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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Legendary: X-Men:: General:: Go pre-order it!

Thu, 25 May 2017 09:06:38 +0000

by legomojo

I've been checking in for a few weeks and finally it's up for pre-order on

Pre-Order here

I swear I don't work for them I just want you all to have that sweet pre-order/1st edition card.

Thread: Street Rod: the card game:: General:: Solo friendly?

Thu, 25 May 2017 09:04:14 +0000

by BlaiseGV

I spotted you can race opponents from the deck as well as human opponents. Does this mean it is solo friendly? Or would the experience be greatly reduced?

Thread: Scythe:: General:: statistics

Thu, 25 May 2017 09:00:55 +0000

by Nanozawr

Wondering if there any statistics of different factions winning frequency.
If Yes, give a link please.

Thread: Warhammer 40,000 (Seventh Edition):: General:: WH40K 8th edition new core set - DARK IMPERIUM

Thu, 25 May 2017 08:50:31 +0000

by Mythologem



... and that's it! (image)
ps. youtube video:

Thread: Roll Player:: General:: differences between 1st and 2nd print-run?

Thu, 25 May 2017 08:48:32 +0000

by Archidelic


In the KS is hinted that there are little differences between the 1st and 2nd print-run. I'm curious... what are those differences?

Thread: The Red Dragon Inn 6: Villains:: General:: Poor wording

Thu, 25 May 2017 08:40:46 +0000

by BardicSkaven

Daareka has a card to force another player to pay you one gold while you still lose gold that's kinda stupid shouldn't it be "They pay instead." Be better? I can't see any situation where this exact wording is needed. It's only one gold so a second "pay inn/player' effect will have to hit Daareka.

Thread: Dungeons & Dragons: The Goblin's Lair:: General:: Looking for quality scans of/or original maps

Thu, 25 May 2017 08:39:31 +0000

by Margrave

I'm trying to recreate the D&D black box and its expansions in a handy-dandy travel box format, which among other things requires the maps to be resized to A3 size.

So far, I've found good scans of the other expansions' maps, but the ones from the Goblin's Lair continue to elude me.

I have already purchased the official scans from DrivethruRPG, but those are sadly crooked, discolored, and incomplete. Hence, my appeal to the community.

If you are reading this, and have a good-quality scan of the maps available, please reply to this post or GM me. If you care to part with a complete copy, please do the same.

Thanks very much for your time.


Thread: Blue Moon Legends:: General:: Are active cards' effects still working on opponent's turn?

Thu, 25 May 2017 08:29:19 +0000

by Grimstringer

Ie if i have a your effects are ignored card(ie laughing gas) my opponent's leaderships are ignored right? (and any other effect except protected)

if my opponent has your special icons are ignored my protected cards are ignored too with laughing gas right?

im just kind of confused that if active character's effects also work on the opponent's turn or it just helps you in your turn

Thread: Sword & Sorcery:: General:: Asia Backers - Check your Tracking Numbers!

Thu, 25 May 2017 08:15:59 +0000

by Gutrix

Mine just got posted! Now, I hear it'll take about a week or so from HK to get to CN assuming there are no delays or checks (which is optimistic) but, hey, it looks like the final stretch just got a little shorter!

If someone gets their packages, please post pics!

Thread: Sailor Moon Crystal: Dice Challenge:: General:: Which card backs?

Thu, 25 May 2017 08:04:42 +0000

by CodeAndReload

Are the backs for these standard Button Men card backs or are they Sailor Moon specific backs?

Trying to figure out if penny sleeves will do or if I need to back these with opaque sleeves to mix with Button Men.

Thread: The Captain Is Dead:: Rules:: Destroying ships in visible alert queue

Thu, 25 May 2017 08:00:47 +0000

by Matt Boehland

Rules state:
While the External Scanners are online, you may shoot ships that are in the visible Alert queue. If you shoot the first ship in the queue (the one that will be revealed at the end of your turn) then you do not need to draw an Alert at the end of your turn. If you shoot the second ship in the queue, replace it at the end of your turn when you resolve the Alert for your turn.

Guess I'm just not following it 100%. So, if a and b are the two visible decks, and c is the top face down card of the Alert deck, is this correct?

Before destroying 'a':
a b (deck with c on top)

Destroy a, leaving:
b (deck with c on top)

At the end of your turn, you don't need to draw an alert (put it into play), but they still advance:

b c (deck with the next card after c on top)

Thread: Outlive:: Variants:: 5 players game?

Thu, 25 May 2017 07:36:38 +0000

by saravakos

If put in locations 2 extra materials,can play this game, 5 players?
Any thoughts?

Thread: Airlines Europe:: Rules:: Final scoring

Thu, 25 May 2017 07:28:57 +0000

by Aville

Hi guys,

please help: I know that during the game you score only for those cards that you have in front of you.
But what about final scoring? Is it the same, or you score for the cards that are on your hand as well?

Thread: Gloomhaven:: General:: Removable stickers...are they necessary?

Thu, 25 May 2017 07:12:16 +0000

by TeufelHund

I got a message that there is another company selling licensed removable stickers for Gloomhaven.

Are these necessary - do the stickers included with the game damage it/render it useless for second playthroughs?

Thread: Friday:: Rules:: Destroy special ability

Thu, 25 May 2017 07:02:35 +0000

by yarhma

Is this mean that when a use this special ability (destroy card) can I regane 1 or 2 HP?

Thread: Near and Far:: Rules:: Faction Tokens

Thu, 25 May 2017 07:01:42 +0000

by Miningfire

I'm not sure if it's implied somewhere or I'm just missing it, but how do you gain Faction Tokens aside from trading for them? I see the distinction of Faction Banners throughout the book, and having to pay tokens for artifacts, but only that one place for gaining them.

Any help would be great, thanks.

Thread: Batman Fluxx:: Rules:: "Let's Keep Doing That Inquiry"

Thu, 25 May 2017 06:55:48 +0000

by kokokrants

What if I we don't have any discarded action cards when this comes into play? How will this take into effect?

Thread: Batman Fluxx:: Rules:: Keeper instructions

Thu, 25 May 2017 06:41:20 +0000

by kokokrants

I've had keepers that says I can remove a villain per round. Is it villain on my play table only, or does it include other players'?

Thread: Sine Tempore: The Last Hope:: General:: Game looks great: please deliver an outstanding game for us!

Thu, 25 May 2017 06:35:13 +0000

by supertopper

Hi there,
I've recently discovered this game on KS. I've read the content and the rulebook and I'm getting the feeling that this will be a great game.

Developers, if you are reading, congratulations for crafting a really good game! Bravi!

Of course, I know that this is early stages and once we get this game on a table it might turn out to be horrible... (image) But hey, I keep my hopes high.
Also, a lot will depend on the how the KS campaign will develop, so let's see.

- I think the turn order (The Momentum) is cool and innovative: I've never seen it like that, although I haven't played so many board games in my life.
- 3D elements that provide cover and can be destroyed: so good.
- Many positive and negative statuses.
- Customizable hero skill set as hero develops (although not many details have been given so far).
- And it feels a lot like XCOM 2 the videogame, which I loved.

Unfortunately, with Gloomhaven out there, the bar for cooperative dungeon-crawlers with campaign mode is so high at the moment that it's really hard to stand out. For gamers, it's also hard to find the time to play other co-op games when we have Gloomhaven.
Nevertheless, I like variety and Sine Tempore seems very entertaining.

Frankly, I am surprised that this game isn't more popular. Well, 1600 backers is not a joke, but it's not that much compared with some other terrible games (my opinion) from known companies: example Rum&Bones or B-Sieged... shots fired... (image)

I have two hopes/suggestions:
1) Please make the game difficult. Nothing puts me off more than a game that it's so easy to master that it becomes like reading a novel with friends: you just makes moves, do stuff and you enjoy the storyline. I want a real challenge.
2) Please make the campaign with plenty of freedom and decisions and make the heroes grow stronger as they venture into the campaign. That for me is the only reason why I would play the next scenario once I finish one.

Review: Stratego:: UMCR Stratego Review: Is it a Win or a Bomb?

