Thread: Shadow Hunters:: Rules:: Time Saving Rules

Wed, 18 Jan 2017 02:49:16 +0000

by Shinako

From the 2nd edition rulebook:

Time Saving Rules
When played by 6 or more players, you may consider allowing each player to use a “Hermit Card” at the start of the game. This helps when most of the players are beginners or when you wish to keep play time short.
1. When the game’s preparations are done, the starting player draws a Hermit Card. He/She does what it says on the card or says “Nothing happens” and then gives it to the player on his/her left, who does the same thing. (Han- dling of the Hermit Card is the same as in the standard rules.)
2. When all players are done using the Hermit Card, the game continues normally.

Has anyone played with this? I'm not sure what it means exactly. Does everyone take the same Hermit card and just pass it around? If so, wouldn't the revealed hunter or shadow team be at a disadvantage? The enemies will know who they are, but they won't know why which ones are nuetral or enemies.

Thread: In Country: Vietnam 1965-75:: Rules:: When do the Allies get their air units back?

Wed, 18 Jan 2017 02:48:39 +0000

by TedW

The sequence of play (4.2) has two phases where air units are moved to avl: 1) In the Allied Reinf and Refit Phase and 2) In the Air Unit Recovery Phase at the end of the turn.

However, in the air rules (11.1) it says that air units can only be used once per turn and they are returned to avl in the Reorg and Refit Phase.

I am assuming the error is in the sequence of play rules, but I just want to be sure as this is a big swing.

Speaking of Sequence of Play, it appears that there are also two phases for Communist units to recover suppression (I assume that the first one is wrong. Ditto, there are two sentences that tell you to flip face up Communist units face down. I assume one is superfluous as well.

Thread: Ave Roma:: General:: Kickstarter Cards

Wed, 18 Jan 2017 02:45:36 +0000

by hgcoleman

Are there instructions somewhere on how to use the 8 kickstarter cards - 2 building, 2 war and 4 patron? Are we supposed to take other cards out if we use them? Just adding the cards could extend game time, though my experience says that it is usually the area cards that determine game length, so maybe it's not an issue.

Thread: Smokejumpers:: Rules:: Hose (12.4) Questions

Wed, 18 Jan 2017 02:45:10 +0000

by nunyabisnas

I'm trying to integrate the hose rules into the game and I've run across a few questions.

Can hose be deployed in the same hex as a crew counter (including the crew counter laying the hose)?

Can a tanker support more than single hose line?

Can a hose line branch to form a tree instead of a simple line or must additional hose counters extend an existing line if not creating a separate, new line?

Must crew be adjacent to the head of a hose line to gain the 2x benefit, or is adjacency to any part of the line sufficient?

Can crew build line in a hex with a hose counter? If so, are there any notable restrictions (e.g., no earth lines, no bulldozers, etc.)?

Thread: Legends of Andor: Journey to the North:: News:: New Mini Expansion for Journey to the North in the Dice Tower Indiegogo Campaign

Wed, 18 Jan 2017 02:41:45 +0000

by lammyrock

Hey all, just a heads up, there is a mini expansion for Legends of Andor: Journey to the North available in the Dice Tower Indiegogo Campaign (Promo pack C).

It's called Varatan's Lighthouse and it looks pretty rad.

Thread: The Walled City: Londonderry & Borderlands:: General:: Can anyone please help provide the images of Londonderry Mini-Expansion cards?

