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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Martians: A Story of Civilization:: Rules:: Turn : I play 3 "time point" before the next payer play ?

Thu, 27 Oct 2016 17:00:56 +0000

by chaps31


I have a question... For me, when i played i can spend my 3 "time point" with the 3 Meeples and after that my turn is ended and the next player can play. Is it right ? Or i have to play 1 Meeple, remember how many "time point" i have left, next player plays, and when it comes to me again i play one Meeple (or get back Meeples and play 1)... again and again until every one have played their 3 time points

I think i'm right when i say i can play how many Meeple i want until i used my 3 "time point" before the next player plays his turn but i just want to be sure... Because in the begining, in comp mode, 3 players can take 9 spots... So tought for the last player...

In the french rules i can read "For one turn, each player play once..."

Thank you

Thread: Clank!:: Rules:: CLANK! Movement clarification and picking up items

Thu, 27 Oct 2016 17:00:21 +0000

by Matt8987

After my first playthrough, I am wondering about the rule: "when you enter a room, you may pick up a token" -- does this mean you can continue moving and picking up as many tokens as you'd like in other rooms or can you not pick up anymore items this turn?

(Ex: With one movement point, I enter a room with a major secret, pick it up. I still have a movement of 3 so I move two rooms and pick up one of the minor secrets and use my last movement to move to the next room and pick up an artifact ... is this legal?)

How it felt while playing is that once you pick up an item, you can still use your movement points but you can't pick up anything else in the same turn, so this is what we did and the final score was 196 to 165.

BONUS QUESTION: Is the 10 point artifact in the market space only available to purchase for 7 gold, or can you just pick it up?

Thanks for your input!

Thread: The Perfumer:: General:: Availability?

Thu, 27 Oct 2016 16:54:42 +0000

by Linq20

I saw this on Rahdo's channel and have been getting into board games a bit more. He talked about how the graphics were awesome and it was easy to pick up, which is kind of perfect for a few of my friends. A quick Google Search I didn't really find a good source for it. Is there a good supplier for it?

Thread: Frostgrave:: Variants:: 2 actions per turn house rule

Thu, 27 Oct 2016 16:54:36 +0000

by yosefbender

any 2 action per turn house rule

Probably the single most house rule that has sped up our groups gaming and made it less frustrating and more enjoyable is the 2 actions per turn rule

You can make two actions which can be 2 non-movement actions or the same action twice.

When using the same action, the second actions will have a penalty:

Second, move action 1/2 movement speed
second fight action -2 to fight (battle weary)
second, shoot action +2 to target(hasty shot)
second cast action +2 to difficulty to cast ( depletion of magic energy)

Cannot drink 2 potions (bad for your health), or read two scrolls(Bad on the eyes), in the same turn , but drinking and reading is acceptable unless you're driving. LOL

This rule is especially good for stat beefy spells,Potions in the beginning of the game,In the base game rules if you don't move you waste part of your turn, And often, you need to do things, especially with touch spells while you have your people in a group. Try out the rule. I think you'll like it. Some people think it makes shooting to powerful but if you lay out the right amount of terrain line of sight should be broken up enough with enough intervening terrain to make it very difficult to get a clear shot And with intervening bonuses for the target. The second shot is seldom made.

Thread: Epic Card Game:: General:: Full Constructed + Limited set for sale.

Thu, 27 Oct 2016 16:52:28 +0000

by Pseudohuman


I decided to get out of Epic. I have Full constructed (3x Base set + 3x Tyrants) + Limited (1x Base set + Tyrants). Limited cards are sleeved in KMC perfect fits. Constructed cards will come in the game box. All sets are in Like New condition

I ask $75+shipping (Original retail price is $160+shipping. Cheapest retail price is $96 + shipping). Sale will be over BGG marketplace. I am shipping from Cambridge, MA.

Thank you.

Thread: Carcassonne:: General:: So about shepherds....

Thu, 27 Oct 2016 16:51:53 +0000

by MrOsterman

We play as a family and I've found that the shepherds/ peasants/ the laying down meeples are really hard to explain scoring of. The roads? Easy. Cities? Easy. Abbeys? Simple. But getting around the rule of the continuous meadows is really hard to explain and it's ~feels~ really hard to strategize for.

But my question is: How much do we "break" the game if we don't play for that?

Thread: Fury of Dracula (third edition):: Rules:: Escape from Vampire encounter, Still Fight Dracula at Dusk?

Thu, 27 Oct 2016 16:46:34 +0000

by soosy

So read through a bunch of threads, but still would like this confirmed:

Hunter moved into city, reveals dracula and is ambushed by a vampire. Hunter/Vampire combat commences. If Hunter "Escapes" the combat, then they will still fight Dracula at Dusk, correct?