Thu, 25 May 2017 06:22:05 +0000

by toothpickman The first time I played this game I was a kid. I have since inherited the same Stratego set from my parents and have revisited it a few time with friends.Stratego plays 2It is a memory and strategy game.Object of the game - Capture the FlagThe ComponentsThe board is a 10/10 grid representing a battlefield. There are two large bodies of water near the middle that each take up a 4 square section. These are impassible obstacles.2 sets of 40 pieces representing military personnel, their ranks, Bombs, a Spy and a Flag. The red are embossed with Gold, and the blue are embossed with silver.My set is the standard American set-up where the lower the number the rarer the piece and the higher the rank. Therefore number 1 is the most powerful/Marshall/the Leader of the army.Game PlayAt the start of the game each player places all their pieces on their side of the board. Each space can only contain one piece at a time. Any piece may be placed anywhere on the 40 squares closest to the player.The pieces are turned so that the player putting them down can see them, but their opponent just sees the blank back side.Once play beings each player may move a piece on his/her turn. Each piece aside from the 9 (see special rules) may move 1 into any boarding square (not diagonally). When a piece moves into the square of an opposing player's piece the two are compared. The one with the higher rank wins the combat and the lower ranked piece is removed from the game. The piece is then placed so that the blank side is still facing the opponent. When two pieces of the same rank confront each other they are both lost.If the piece moves into the square of a bomb the bomb wins (with the exception of the 8, see special abilities). The bomb remains in it's space and may destroy any number of pieces that come into contact with it. When a player confronts the opponent's flag the game is over and the player capturing the flag wins!-Special abilitiesThe number 8,9, and S have special abilities.The number 8 may diffuse bombs. The number 9, the scout, may move any number of squares in a single direction on their turn.The S, the spy, is the only piece that can kill the number 1/Marshall outright.ExperienceThis game was a good challenge and a lot of fun to play as a kid. The combination of memory and trying out different strategies and piece placement kept the game challenging an fun.This game has both been a winner, and has bombed on different occasions with various people.Pros - The game is nicely made, especially for the time period. - The combination of mechanics allows for some creativity in play. - It plays well with two players, which many of my games are geared for larger numbers. - The rules are simple to grasp so that kids or adults can easily play this game.Cons - This is a memory game and that limits who will enjoy this game. - Once a player has discovered an optimal strategy the play can become redundant. - Analysis Paralysis can crop up in piece placement or in movement, this can cause the game to drag out longer than the fun can sustain it.Responses to Cons- The memory aspect of the game plays a big part, the key is to know your audience. If the other person doesn't like this kind of game, don't suggest it, or if it is bombing, perhaps switch to a different game.- The optimal strategy problem has been mine. I have found that like Clue there is a strategy that seems to work the best, if both players know it then the game just turns into a race. My suggestion is to attempt some creativity in bluffi[...]

Thread: Crisis:: General:: Listings in the Marketplace from seller GiochinScatola are not actual copies for sale.

Thu, 25 May 2017 06:17:04 +0000

by NuMystic

Just a heads up for those that may not realize what they're ordering.

They are taking money from people saying they will ship it "when available" except that we know for a fact from the publisher that there isn't even a reprint in the works as of right now.

Meanwhile the seller is happy to just hold your money indefinitely until asked for a refund.

A quick survey of their feedback shows that while they're definitely a legitimate shop selling a ton of other in stock games this isn't the only OOP title they've done this for. (mostly positive reviews with consistent scattering of negative/neutrals for this practice)

Thread: B-17: Queen of the Skies:: Variants:: Fuel Leak

Thu, 25 May 2017 05:50:07 +0000

by Limburger59

So the basic rule, found on chart B1-1 if you have a fuel leak is:

"Roll 1D6: 1,2 = 4 turns; 3,4 = 5 turns; 5,6 = 6 turns. B-17 may travel the following number of turns, then bailout, Table G-6, or crash land, Table G-9 or G-10. If this is a second separate fuel tank hit, B-17 may go only 2 more turns. If this is the third separate tank hit, B-17 may only go 1 more turn."

Is there any positive modification if you are carrying Tokyo Tanks? Any other possible modifications?

(I know from experience that there is a negative modification if you have the mechanical failure to the transfer pump.)

Thread: Codenames Duet:: General:: Come and join our pre-release testing during BGG.CON Spring!

Thu, 25 May 2017 05:47:47 +0000

by Elwen

Attention to all Agents!
Come and join our pre-release testing of Codenames: Duet during BGG.CON Spring!
Codenames: Duet is a cooperative game for 2 players (or more). The game comes with a campaign mode where you will progress through a series of missions which get increasingly more difficult. We are looking for people to help test this campaign system if they are up for a challenge.
The names of the most active testers will not be forgotten (you may find them in the rulebook (image) )!
Meet us at the CGE #506 booth, Sat - Mon.
Your CGE team

Thread: Sentinels of the Multiverse:: Variants:: House Rules to fix Gloomweaver, Expatriette, Mr. Fixer, and Skyscraper

Thu, 25 May 2017 05:41:48 +0000

by dcadigan1 **Expatriette:Ammo Cards:All ammo cards can now be fired 3 times before being discarded. Keep track by using Hit Point counters. Why? Because otherwise its a one-shot that does 1 damage and requires the use of your play phase AND power phase to function. That's stupid.Incendiary Ammo: Adds +1 to weapon damage and changes its damage type to Fire. If a target damaged by incendiary ammo still has 10 or more remaining hit points, increase the next damage dealt to that target by 1The +1 to next damage taken---that's one instance of damage, not permanent debuff mind you---is to represent the incendiary ammo burning through the armor of higher HP targets, weakening their defense a bit for the very next strike. The 10+ HP remaining requisite prevents her from spraying the field with fire for a massive OP +1 next damage to all targets. Shock Ammo: Adds +1 to weapon damage and changes its damage type to Lightning. Expatriette deals all non hero targets 1 lightning damage.the +1 damage to weapon bonus conferred by Shock Ammo does not apply to the added "shock effect" after the initial shooting.Cryo Ammo: +1 weapon damage and changes its damage type to Cold. Targets dealt damage by a weapon with cryo ammo equipped deal -1 damage until the start of your next turn.Just like the picture on this card shows Dawn's attack getting messed up by the ice ammo, cryo ammo now gives a small debuff to enemy damage! Gee, who'd have thought...Hollow Point Ammo: Adds +2 to weapon damage.This makes all her ammo cards fun now because they do cool things that can actually aid/set up other team members. And the 3 uses rules allows you to play other cards besides ammo. Lets face it, a one-shot that does 1 damage is bullcrap. These rules fix that.Other Cards:Reload: Add text: "if no ammo cards are in the trash, reveal cards from the top of your deck until an ammo card is revealed. Put it into play or into your hand."I always hated this card. Other players have cards that let them dig for a specific card. You draw Reload in an opening hand its garbage until you MAYBE get ammo sometime in the next 1,000 years. This modification makes it useful in a starting hand. It also keeps with her theme of 'grab whatever's handy and pour bullets through it.'Arsenal Access: Change text to: "You may play one of the revealed equipment cards and put the other in your hand."While I appreciate what this card does thematically: 'grab the nearest gun and start shooting!' it pales in comparison to other, similar hero cards. I say she should be able to keep both instead of throwing one out.Sub-Machine Gun: Add Text: "You may draw a card." This much-needed mod keeps sub machine gun useful in the late game, or in situations where the enemy has DR.SkyScraper:Proportionist: Add text, “reduce damage dealt to hero targets by 1.” When playing Extremist, the extra sonic damage hardly does anything for you. As the card’s title implies, this ongoing exemplifies the expertise with which Sky Scraper executes the abilities of a proportionist, meaning she has masterful control of her body and by extension, her actions. It makes her way more fun to play without stepping on everybody without being too steep a boon. After all, She only has 2 in her whole deck. I mean heck, Ra throws out tornadoes made of fire without singing anyone’s toes so why should Skyscraper be so precarious of stepping allies' toes?Mister Fixer:1. For his Power, Fixer may use either[...]

Thread: Thunderstone Quest:: General:: Future of TS:A

Thu, 25 May 2017 05:40:41 +0000

by jgunnz

Is AEG still supporting TS:A will any new content be released for TS:A or is TS:Q the exclusive future of the TS series?

Thread: Dark Souls: The Board Game:: Rules:: Interactions with Repeat Attack actions

Thu, 25 May 2017 05:13:21 +0000

by BronyaurStomp

Hi all,

For weapons with a repeat instruction (e.g. Winged Knight Twin Axes), how does that interact with weapon upgrades and the target Block value?