Wed, 18 Jan 2017 02:39:30 +0000

by iamtak0815

Really need your help, sincerely ...don't have any method to get them.
Can anyone kindly help provide the images file? cry

Review: Schotten Totten:: Bickering Gaming Couple - multiple-game Schotten Totten review

Wed, 18 Jan 2017 02:38:23 +0000

by wnverhoef I'm a 37-year-old Dutch guy with a 37-year-old Polish girlfriend. She indulges me by playing games together, and we do not shy away from confrontation at the table. Also, away from the table Schotten Totten is one of my girlfriend's favourite games. Or it used to be, until I started beating her It is one of the few games she would play with her ex-husband - she tells me he never won a game against her (perhaps shedding some light on why they got divorced). She has the PS Games version, not the new Iello version.The theme of the game is that you're two battling Scottish clans, fighting over where to put the boundary stones between your two villages. It's pasted on, but it works. When we play, the winner gets to wear a kilt and have a whisky, the loser has to eat haggis and listen to bagpipe music, to up the stakes.We have played the game on multiple occassions and these are our findings:The game is easy to learn: Play a card, draw a card, try to form the best combination at 9 different locations. When you can prove that your combination of 3 cards at a certain stone cannot be beaten by your opponent you can claim it, preventing your opponent from playing any more cards there. You win by either claiming five stones, or three adjacent stones. Takes a minute to explain, very intuitive.The component quality shouldn't really matter as you're only looking at the corners of the cards: it's all about the numbers and colours. You could play this game with regular playing cards without any impact on the game. However...I own Battle line (almost the same game) and we played Schotten Totten with those cards at my place recently. And it was less enjoyable somehow. Instead of fighting over cards, we were fighting over pawns. The cards itself were less pleasing on the eye. So I really prefer the PS Games version. And I would imagine that the Iello version is even better, as they're know for their awesome graphics.Compare the cards from Battle Line:To those of the PS Games version of Schotten Totten:To the Iello version:Given the choice, I would play the Iello versi[...]

Thread: Rex: Final Days of an Empire:: General:: Thinking of buying this game.Got some questions

Wed, 18 Jan 2017 02:37:17 +0000

by DarkFlame92

Hey guys,I'm thinking of buying this game cause I don't have anything close to this one in terms of gameplay nor Twilight Imperium themed

Got some questions though

-How does it play with 3-5 players?I know it plays best with 6,but I think most of the times I'll be playing 4-5,maybe 3 sometimes

-Is it balanced?I'd like the opinion of people who played this game more than once or twice.

-Are the rules easy to learn and clean?Does it tend to the heavier side or to the medium side

-What's the actual average playtime? I've heard some people playing 2 hours,some other playing 5 hours

Thanks in advance

Thread: The Manhattan Project: Energy Empire:: Rules:: Question about starting money

Wed, 18 Jan 2017 02:37:15 +0000

by viced92

I just got this game and read the rule book (haven't played yet) but I have a question about the starting money for each player.

The way it's worded kind of confuses me. So, if I understand the rules and chart on page 4 correctly, the start player gets 1 coin, the second gets 2, the third 3, and so on?

Or does the start get 0? The chart and coin picture under "Player" have left me questioning this. I highly doubt this, but I just wanted to check.

Review: 13 Days: The Cuban Missile Crisis:: 13 Days: 13 Tage in 30 Minuten!? (german review)