I target a silver knight (2 armor, 1 HP).
I use an attack action (Repeat 2x) (Black Die).
Roll 1 is 1 pip, Roll 2 is 2 pips.
Do I defeat the silver knight?

If my weapon has a titanite shard upgrade (attacks with your weapon do +1 damage), do I add 1 damage to each roll, or to the combined total?

The rules don't seem clear on these interactions.


Thread: Sentinels of the Multiverse:: Variants:: Custom Villain: The Orb

Thu, 25 May 2017 05:10:06 +0000

by Hateful Darkblack The OrbMalevolent Floating SphereNemesis: ShuffleHP: 80 SetupPut The Orb into play, Malevolent Floating Sphere side up. Shuffle the villain deck. Gameplay The first time each turn that The Orb is dealt damage, reveal the top card of the villain deck. If it is a Fissure card, put it into play. Otherwise, replace it. At the end of the villain turn, The Orb deals the hero target with the highest HP (H) infernal damage. Then, if there are three Fissure cards in play, flip the villain character cards. ADVANCED:Fissures cannot be destroyed except by villain card text. The OrbEvolving Anti-SunNemesis: ShuffleHP: 80 Gameplay:At the start of the villain turn, if there are five Fissure cards in play, reality unmakes itself. Game over. At the end of the villain turn, if there is no Fissure card in play, flip the villain character cards. Otherwise, destroy a Fissure card and play the top two cards of the villain deck. ADVANCED:Reduce damage dealt to The Orb by 1. ---- Ongoing, Fissure-------- The Unmaking (x1)Whenever a hero deck is shuffled for any reason, The Orb deals that hero character (H) psychic damage.Destroy this card when The Orb is dealt psychic damage. Temporal Erasure (x1)Whenever a One-Shot card is played, place it under this card.At the start of the villain turn, Temporal Erasure deals two hero targets with the highest HPX+2 psychic damage, where X is the number of cards under this card. Then, destroy this card and move all cards under it to the appropriate trash. Shatterglass (x1)At the end of the villain turn, The Orb deals each target 1 projectile damage and 1 sonic damage. If a target is destroyed this way, The Orb regains (H) HP.Destroy this card when The Orb is dealt cold, energy, or lightning damage. Starry Void (x1)At the start of the villain turn, The Orb deals the hero target with the lowest HP (H) cold damage.Destroy this card when The Orb is dealt melee damage. The Emptiness Learns (x1)Whenever a Fissure card is destroyed, one hero may deal themselves (H) infernal damage. If they do not, play the top card of the villain deck.Destroy this card when The Orb is dealt fire or radiant damage. Reverse Gravity (x1)Whenever a non-villain target deals melee damage to another target, they deal themselves the same amount of melee damage.Destroy this card when The Orb is dealt cold, energy, or sonic damage. The Scream of Eternity (x1)Increase all damage dealt by the Orb by 1.At the end of the villain turn, The Orb deals the hero character with the lowest HP 1 sonic damage.Destroy this card when The Orb is dealt infernal or sonic damage. Biodecay (x1)Reduce damage dealt by hero targets by 1.At the end of the villain turn, The Orb deals the hero with the highest HP (H) toxic damage.Destroy this card when The Orb is dealt fire or toxic damage. Reality Devours Itself (x2)Whenever a hero target deals damage, that player may discard a card to change the type of damage.At the start of the villain turn, The Orb deals each hero 2 psychic damage. Then, play the top two cards of the villain deck, and destroy this card. Warping Landscape (x1)At the start of the villain turn, each non-target environment card deals 2 melee damage to the hero target with the highest HP.Destroy this card when The Orb is dealt lightning or toxic damage. Glimpse of Infinity (x2)At the end of the villain turn, The Orb deals each hero[...]

Thread: Kingdom Builder: Harvest:: General:: Updates on Kickstarter and Retail Availability?

Thu, 25 May 2017 05:07:28 +0000

by Ry4Christ

Does anyone have any updates on this? Has anyone who backed this received their copy yet?

Thread: Suburbia:: General:: [Digital version] This game is now available on phones and sub-tablet sized screens. What gives?

Thu, 25 May 2017 04:49:42 +0000

by ackmondual

I just noticed on Google Play and iOS App Store that these now run on smaller screens. They initially said this won't work since there's too much info on the tiles they wanted to display (whereas Castles Of Mad King Ludwig was fine from the get-go). What's changed? Does the interface get away with letting you zoom in on tiles or something?

Thread: Merchants & Marauders: Seas of Glory:: Rules:: Treasure Galleon with NPC upgrades

Thu, 25 May 2017 04:45:26 +0000

by Mr Ownage

So every time I draw an NPC Event Card, I draw 2 random NPC Upgrade Tokens and place one on the card and the other one the Treasure Galleon Board? So it is possible to have 3 NPC Upgrades on the Treasure Galleon? Or is it just the first time an NPC Event Card shows up, I draw an extra NPC Upgrade Token for the Treasure Galleon Board?

Some people complain about how "easy" it it to capture a Treasure Galleon with reduced maneuverability. But if I draw an extra NPC Upgrade Token every time an NPC Event Card shows up... At the time the pirate players have a frigate, the Treasure Galleon is well equipped with NPC Upgrade Tokens I presume.

Thread: Conflict of Heroes: Eastern Front – Solo Expansion:: Rules:: Solo Campaign 1 Mission 1. Flares and reveling RE

Thu, 25 May 2017 04:33:39 +0000

by Tofufury

"Units can see into a hex that blocks LOS" 6.0

Does that mean, since flares gives ordinary sight, that I reveal REs in buildings?

Pic for reference. Im thinking I can reveal E11, H08 & K1, right?

Thread: Aeon's End: War Eternal:: General:: Looking to buy Enlightened Exile Pledge

Thu, 25 May 2017 04:31:37 +0000

by yvs2010

I am offering $80 for the Enlightened Exile Pledge. Please message me if you are interested in selling yours.


Thread: Fields of Despair: France 1914-1918:: Rules:: Scoring VPs

Thu, 25 May 2017 04:26:39 +0000

by SLouis39

Rule 9.0 says that VPs are only adjusted in the scoring phase.

In our current game, the AP controlled 3 XVII hexes with supply lines at the end of the first action phase. If the CP re-capture these 3 hexes in the second action phase does the AP still get 3 VPs for controlling the hexes at the end of the first action phase?

Or is control for VPs determined at the start of the scoring phase only?

Thread: Hang 12:: News:: Hang 12 is now on Kickstarter!

Thu, 25 May 2017 04:12:12 +0000

by GrailGames

Hi everyone!

Just wanted to let you know that the kickstarter campaign for Hang 12 has just launched (image)

If you would like to check it out, please visit:

And if you have any questions or comments, please post (image)


Thread: Viticulture:: Rules:: Declining the bonus on the middle action space

Thu, 25 May 2017 04:11:43 +0000

by chiefsachem

Stonemeier writes in his FAQ:

If you place a worker on an action space that has a bonus, you must take that action, but the bonus is optional. You may take the bonus before or after you take the action.

This only makes sense if you are not able to complete the bonus, like play a second card that you don't have.

On the other hand, if I understand this correctly, you CANNOT place a worker on an action space if you are not able to complete the action. In other words, if you don't have any visitor cards, you CAN'T take up the space, even with a Grande worker. Correct?

Thread: Falling Sky: The Gallic Revolt Against Caesar:: Rules:: Roman bot march

Thu, 25 May 2017 04:02:11 +0000

by gatchaman

I'm trying to work out a Roman bot march. The Romans are under threat up in Morini from the Arverni(!). I can't figure out where they will march to.

No enemy has a 0+ victory margin.
There is only 1 Germanic ally on the board.

The die roll is a 1 so the bot wants to march to enemies with the most Allies/Citadels, which would be the Arverni in Veneti, Carnutes, and so on. But the problem is that there is a huge Belgae army in Atrebates, so the Romans cannot reach any Arverni Allies without sustaining large losses.

The Romans could march to the one Germanic Ally, or could march to my (player) Aedui Allies over in Sequani or Mandubii, or to the big Belgae force in Atrebates. Or they could just stay put and Recruit.

Basically, what has higher priority? Making sure they march somewhere, anywhere, with an enemy Ally/Citadel, or following the die roll?

Thread: Terraforming Mars:: General:: Deluxe version?

Thu, 25 May 2017 04:00:16 +0000

by GoDUCKS541

So this game looks fantastic but heard the components of the game are kinda cheap....any talk about a deluxe version in the works?

Thread: Empire of the Sun:: Rules:: Para into Mukden/Harbin

Thu, 25 May 2017 03:52:09 +0000

by Gwal

We had this one come up late in a game. Soviets have conquered Mukden/Harbin so no Japanese Air or Land unit can enter those hexes. Could a Para drop from a force card retake either hex. We're not finding a rule against it, but may be missing it.

Thread: Ace of Aces: Handy Rotary Series:: Play By Forum:: Pete vs Jose - Round 1 - Basic rules

Thu, 25 May 2017 03:51:32 +0000

by JoeMal

Jose's Fokker DRI stats:

Pilot: Manfred Von Richthofen
Full Heath points: 12/12

Starting on page 170

Good Luck Pete!

Thread: Mansions of Madness: Second Edition:: General:: Anyone Using the Bases as Intended?

Thu, 25 May 2017 03:42:16 +0000

by clip611

I know the bases are not popular -- someday (far) in the future I would like to paint and rebase the miniatures (after I learn how to paint). So for the next year or two I am stuck with the bases.

Since I have AH, EH, and MoM, are the 2nd edition bases practical to actually use as intended and switch out the monster chit in base when using in another game. Is anyone actually doing this or did this just lead to stuck or damaged chits?

Thread: Super Dungeon Explore:: General:: Alternate Figures — Impact Miniatures Chibi Giants & Swarms KS

Thu, 25 May 2017 03:40:42 +0000

by Cat_O

Impact Miniatures is running the next in their chibi Kickstarter projects, live through next Thursday. I've backed all of their previous ones — the minis are all great! The styling is a little different from SPM's minis, but I find they go together well and freely mix-and match them during play.

Thread: Two Rooms and a Boom: Necroboomicon Expansion Pack:: General:: card printing issues

Thu, 25 May 2017 03:37:56 +0000

by TomTheCPA

the expansion cards don't match those of the base game:

1. the white print on the back of the cards of the base game is more of a grey color on the expansion cards

2. the expansion cards are slightly longer

3. the corners are cut differently - different radii of corners between the two

4. the thickness appears different

Thread: H.E.A.D. Hunters: Starter Pack:: General:: Rulebook & Example Gameplay Video

Thu, 25 May 2017 03:34:48 +0000

by gutshotgames

We have posted the beta edition of the

And SugarHighScore was kind enough to do a gameplay video for us
Youtube Video

Thread: Not Alone:: Rules:: Phobia card.

Thu, 25 May 2017 03:28:26 +0000

by swingjunkie

I don't understand how this card is supposed to be helpful. Can anyone clear this up for me?

Thread: Churchill:: General:: Solo Rules?

Thu, 25 May 2017 03:24:54 +0000

by Vroke

I've been interested in this game for a while and I just read that there are rules for automating two of the other powers (bots). I checked the rulebook and it mentions how to use the rules, but I cannot find the rules/flowcharts themselves. I've tried searching the files section here and numerous other places on the internet. I know they're out there somewhere (and that I've missed checking somewhere obvious) - where are they?

Thread: Leaving Earth:: Variants:: Mars-Earth Cycler

Thu, 25 May 2017 03:22:15 +0000

by buffalohat

As Buzz Aldrin theorized in 1985, there are a number of trajectories that visit both Earth and Mars in a loop, using the gravity of each planet to slingshot past to the other.

In the Stations expansion, there will be two new locations: Earth Cycler and Mars Cycler. Anything you leave in the Earth Cycler location at the end of your turn will automatically maneuver to Mars Cycler, taking three years to arrive. Likewise, things in the Mars Cycler location automatically return to Earth Cycler, taking another three years.

Maneuvers to and from the planets' orbits provide access to the cycler.

Thread: Star Wars: X-Wing Miniatures Game:: General:: FFG Playmats - thickness?

Thu, 25 May 2017 03:16:55 +0000

by theashers

Hello, I'm seeking the FFG playmat thickness, if anyone knows?


Thread: One Night Ultimate Alien:: Rules:: 3 aliens vs villager

Thu, 25 May 2017 03:12:19 +0000

by VTheSandmanV

If all three aliens vote for the villager, and the villager votes for one of thr aliens do the aliens win because majority rules?

Thread: Legend of the Five Rings: The Card Game:: General:: Card Spoiler Google Document

Thu, 25 May 2017 03:04:03 +0000

by Khift I am a very visual and spatial learner. Given that, I decided to make a spreadsheet given the information we've got and then extrapolate from there. Here is the link to my online Google spreadsheet: notes on the construction of the spreadsheet:- With the cards that are confirmed, I noticed the following sorting pattern:[Deck type, dynasty then conflict] -> [Clan, in alphabetical order] -> [Card type (Character, Holding, Attachment, Event)] -> [Fate cost, ascending] -> [Alphabetical order]- As a result of this pattern if there were gaps between two confirmed cards that share consecutive properties then all shared properties between those cards are extrapolated. E.g., card #57 is a dynasty deck Dragon character with 2 fate cost, and card #59 is a dynasty deck Dragon character with 2 fate cost, so we can be pretty confident that card #58 is a dynasty deck Dragon character with 2 fate cost that lay between #57 and #59 alphabetically. Similarly, because #69 is a dynasty deck Lion character with 1 fate cost and #75 is a dynasty deck Lion character with 3 fate cost we can assume with good certainty that cards #70 through #74 are also Lion characters with fate costs of 1, 2, or 3. I have gone ahead and filled out all of these obvious extrapolations in the spreadsheet.- In addition to those evidence based extrapolations I also filled in a number with just blatant guesses. Those guesses are highlighted in red and were made with an attempt of evening out the clans as much as possible.- Finally, I've made this spreadsheet in a manner that matches up with the card count prediction created by Tonbo Karasu over on the official FFG L5R forums. His prediction was created to match the Spanish box content leak and are as follows:Observations on the results:- Either the Crab or the Crane have 15 total dynasty deck cards, depending on whether card #39 is Crab or Crane. I've got it pegged as Crab, as that makes the most sense to me considering they have a lot of holdings and another Crane character would either have to be alphabetically earlier than 'Asahina Artisan' or would have to cost 0 fate and both of those are unlikely in my eyes. If #39 is indeed a Crab card then the Crab have 4 holdings, which feels about right.- The Crane, Dragon, Lion, and Phoenix clans all have 14 dynasty deck cards. Cards #68, #81, and #95 could all go either way between their adjacent clans but in doing so would create further imbalance. With this prognostication both Lion and Phoenix have two holdings each, which is interesting.- The Scorpion and Unicorn clans have 13 dynasty deck cards each. It is possible that #109 is a Scorpion card and Scorpion has 14 to Unicorn's 12, but that seems[...]

Thread: Harry Potter: Hogwarts Battle:: News:: Expansion bonus?

Thu, 25 May 2017 03:01:11 +0000

by TsionBenJudah1

Any idea of a release date for the expansion? Also, anyone have an idea if there will be an incentive for pre-ordering (such as promo cards, metallic influence/Atk token... anything like that etc.)? Just curious.

Thread: The U.S. Civil War:: Play By Forum:: US Civil War Play by Forum

Thu, 25 May 2017 02:49:46 +0000

by rstites25

Thread for PBF forum of 1862 scenario (Basic) between myself as the Union and [user=moujamou][/user] as the Rebs.

I've started the game. (You should have a dropbox invite) The first initiative was Union with a difference of 1, so 1 AP per theater.

I started with moving Grant. You have a potential intercept if you would like to stop the logfile and make the attempt. If not, then I ran through the rest of my turn, and you're up.