Wed, 18 Jan 2017 02:36:56 +0000

by Benji68 „13 Days – the Cuban Missile Crisis“ von Asger Harding Granerud ist ein kurzes, recht einfach zu erlernendes Spiel. Es behandelt eine fast ebenso kurze Episode der Nachkriegsgeschichte, die allerdings die Welt an den Rand des Abgrunds brachte. Aber hinterlässt auch das Zweipersonenspiel, trotz seiner geringen Spieldauer, einen bleibenden Eindruck in der Spielelandschaft, wie es diese 13 „heissen“ Tage im Herbst 1962 im Weltgeschehen taten?Der Schachtel gelingt es beim besten Willen nicht, einen auch nur halbwegs Ehrfurcht erweckenden Eindruck zu hinterlassen. Das Spiel ist nicht nur kurz – es ist auch ausgesprochen klein. Der erste äussere Eindruck bestätigt und verstärkt sich zusätzlich nach dem Anheben des Deckels: Der Inhalt ist mit einer bemerkenswerten Menge an Füllmaterial „angereichert“, die Dimensionen des Spielbretts grenzen ans Peinliche.Die Kluft zwischen Anspruch und Realität scheint noch grösser, wenn man bedenkt, welche Inspirationsquelle dieser Winzling für sich in Anspruch nimmt. Kein geringeres Spiel als das über viele Jahre als DIE Nummer Eins der internationalen Spieleszene (Boardgamegeek) gehandelte „Twilight Struggle“ („Gleichgewicht des Schreckens“, GMT) soll hier Pate gestanden haben. Letzteres behandelt ebenfalls den kalten Krieg, allerdings auf globaler Ebene. Die Kubakrise taucht dort auch auf – so kurz mal eben in Form einer einzigen Karte. Nun ja, Familien und schwarze Schafe und so weiter… Und was findet sich sonst noch in dem Schachtelchen? Holzklötzchen und -scheibchen (klein!) in blau und rot, einige (zugegeben stabile, aber kleine!) Kartonmarker mit den Flaggen der Sowjetunion und den USA, ein dünnerer und ein dickerer Kartenstapel, und nein, die Karten sind normal gross, ansprechend gestaltet und in guter Qualität. Darüber hinaus das obligatorische Regelheft sowie historische Anmerkungen. Dann also mal los… Das Spielbrett (hatte ich schon erwähnt, dass es recht klein ist?) zeigt lediglich neun [...]

Thread: The World of Smog: Rise of Moloch:: General:: Smart Max miniatures

Wed, 18 Jan 2017 02:31:48 +0000

by Sam and Max

Someone on Dakka mentioned that the miniatures were originally from the Smart Max 54mm Smog line. (The miniatures will be 32mm.) If you can find more info (like a link to the original 2010 game!), I would appreciate it. Oh - and beware of sticker shock when you see the original prices. You thought the KD:M KS was expensive...!

Thread: SeaFall:: General:: Colonies or full-on exploration and commerce?

Wed, 18 Jan 2017 02:30:51 +0000

by Rhezuss

I started the game with 3 other friends and we're around our 5th or 6th game. Last 2 games Colonies were introduced to the game...and i'm not sure they're worth all that effort game after game...

Last game I won by a nice margin while the other 3 all went for colonies. I simply bought and sold goods and explored the most I could. That net my a few points every turns that gave me a confortable lead.

But I can see how colonies can be a great asset to a province...but the sheer amount of ressources you need to create one just don't seem that good an investment...but maybe I don't understand the impact they have in the long game.

What are your takes on Colonies vs the other concepts that gives you points and money?

Thread: Battle for Vedros: Starter Set:: Rules:: rule book question

Wed, 18 Jan 2017 02:15:28 +0000

by paulJam

Hey BfV experts,

Is the rules section of the starter set rulebook really just 'two pages' of as implied * by BOLS ( ?

or are there more pages of qualifications and detail that just aren't mentioned/pictured?

i've been looking for a copy of the rulebook on ebay etc for a while and have never found one outside getting a starter set which i don't really need.


* "Now I’m not saying that Warhammer 40,000 should ever get shrunk down to Battle for Vedros’ 2-pages of rules."

Thread: Hellenica: Story of Greece:: General:: Designer diary

Wed, 18 Jan 2017 02:13:57 +0000

by sdmers

I have begun work on the designer diary. But, I was thinking - what do YOU want to hear about most? Mechanics? Design process? Specific rules? Why decisions were made? Specific rules? Something else?

I want to make sure that his has meaning to you all.

Thread: Deadzone (2nd Edition):: General:: Has anybody made stats cards?

Wed, 18 Jan 2017 02:13:11 +0000

by Malefacus

I love DZ2 but I hate playing without stat cards. If nobody did the work I might give it a go. It's gonna be regular size cards nothing fancy just to make it easy to play.

Thread: Descent: Journeys in the Dark (Second Edition) – Road to Legend:: General:: Delve not available for play offline

Wed, 18 Jan 2017 02:11:12 +0000

by cbs42

I just noticed that if you're offline, the app won't let you access The Delve. I assume the same will be true with other DLC too, once they're offered. The free content is still available offline, just not the purchased content.