Thread: Runebound (Second Edition):: General:: Our Thoughts

Thu, 25 May 2017 02:48:34 +0000

by Kelsam Runebound 2nd is our #1 favorite game! These are our thoughts on what we feel are the highlights. Please let us know what you think! You can find our full custom content for Runebound 2nd here: Runebound 2nd, players take on the role of heroes exploring Terrinoth and trying to achieve a goal set forth by whichever scenario they're playing. We own each and every expansion for Runebound 2nd, and play them quite often. It's one of our favorite tabletop experiences. The main downside of this game is the gameplay length. Even with our variants, we often leave the game set up and play a single game in 2-3 sessions.Gameplay NarrativeThis game's narrative comes out throughout the game in the form of card flavor text. At the beginning of the game, there is a short story to put you in the scenario. Then throughout gameplay the adventure cards will expand the narrative. In some instances, this creates active effects which the players have the option to utilize or work around. We think this is a really cool way to approach game narrative, because it makes gameplay more immersive.Game BoardsWe think the boards in this game are all really awesome. There is the base game board, as well as 5 big-box expansion boards. Each one is unique and has different, very creative, gameplay effects. For example: in the deserts of Al-Kalim and in tundra of The Frozen Wastes, players will often experience fatigue and even death if they do not travel carefully.Dice-Based Combat and LevelingWe feel that the leveling system in this game is vastly superior to that of Runebound 3rd Edition. In Runebound 2nd, you execute combat with a series of die rolls. The result of 2d10 + your stat in a given area. When leveling up, you increase these stats, thereby giving you better chances of success when you attempt your die rolls. In Runebound 3rd, all you can really do is try to acquire various skills (that don't usually make your combat or adventure efforts THAT much easier), and attempt to get more combat tokens. Which, in our experience, are few and far between in terms of actually being able to get any of any significance.Runebound 3rd is an awesome adventure game, but we feel this is one of the major points where it suffers in comparison to its predecessor.ExpansionsThroughout its life, the Runebound 2nd Edition series had 29 expansions released. 5 of them are what we call "big box expansions", because they came in a box the size of the base game's box and contained a much greater amount of content than the others. The rest are Adventure Variants, Item and Ally Expansions, Challenge Cards, and Character Decks.The big [...]

Thread: Masmorra: Dungeons of Arcadia:: Rules:: What if...

Thu, 25 May 2017 02:36:19 +0000

by ecliptica

I would like to know what happens if each of the players decide to build their own path with tiles in the 4 directions from the starting tile. They will never interact ?
Is their a strategy in each mode who justify to have all the tiles in the same Area.

Else no problem (image)

Thread: Medici: The Card Game:: Rules:: Bonus of 10 florins

Thu, 25 May 2017 02:26:33 +0000

by Frankth

Another question. In a 3-6 player game, do you get the bonus after getting 5 of at least one commodity or 5 of EACH commodity?

Thread: Moons:: Rules:: Two rules questions

Thu, 25 May 2017 02:15:16 +0000

by anglotiger

1) In the very unlikely event that two players are tied for highest valued tableau card and their other two cards are also of equal value, who leads the first trick?

2) Does the block token prevent you from using the "Trade Card" on yourself, or are you just immune from other players' actions?

Thank you!

Thread: Fury of Dracula (third edition):: General:: Second Edition vs Third Edition

Thu, 25 May 2017 02:02:46 +0000

by Vroke

I own Fury of Dracula (second edition) and I was debating teaching a new group of players to play, but I just found out that Fury of Dracula (third edition) - I can't believe I didn't know a new version came out!

How much better is Fury of Dracula (third edition) than Fury of Dracula (second edition)? Is it worth buying the game so that my friends and I can play the updated version? Or are they so similar as to make it not worth buying the new edition?

Thread: Dark Souls: The Board Game:: General:: Concerns about the future

Thu, 25 May 2017 01:52:40 +0000

by SirCaldwell98 I've noticed that the difficulty is off with this game. After playing 20+ sessions I can absolutly stand by the idea that it is the armors that make it a cake walk. People have expressed this difficulty curve (hardish to beyond easy) in these forums but I havent seen a designated thread for it. If there is I apologize for the duplicate due to my laziness.Now to the point. Playing the knight I got a total of 4 blue dice and 1 black for melee defense. Thats 14 total defense when the highest damage in the game is 7-8. Could this have been because i over grinded? I dont think so. We had an extra spark to spare in a 2 player game (thats 2 more times to farm). I also want to point out that yes the knight is the taunt/tank for the team but even so, taking no damage isnt that exciting nor true to the video game. Im a huge fan of darksouls and im pretty sure there not armour in the game that can completely deny damage from a boss... its been a while but still pretty sure. There a lack of variety with armors as far as dice goes. It only increases by a complete new tier of dice. Example: you can have 2 black dice on an armour or 1 blue dice etc. But i havent seen an armour that has 1 black + 1 blue on the same card. Or like the weapons, have 2 blue - 1. Being able to jump from 1 blue and 1 black total defense to 3 blues takes something like 12 souls. Thats alittle more than one run through (if you dont share souls) in a 2 player game and the difference is already noticable (9 max defense). So even then the bosses will do 1 - 2 most of the time. Through my many playthroughs i can not say that it was luck of drawing good armor. One more concern is with the megabosses. With the new armor sets coming i hope they arent better then the ones in the game or else the mega bosses will have to deal 15 - 20 damage. Another thing that concerns me is the encounter levels. If you beat a main boss that means you can handle lvl 3 enounters. 14 total armor and the sentinels couldnt touch me and the other player with me was an assassin that dodged like crazy. so again, cake walk. Will there be higher lvl encounters after a main boss? Like 4 and 5? If its going to be lvl 3s too thats going to add an extra hour to get to the mega boss but it will be very boring up until you get there... i hope im not too confusing here. It seems fine in beginning but the items arent to hard to get and they make you way too powerful once you get them. I do enjoy the game which is why im worried how this might turn out later if they dont address this[...]

Thread: Mansions of Madness: Second Edition:: General:: Painted Monsters!

Thu, 25 May 2017 01:49:14 +0000

by Kelsam

More pics on Kelsam Tabletop

- Kelsam

Thread: Lost Legacy: Fourth Chronicle – The Werewolf & Undying Heart:: Rules:: Stacking Effects of Some Cards

Thu, 25 May 2017 01:43:48 +0000

by dkoudrin

Can you stack the effects of cards such as "skip any player's next turn"?

Meaning if two people in a row play that card on one other person, does that person miss their NEXT TWO TURNS? Or do they only miss one.

It is unclear what defines "the start of your next turn", is it when you are 'supposed' to have a turn, or when you are legally allowed to play cards?

Thread: Wargames:: General:: What Are Your Favorite Small Footprint Wargames?

Thu, 25 May 2017 01:43:29 +0000

by SoloGuy

I wish the BGG search had a filter for size of games because I'm finding it difficult to find games that are smaller in size for my table. I have a 60" table, but it's a long table and only 28" tall so any big games with more than one 32" x 22" map will not fit. Maybe I'll make a Geeklist out of the suggestions to help others as well. I would like a large variety of options so I can pick and choose, so era and scale are open season. The only restriction is size. Let's say 32" x 28" max map size. Bonus points if the games are soloable.

Let the Listing Begin!

Thread: Race for the Galaxy: Xeno Invasion:: Rules:: Are there exactly one of M+3, M+4 and M+5 invasion cards?

Thu, 25 May 2017 01:35:45 +0000

by Norbert Chan

I'm looking at the distribution table of the invasion card strengths on page 12 of the rules. On the bottom row, it has M+3 M+4 and M+5.

Does this mean there are only one each of these? Or are there more M+x cards, not just three?

Thank you in advance.

Thread: World of Warcraft: The Boardgame:: General:: Our Thoughts on WoW BG

Thu, 25 May 2017 01:34:40 +0000

by Kelsam Hey guys, we've been overhauling a lot of the content on Kelsam Tabletop to more accurately reflect our feedback and thoughts on the games we play. Here is our latest update for WoW BG. We'd love to hear your feedback You can find our full content for WoW BG here: enjoy WoW BG a very great deal. Being huge fans of the Runebound series, as well as the WarCraft universe, this game was a no-brainer for us. It truly is a unique experience, though. Through its faction-based turns system, leveling system, and combat system; you will always be clawing to reach the top levels before your opponents so you can defeat the overlord for the win. A truly engaging game from start to finish!FiguresThis game came with a cavalcade of figures in the box. Adding the expansions to the mix pretty well doubled the already substantial quantity of miniatures. This game has nearly triple the amount of miniatures that any of our other games have. Furthermore, these miniatures are very unique and detailed. We have had some issues with warping, giving some of the figures a leaning appearance, most notably in our gnolls.Character and Class OptionsWe think that the variety of characters and classes, especially when you have the expansions, is awesome! There are 9 different classes, and the choice between Horde and Alliance characters for each one. The class has its own unique deck of abilities, giving the game high replayability and interesting combos. The added skill and talent spaces provided by the expansion character card extensions was another great addition.LevelingFor World of Warcraft the Board Game, the player levels are tracked on the board, and bonuses are provided to players who are lower on the totem pole. When characters level up, they gain a new talent, and are allowed to utilize stronger skill cards. They usually also get increases in health and energy. The way the levels are balanced in this game was well thought out and works, making the faction vs. faction gameplay feel even.QuestsQuests are the main "meat" of this game. The quest cards spawn creatures on the board, as well as providing interesting and entertaining flavor text, which adds game immersion. In addition to the quest creatures, the quest cards also spawn independent creatures, which can hinder movement or provide additional opportunities with the expansi[...]

Thread: Ethnos:: General:: Favorite Tribes in 2 Player Games

Thu, 25 May 2017 01:34:14 +0000

by CapGunnn

I was wondering if anyone found tribes that work better in 2 player games than other tribes.


Thread: Alien vs Predator: The Hunt Begins:: General:: Help with Apone

Thu, 25 May 2017 01:30:01 +0000

by dophin26

I have the Apone mini and he came with a ping token, but I don't have a card for him. I am assuming there is one for him and I just didn't get it. Could anyone that has him as well help me out with a scan of the card so I can use him? It probably isn't okay to post it, but a PM would be awesome.

Thread: The Red Dragon Inn:: Rules:: Keet and Gold

Thu, 25 May 2017 01:22:32 +0000

by BardicSkaven

So I was only one who ever used Keet and most of the other players were all like "Screw this it's an item too confusing to count it as gold and an item" But a "Pay gold from inn stead of yourself" Came up and Keet used "Lemme See That!" What happens...?

Thread: Citadels (2016 edition):: General:: What kinds of different set ups are there?

Thu, 25 May 2017 01:14:15 +0000

by Adil3tr

The description says you can make different tailored games, and that intrigues me. Where can I find a copy of the rule book and possible set ups?

Thread: Splendor:: General:: Gen Con 2017 tournament

Thu, 25 May 2017 01:09:45 +0000

by KnobDoctor

There are a bunch of listed Gen Con events that say

"Splendor Tournament" (three of these)

"Splendor Tournament Qualifier" (four)

and "Splendor Tournament Final" (one)

Only the last one is invite only.

I assume the qualifiers are to select people for the final, and you would only play in one qualifier. So what are the "Splendor Tournaments"?

(There are also "Splendor Head-To-Head Tournaments", these are two-player and I care about them not at all.)

Thread: Pax Renaissance:: General:: Reverse side of Papal States

Thu, 25 May 2017 01:08:25 +0000

by andrewdoull

If there ever is a reprint, I'd like to see the reverse side of the Papal States become Reformation (with a red knight) instead of Islamic. I have a harder time visualizing how a conspiracy could make the Papal States Islamic than I do having a reformist Pope.

It also means each religion would have the potential to have 4 theocracies in play rather than the 5/4/3 limit at the moment.

Thread: Medici: The Card Game:: Rules:: Boat departure

Thu, 25 May 2017 01:01:11 +0000

by hugotaco


First two player game tonight. One question regarding the departure of the boat.

In a two player game, you need to have a count of 7 cards in order to fulfill your boat. It came up that the player finishing his boat had access to more cards if he wanted.

Can we have more than 7 cards in your boat (not counting the green one, of course) ?

Thanks in advance.

Thread: Outlive:: General:: KS shipping query

Thu, 25 May 2017 00:51:39 +0000

by lordofscones

Just wondering if KS backers received a notification or tracking number when the game was shipped? (I haven't received anything... so just wondering.) (I'm in Australia)

Not worried...just making sure.
Thanks for any replies.

Thread: Fallout: Wasteland Warfare:: General:: Keep it simple stupid

Thu, 25 May 2017 00:49:17 +0000

by Rolson

The developers have stated on several occasions (interviews,social media, etc.) they are trying to appeal to the mainstream video gamer/fallout fan. This is why they are starting with content from Fallout 3 & 4. I would have to agree with starting there, considering Fallout 4 is one of the most popular video games. Which brings me to my concer...

The average video game player has not played many board/tabletop games, let alone a complex miniature war game. Most war games are complex, involving charts and rule books. This could be a major turn off for many potential players. I hoping for something along the lines of the X-Wing miniatures game complexity. That game has done an amazing job of getting non-gamers into gaming. It's simple at its core and has a ton of depth, but it's not overwhelming. Hopefully the developers are taking these things into consideration.

What do you guys think?

Thread: The Resistance:: Variants:: “The Resistance – The Rookies” ->For Between Two (2) Players To Five (5) Players

Thu, 25 May 2017 00:45:44 +0000

by Exo10000 “The Resistance – The Rookies” ->For Between Two (2) Players To Five (5) Players----------------------------------------------------------------------------------------------------------------------------ContentsYou need the “UNO card game” deck of playing cards.Twenty-One (21) Green Cards ->For A Resistance / Success.Nine (9) Red Cards ->For A Spy / Fail.Five (5) Wild Cards / Wild Draw Four Cards->For A Bomb Token.Three (3) Blue Cards ->For A Mission Success.Three (3) Yellow Cards->For A Mission Fail.----------------------------------------------------------------------------------------------------------------------------PreparationCreate and shuffle the following five decks. - Three (3) Loyal Decks of Five (5) Green Cards, One (1) Red Card. [15 Green Cards, 3 Red Cards]- Two (2) Spy Decks of Three (3) Green Cards, Three (3) Red Cards. [6 Green Cards, 6 Red Cards]Green Card = Resistance / SuccessRed Card = Spy / FailPlayer 1 (and other remaining players) closes their eyes while Player 2 moves these decks around.Player 2 (and other remaining players) closes their eyes while Player 1 assigns one deck to each player.Each remaining deck is assigned to a Rookie, a non-player-character.Step 1: Players look at their own decks to see if they are Loyal (Resistance) or a Spy.Step 2: Players shuffle the cards of their own decks and place the cards face down.Each player is handed one Bomb Token.----------------------------------------------------------------------------------------------------------------------------RulesThe Resistance win if three missions succeed. The Spy wins if three missions fail.When a Player or a Rookie goes on a mission, add the top card from their Deck to the mission cards. A player is on the mission is also the leader. A leader must select one (1) or two (2) other player(s) / rookie(s) to join the mission.When leading a mission, a leader can spend their Bomb Token. If the mission succeeds, then it counts as two successful missions for the Resistance. If it fails, there is no extra effect. All missions fail with a single Fail card. ------------------------------[...]

Thread: Legendary: A Marvel Deck Building Game:: Rules:: Capture Baby Hope scheme question

Thu, 25 May 2017 00:40:32 +0000

by isaokish

Baby Hope was put on the first villain, who just happens to be Chimera (from the marauders set). I know Chimera gets +4 attack due to having the baby, but is the baby also considered a bystander? Would she get an additional +3?


Thread: Tragedy Looper:: Rules:: Prophet and Obstinate

Thu, 25 May 2017 00:31:56 +0000

by GhostDragon9656

Tragedy Set: Midnight Zone

What happens when the Obstinate is in the same location as the Prophet, and the Obstinate is the culprit of the incident on that day? Does the incident trigger or not?

Thread: Conan:: General:: Stygia and Khitai Expansions at Retail

Thu, 25 May 2017 00:28:47 +0000

by Cosmic Tavern

Is there any new news regarding the Stygia and Khitai expansions hitting retail? Will Asmodee definitely make these available?

Thread: 1846: The Race for the Midwest:: General:: Tips for reducing play time

Thu, 25 May 2017 00:12:45 +0000

by VinegarBob

I've only played the 2 player variant of 1846, and it seems great to me. My wife and I were playing it at the weekend and once again it took a very long time. Towards the end she was getting a bit frustrated at this and more than once throughout the course of the game she wondered aloud at why of the two tile lays permitted we couldn't choose an upgrade for both. I'm sure there's a very good reason for this but I couldn't think of what it would be. Would I be right in saying that in most other 18xx games you're normally only allowed to lay one tile OR upgrade one? When I mentioned this she just looked at me in horror. (image)

So I'm looking for any advice from experienced players about what we should be doing to move things along. Aside from practical things like trying to plan your moves and colouring up on the other player's turn, using a calculator when figuring out the dividend distribution etc. is it simply a matter of prioritising buying trains? Should we be looking to launch two corporations each in the first SR? Should the corporation(s) be buying up all of the private companies straight away? I realise that many questions like these usually come with 'it depends' as an answer, but any insights into what kind of things we should be aiming for early on in the game to get things rolling quicker would be much appreciated. Thanks in advance.