It seems like it must validate your purchase every time the app launches. That's just silly. Why can't the app recognize that I've purchased the content? I have other games with DLC that don't behave this way.

Thread: Target for Today:: General:: Any news?

Wed, 18 Jan 2017 02:10:30 +0000

by Snigwiddle

Just stopping by to see if anyone has heard anything?
Last info said early 2017.It's early 2017.
Been looking forward to this.

Thread: Pandemic: Reign of Cthulhu:: Variants:: Denizens of Lovecraft Country

Wed, 18 Jan 2017 02:01:52 +0000

by The Warp

This is a custom expansion I made for P:ROC.

I made 10 Denizen tokens, with corresponding cards. At the start of the game, after the 7 cards from the Summoning deck are drawn, 7 of these tokens are selected at random and placed facedown on the same locations drawn.

During play, if a location ever has a 3rd cultist added to it, or a shoggoth enters a space with a Denizen token, it is considered "Revealed". Note that the cultists must be added, so a location that starts with 3 cultists does not reveal the Denizen- likewise a location that starts with a shoggoth does not reveal it either.

Before that happens, any player can go to a location with a Denizen token, discard a clue card matching the town, and then the token is considered "Discovered".

When revealed or discovered, the appropriate effect on the corresponding card is triggered, and then the token is removed from play.

Most of the Denizens, when discovered, will give the players a nice one time effect. Conversely, if the Denizens are revealed by the forces of evil, a bad effect is triggered.

Naturally, this ups the difficulty of the game, as the players will have to use up their clue cards to gain these effects (or prevent a reveal), and they are distracted from their primary game-winning goals. However, it also gives players one more thing they could do in the game, and adds some Lovecraftian flavor.

Thread: Star Wars: X-Wing Miniatures Game – B-Wing Expansion Pack:: Strategy:: How to fly the B-Wing well?

Wed, 18 Jan 2017 01:52:46 +0000

by PlayBosco

I'm a newbie to X-Wing. How do I fly a B-Wing well? The movement dial is full of stress!

Does a B-Wing need some key upgrades to reach its potential? My early games were largely without upgrades, and only recently have I begun to add them. However, given my early bad experience with the B-Wing, I'm not eager to add it to a list.

So, how do you fly a B-Wing well? What are its advantages? How can one best utilize its advantages in a game?

Thread: The Lord of the Rings: The Card Game:: Rules:: Questions from a total card game noob

Wed, 18 Jan 2017 01:48:08 +0000

by Misterpetersen

Okay so I just got bit solo play games and am trying to actually play this game for the first time but as a noob I am very overwhelmed by the rules and all the different actions you go through each turn. I will have lots of questions I imagine as I go through the rule book but for now I have one.

I am in first scenario passage through mirkwood and trying to resolve the first location old forest road that says after you travel to old forest road you may choose and ready one character you control. My question is since the quest phase happens before travel phase and I have committed a hero to a quest, once I travel to the old forest road can I ready that same character to act in the engagement/combat phase and still have them contribute their points to the quest I originally used them for? Thanks

Thread: Arkham Horror: The Card Game:: General:: Storage

Wed, 18 Jan 2017 01:45:50 +0000

by maverick444

So with all cards sleeves and both mini campaign expansions, my base game box was overfilled. I was anxiously awaiting th Dunwich expansion for more storage but was...disappointed when I got the box and it wasn't a proper box. So what was a person to do? Turns out I had an extra Nightfall: The Coldest War box lying around and used that. All of it fit perfectly even with my Crown Royal bag for the tokens and there is room to spare. I then cut out the Dunwich box and taped it to the Nightfall one (image)

Thread: Warfighter: The WWII Tactical Combat Card Game:: Rules:: Playing Stay Low card on an escape mission

Wed, 18 Jan 2017 01:29:58 +0000

by p40kitty

On my current game, my mission is Hard Slog and the objective card is Breakout, which is an escape mission. This means that I am starting on the objective card and working in reverse order back to the mission card. On the keywords game aid it says under escape mission...."Draw Hostile cards for the Ojective card after the Advance Timer Counter step of the first mission turn."