Thread: Core Worlds:: Rules:: Chancellor Augusta

Thu, 25 May 2017 00:07:47 +0000

by Who2342

We have majorly different thoughts on how this card works. I assume you play the card, and then, on later turns, you can start spending these extra energy following the action "deploy x units". On the flip side, the card doesnt say you HAVE to spend actions. But because the card uses the word "deploy" I assume you used this turn up and have to wait to use the "deploy x units" action. I know someone else already posted this question but I wasnt satisfied with the given answers. Lol.

Thread: Millennium Blades:: Rules:: Promo cards after Tournament

Thu, 25 May 2017 00:02:44 +0000

by NthPower

Sorry if I missed this, but for #3 under 'Ending the Tournament' in the rulebook says:
"Reveal a complete set of Promo Cards...Players get one of these randomly."

What happens to the remaining cards?

Thread: Clans of Caledonia:: Rules:: Clan MacEwen balancing

Wed, 24 May 2017 23:32:56 +0000

by svardosi

I'm hoping this will be a good place for discussion about balancing Clan MacEwen's ability. Hopefully, anyone who uses the clan in Tabletopia will jump in here and say how it worked for them.

Here's how I'm thinking about it right now.

For balancing Clan MacEwen, I am looking at Cunninghman as a benchmark for comparison. Both clans spend 1 basic good -> X amount of coin.

Cunningham -- 1 Milk -> 8 Coins
MacEwen -- 1 Grain -> 9 Coins (currently)

It's just the triggers that are different.

Cunningham spends the basic good in the production phase (of which there are realistically 4 opportunities, round 5 being more beneficial to keep the milk as VP), and can spend as much of the basic good as desired -- the benefit is 8 coins.

MacEwen spends the basic good in the action phase (when fulfilling a contract... which may be 5-7 times for average player, but probably the high end as MacEwen in specifically incentivised to do so), and is limited to the number of Hops on the contract -- the benefit is (currently) 9.

The question for me is... is MacEwen's trigger more restrictive (limited quantity because of the hops), or less restrictive (more frequent opportunities to make the exchange)? And how hard does Clan MacEwen have to work to gather enough Bread and Whisky to fulfill a contract, while AT THE SAME TIME having enough raw Grain on hand to exchange for money?

Maybe MacEwen just need to get a few extra Fields units down to be off and running?

Thread: Luftwaffe:: Rules:: Flight Path question

Wed, 24 May 2017 23:29:44 +0000

by RustyColeman

I've never played it or seen it played nor have anyone to help me at the moment. Looking at the rules, it has what appears to be a contradiction.

In the 'how to move' section of the basic game, rule D says that 'Bombers must always move straight to their assigned target'. The "Bomber Missions" section, part C, rule 3 says 'Since the American player can decide to attack any particular base at any time, the bomber unit does not have to travel 'the most direct route' to the target.

Thread: Fields of Despair: France 1914-1918:: Rules:: Rule 16.3 The CP Reinforce The Eastern Front

Wed, 24 May 2017 23:23:48 +0000

by SLouis39

The rule indicates that the CP places the 15 removed SP in the first action phase of turn 5 if continuing from turn 3. Is there placement on turn 5 in frontline hexes as well? Thanks.

Thread: The Pillars of the Earth: Builders Duel:: General:: Card List for the A Deck

Wed, 24 May 2017 23:20:49 +0000

by IncHulkFan

I purchased a used copy and the A Deck only had 26 cards in it. Can someone provide a card list of the 27 cards so I can figure out which one I'm missing? Thanks!

Thread: Hornet Leader: Carrier Air Operations:: Rules:: Range questions

Wed, 24 May 2017 23:18:35 +0000

by AJzer

I am highly confused about the range rules. The description of what is "adjacent" on page 2 appears to be pretty simple: if a boxed-in zone touches another boxed-in zone (shares an edge), they are "adjacent" to each other. To calculate range, you count the least number of adjacent boxes, starting at the location an object is in, and counting outwards to the target.

When I do this, I can get to any box from any box with three adjacent steps... Which begs the question why range 4 weapons exist at all.

For example, let's call the Stand Off areas SOS, SON, SOE1 and SOE2, and SOW1 and SOW2. Cardinal designations for the outside Stand Off border zones, with "1" closer to the north, and "2" closer to the south SO areas.

If I count to the center from SOS, I start at SOS, and go to PAS->SA->C. That's three. By the same token, from the same starting position, I could go PASE->PAE->PANE. Or, SOE2->SOE1->SON.

In all cases, I can get to everywhere from anywhere in 3 steps... But this seems wrong.

Where am I confused?

Thread: Tunisia:: Rules:: Hq and supply.

Wed, 24 May 2017 23:15:40 +0000

by Bsantucci

I am setting up for race to Tunis scenario. The oob doesn't give me any hqs. How do I get these and which ones do I take? Also, other than the couple of charcoal truck supplys, how do I get more supplies in this game. Really confused !


Wed, 24 May 2017 23:06:01 +0000

by enditen

Saving Time is printing. We will be releasing it at Dice Tower Convention. It will be available online thereafter.

Session: Frostgrave:: Undead Ruins raid

Wed, 24 May 2017 22:56:11 +0000

by HillKing Played a modified version of The first scenario tonight with no "special" treasure. Mods were 2 treasures each for a shorter game, and a general central ruin for skeleton spawns instead of the blocky mos (to maximize table space.)Warbands were:REEVA, enchanterCarla, apprentice enchanterRikon Blart - archerMaria Blart - archerKlavis Breakem - thugLana Gerai - TheifJon Krackinskulls IV - KnightSir Blackmane ( wounded from previous game) no participating.Knight.VS.Lord Cronut - ChronomancerBearclaw - apprentice chronomancerSprEd JAMeson - thiefSir Bran - archerThe Coffee GrHounds - 3x war hounds-------------------Match was wicked fun but pretty much a disaster on my end. We placed 4 treasure and 2 independent skeletons on the board. Wanting to take ground, I advanced both archers along with REEVA.She was immediately set upon and slaughtered by the undead. Her and Maria lay dead in the snow. Game starts to go downhill for me and Way way uphill for Lord Cronut.Cronuts high speed stats ensure an easy advance to 3 treasures, along with a Crumble spell that successfully evicerates a standing pilot with a treasure atop, causing it to fall. Very cool moment. The dogs made their way to the other side of the ruins, basing Lana and making sure she can't make away with the treasure. I was boxed in. Neither she nor Klavis would make it out of that fight alive.Seeing not many options on the table, and with my apprentice taken out by the dogs, I decide to try my luck with Krackinskulls IV and go after the fleeing apprentice. With a lucky arrow through an unlucky line of sight from Rikon, I'm able to tag team and take out Bearclaw the apprentice, along with 2 of the 3 Coffee GrHounds. The rest of the opposing team flees with their treasure, but [...]

Thread: Cantankerous Cats:: Rules:: Cantankerous Cats Advanced Tactics [Living Post]

Wed, 24 May 2017 22:54:29 +0000

by MenthaDesigns Greetings, BGG community!This is going to be a living post where I (Al Gonzalez) will be outlining some of the core strategies and tactics buried in your box of Cantankerous Cats. While we are happy lots of fans find joy in the Basic Game, we would love to ease the learning curve into the Standard Game. To that effect, I decided to sit down and reveal a bit of what's going on under the proverbial hood.***WINNING THE GAME: DOMESTIC CATS***A common observation we see in newer players is that the end of a Standard game can feel random and unsatisfying. This is definitely part of the design on our end. We wanted to reward players who plan ahead, consolidate power, and build their hand to strike for the last point. If you aren't actively planning for your win, it will be fairly easy to stop you. That being said, there are a few key resources to have when you are preparing for a victory.-Pounce Tokens: Controlling the NeighborhoodThe first part of making sure you are in a good position to win is having 2-3 Pounce tokens. This accomplishes a number of things:1. Prevents DisruptionLess pounce tokens in the hands of other players means less opportunity for others to Pounce on your turn. Trump cards like "Laser Pointer" and "Blame the Dog" don't accomplish anything if a player doesn't have a token to use it. On the flip side, having multiple tokens gives YOU the opportunity to respond to any Pounce Actions with your own "Laser Pointers" to cancel cards that can steal your victory away from you.2. Gives you ControlWith more Pounce Tokens, you have more opportunities to thwart the efforts of other cats without giving up too much power. If you are gearing up for a victory, you should NEVER be without a Pounce [...]

Thread: Pandemic Legacy: Season 1:: General:: Help! I lost my rulebook!

Wed, 24 May 2017 22:53:02 +0000

by JeffJenkins

My group has lost our rulebook! We lost it at the start of September and I'd like to try to reconstruct it as best I can without spoilers. There seem to be a lot of resources here that have the info, so I'm mainly wondering what the best option is to not get spoiled.

I can use the remaining letters to figure out which lettered rules we had placed in the rulebook, so it's just a matter of getting the text of those rules without any of the other ones.

Thread: Legendary: A Marvel Deck Building Game:: General:: Paint the Town Red League

Wed, 24 May 2017 22:48:11 +0000

by Sylterix Welcome to the second league run by me. The first league was simply the base set, but now we have something different.Paint the Town Red!But wait, you say, the Start Leagues do this on a regular basis. They do, but we are going to add a twist.You only need the Base set and Paint the Town Red expansion to play. Other sets are optional.You get to either be on Team Spider-Man or Team Sinister Six. You have to play all 4 matches as one side or the other. If you are Team Spider-Man you get to use any Spider-friends affiliated character (plus Moon Knight). You even get to use Sidekicks from Secret Wars, if you have them, and Maria Hill! Also throw in 11 extra bystanders from any expansion to keep the bystander counts the same. You're trying to stop the city from falling into chaos.If you are Team Sinister Six, you get to use the Sinister Six, Kingpin and Bullseye. You also get to use New Recruits (but not sidekicks) and Madame Hydra. also include the 11 extra bystanders from Villains. You're trying to defeat some villains so more heroes don't get involved and defeat the impostor Mysterio.Which side is going to be victorious? The heroes with the extra choices, or will the villains eke out a victory and save the city instead. Pick your side and have fun.Any questions or comments leave them below.Match 1 - Due Thursday night, 2017-06-01Mastermind: Magneto Scheme: Invade the Daily Bugle News HQ Villain Group: Emissaries of Evil Henchmen: (3) Doombot Legion , (6 see Scheme setup) Sentinels Heroes: Thor You may select 2 additional Heroes from the list of available Heroes. Max Turn Count: 21Max VP: 139Villain Deck Contents: 8 Emissaries of Evil, 3 Doombot Legion,[...]

Thread: Near and Far:: General:: Anyone know the weight of this game?

Wed, 24 May 2017 22:32:48 +0000

by willmar22

I have a nine pound UPS package coming tomorrow and was wondering if this was it.

Thread: The Lord of the Rings: The Card Game:: Rules:: Core Card clarification

Wed, 24 May 2017 22:18:49 +0000

by Strewth78 Hello. I played my first game last night of PASSAGE THROUGH MIRKWOOD (and first game of any live card game for that matter). I choose the SPIRIT sphere as I hoped to lose quickly (just wanted to have a quick run through the game entirely for my first go). Today however I wanted to have a better go of it, but still decided to stick to one sphere, so I picked LEADERSHIP. I was surprised how easily I won the game and wondered if I was perhaps misinterpreting a couple cards or if it was a reflection on just how easy this scenario can be with better cards. FARAMIR's card had an ACTION: Exhaust FARAMIR to choose a player. Each character controlled by that player gets +1 WILLPOWER until the end of the phase. Can this action be used in solo mode? Or do you have to choose another player other than yourself? It doesn't state that, so I applied it to myself a couple rounds. Just double checking whether that move was legal. The STEWARD OF GONDOR attachment card has an ACTION: Exhaust to add 2 resources to attached hero's resource pool. I'm assuming I can do this every round since the card is readied after the refresh phase. It's just that it allowed me to accumulate so much resources that I could have 4 allies in play. That seemed rather easy. The attachment card, CELEBRIANS STONE, adds +2 WILLPOWER and if ARAGORN, gain a resource icon. I assumed the +2 WILLPOWER was continuous, but that the resource icon was only a one off as it doesn't say +1, but just gain a resource. Not sure if I enterprated that correctly, but I felt I had a plethora of resource from the other attachment anyway (I had both attached[...]

Thread: Runebound (Third Edition):: General:: 3rd party fancy Tokens/Pogs?

Wed, 24 May 2017 22:17:37 +0000

by msoong

DOes anyone make any 3rd party Tokens that can be used with the game that is "fancier"? I.e. metal, resin, etc...

Thread: Runewars Miniatures Game:: Rules:: After my first game.

Wed, 24 May 2017 22:16:11 +0000

by jbenz32

I have a specific example in mind. After looking over dial of the Oathsworn Calvary I notice something. It's basic red attack is Initiative 7. However if I wanted to have an initiative 3 could I choose my action as Move forward 1 with a modifier Minus one curved charge? Just thinking strategy in a quick strike before they were were to be killed. Thoughts?

Thread: B-17 Flying Fortress Leader:: Rules:: Event Cards Question

Wed, 24 May 2017 22:03:29 +0000

by Mondior

After reading a few other posts and some of the side comments that were made I am wondering if I am playing event cards incorrectly. Do you draw one card for the inbound flight and one for the outbound flight or do you draw an event card for each hex you enter?

One each way seems the correct way and how I have been playing it.

Thread: Age of Bismarck: The Unifications of Italy and Germany 1859-1871:: General:: Politricks, War, and Mobilisation.

Wed, 24 May 2017 21:53:11 +0000

by Agip This really is a fantastic game. I am trying to document some of what I am going through with it on video but but a) my videos arn't uploading and b) my phonecamera keeps cutting out without my knowing , so I have an hour or so of footage in three attempts that just weren't recorded. Oh well, I will find a way to get something out for this game because I think it is really good. On the third turn of my second game we (that is I - solo) were faced with a destabilised Austria (2 Prussian PCs and 4 Sardinian ones in its home provinces (due to Hungarian Uprising, curtesy of France, and one or two other events). Now, Prussia wouldn't normally want to invade Austria so soon, it really has to take down the whole power (ie. via the Province 'Austria' containing the capital - thus bringing the whole Austrian Power down) to be of any use (what with Prussia only really wanting that ethnically German province and Trentino on the other side) if it is going the military route against it, and the Austrian Power is not going to let that happen lightly!. But barring the political stars (read - Card Events) aligning fortuitiously this might be the only chance Prussian has versus Austria militarily. Or so I thought. Prussian hastily declares war (no card) and moves in some divisions (including allied ones from Saxony) but hadn't mobilised any Corps yet, Austria spends only one Ops point and manages to mobilise 2/3 of her army (eight Corps at this point), Sardina declares war - politically cheaply - on Austria to[...]

Thread: Fireteam Zero:: Rules:: Attack and then: 0 cards

Wed, 24 May 2017 21:51:16 +0000

by lolopedo

Hi all.

Can i do an attack with the last card in my hand or i am KO?.

I see what if a monster attack me and i dont have more cards i am KO, but: in my attacks too?


Thread: Manoeuvre: Distant Lands:: General:: Any reason to not mix these terrains with the base terrains?

Wed, 24 May 2017 21:48:04 +0000

by JohnnyDollar

I realized that there's no easy way to differentiate base from expansion (aside from painstakingly looking through BGG photos).

But, there would be no need to ever resort them out again, right? Just want to make sure I'm not missing anything.

I considered marking the white backs of the expansion - but then I thought it might be nice to keep it blank, for if I ever want to randomly draw terrain tiles from a mix of base & expansion.

Thread: Norway, 1940: A PQ-17 Expansion:: General:: base game reprint?

Wed, 24 May 2017 21:38:57 +0000

by astamagor

Doea anyone know if the base game is going to be reprinted?

Thread: Flip Ships:: General:: Tentative Release date?

Wed, 24 May 2017 21:35:48 +0000

by thegreatrudini

I saw in one of the other threads that the game will be previewed at Origins.

Any tentative target for a street date? Maybe a quarter you can tease us with?


PS: I want this game based on the box art alone (image)

Thread: Near and Far:: General:: Extra Coins in the mail?.......

Wed, 24 May 2017 21:35:16 +0000

by abonosky

Curious. I received the game earlier this week and then today I received a package of extra metal coins. Did the game not come with enough? I haven't counted them.