From my understanding, this would mean that I go through the first turn of my soldiers before I draw hostile cards for the objective card.

Here is my question:
During my player soldiers turn, I spent an action to draw cards and I drew a Stay Low card. Can I play this card on the objective card location during my turn (meaning before the advance timer counter step) and negate having to draw any hostile cards in the objective card location at all?


Thread: Police Precinct:: Rules:: Unmarked support vehicle

Wed, 18 Jan 2017 01:29:35 +0000

by Jimwaite

If I pull a SV in an unmarked car to an investigation,
Does that also give me an extra dice or do we just
Get extra for our car.

Thread: Days of Ire: Budapest 1956:: General:: Promos have arrived

Wed, 18 Jan 2017 01:18:50 +0000

by Frank Overwood

The promo cards arrived from Funagain today via first class mail.

Here they are:

Thread: Star Wars: Imperial Assault:: Rules:: Captain Terro and campaign figure limits

Wed, 18 Jan 2017 01:16:38 +0000

by bill_andel

IIRC, the campaign rules limit to you only to the number of figures which come with one of each product. What I'd like to know is how this works with figures like Captain Terro and General Weiss that have more than one possible build out. There are parts that let you build Terro instead as a Dewback Rider. Once I get around to painting minis, I'm not going to want to swap pieces out. So am I allowed to incorporate bot Terro and the Dewback Rider? I.e., since they build out as two different figures, could I legitimately incorporate one of each if I bought two figure packs?

Thread: Pax Renaissance:: Rules:: Bashi-bazouk and repressing due to a Tax op

Wed, 18 Jan 2017 01:12:37 +0000

by kimadactyl

F4. Tax (Political Op).
Use this Op to target one Concession bordering the Location of the card used to tax. The target's owner must either pay a Florin to China or Repress the Concession, and then that owner must place a Levy within the taxing Empire. Taxation cannot occur if the target Empire is Saturated.

I take this to mean that if the Concession owner wants to Repress it instead of paying the fee, the repressed cube goes to the location of the card that performed the Tax action. However, "Bashi-bazouk" has its location as "The East". Does this mean the player with the card can select any country in the East?

Thread: Eldritch Horror:: Strategy:: Blessings

Wed, 18 Jan 2017 01:05:17 +0000

by goblin981

What's the best way to gain a blessing (lose a curse)? In Arkham Horror I'd go to the church. Is there anything I can do in this to increase the likelihood of getting blessed? Or is it just random?
(I only have the core game)

Thread: Forbidden Desert:: General:: For beginners, 2-player, which pairs of adventures make the game easiest?

Wed, 18 Jan 2017 00:54:29 +0000

by rainbowrose

For beginners, 2-player, which pairs of adventures make the game easiest?

Thread: Arcadia Quest: Inferno:: General:: So this should be updated as a 2017 release?

Wed, 18 Jan 2017 00:53:35 +0000

by Straddllw

Or was this available last year?

Waiting on Kickstarter.

Thread: Weiß Schwarz:: General:: Is this supposed to be played limited to one theme, like Attack on Titan vs. Attack on Titan? Or ...

Wed, 18 Jan 2017 00:45:41 +0000

by thaKingRocka

are you able to pit themes/shows against each other like Disgaea vs. Attack on Titan?

I was thinking of getting two different starter decks to go head to head, but I'm not sure if it works that way.

Thread: Star Wars: Rebellion:: General:: In Stock on CSI, hurry if you want one

Wed, 18 Jan 2017 00:45:17 +0000

by Reaper73

Just ordered it, was notified by email of the restock.

Thread: Yamataï:: General:: Chinese or Japanese?

Wed, 18 Jan 2017 00:42:50 +0000

by XazeChespanUchuc

The names are all in Japanese, but the artwork and design is all Chinese. What exactly is this supposed to be? Just a general catch-all "oriental" themed game? Seems a bit confused to me.