Basically, you always fight Dracula at Dawn/Dusk, regardless of any Encounters still at that location?

I think in 2nd edition you had to clear all minions first, so I had that stuck in my head. This occurred in a game last night, and I was very low health as the Hunter but had Heroic Leap. Wanted to use Heroic Leap with Dracula, but wasn't sure I could just slip out of the Vampire combat without defeating it. So I stayed and the Vampire killed me. Dracula only had 1 health so I would rather have escaped and then fought Drac.

Not having any luck trying to find this confirmed in the awful rulebooks either! Thanks.

Thread: Star Realms: Gambit Set:: Rules:: Nemesis Beast - Blob action

Thu, 27 Oct 2016 16:34:06 +0000

by HoraceHonkyHorn

When a Blob faction card is turned over for the Beast's turn, the action says "destroys target base...." - can someone clarify exactly how it should be played?

The challenge card says that the BEAST attacks bases when possible, so if there are 5 face down cards in front of the BEAST and it gets a Blob action, would it destroy a base (if I have one) AND attack for an additional 5 authority? Or does it mean that it destroys a base even if it doesn't have enough attack (e.g. base defence 6 and attack strength 5) rather than attacking my authority directly.

Thread: Gnomes and Associates:: News:: Kickstarter Gnomes and Associates

Thu, 27 Oct 2016 16:34:05 +0000

by MohandArt

Hi Everyone !

The small Company "Happy Games Factory" launches a Boardgame With miniatures which can be interesting for both gamers and all the family !

The game mechanics are quite simple, but has several levels of difficulty! There are plenty of dirty tricks to do !
Not a lot of miniatures but seems very funny and comes with several game modes !

Thread: A Feast for Odin:: Rules:: Plundering

Thu, 27 Oct 2016 16:33:44 +0000

by Big Bad Lex

The 4 Viking action plundering doesn't have a die in the top left corner and I can't find any reference to 'plundering' in the rules. How does this work? The action board just shows 2 ships on the right hand side.

Thread: Das kleine Bankett und andere Abenteuer:: General:: Availability?

Thu, 27 Oct 2016 16:32:22 +0000

by rob_bakker

Has anybody ever seen a copy for sale/trade of this game?

Thread: Krosmaster Arena 2.0:: General:: Demonic Rewards

Thu, 27 Oct 2016 16:30:34 +0000

by SuperMike3288

I read some place that one change for 2.0 (aside from some of the small rules tweaks) was to re-balance the demonic rewards. However, in the rulebook, I see no mention of "combining sets," so my question: is there some standard for which DRs to use?

The base board has a set, Frigost has a set, and now this new board has a set. So, regardless of any "balance" issues in past DRs, do we just treat them as arena specific?

Thread: Star Trek: Ascendancy:: Rules:: Help me compile a list of every way to spend a Command

Thu, 27 Oct 2016 16:27:24 +0000

by vikingerik

The biggest challenge I found in learning Ascendancy was getting my head around everything that Commands can do. The player aids give an incomplete list, but that's understandable for simplicity. The list on page 10 of the rulebook isn't quite complete either. And the online PDF of the rulebook seems to be scanned images and isn't actually text to search for "command".

I think these are the possible actions, please tell me if there are any more!

- Move a ship at Impulse speed
- Enter Warp with a ship or fleet
- Add a Warp token to a ship or fleet already in warp
- Move a ship/fleet in warp and exit warp
- Initiate a Space Battle against a sector (which includes all your ships in or adjacent to the target sector even if in multiple sectors)
- Invade a Planet
- Attempt Hegemony
- Construct a Starbase (subject to the requirements of planetary control and ascendancy level)
- Commission a Fleet (subject to the requirement of a starbase or home system)
- Launch Research projects (draw two, discard down to your number of research nodes)
- Activate any rule on an Advancement that requires a Command

These are actions that come for free as part of a movement command, so you can spend a Command to do them, which is really moving 0 spaces first then doing this:

- Add or remove ships to a Fleet (does not have to be at a starbase or home system)
- Brave a Hazard in a Phenomenon sector

The following actions do NOT consume a Command:

- Add or remove ships to a fleet at the beginning or end of a movement command
- Brave a Hazard in a Phenomenon sector that a ship/fleet just moved into
- Retreat from a Space Battle
- Retreat from a Planetary Invasion (only the attacker can)
- Make a move at Impulse speed upon winning a Space Battle (this is a Tactical Maneuver)
- Disband a Fleet
- Commission a Fleet with at least 3 newly-built ships

Anything else?

Thread: Wiz-War (eighth edition):: General:: Tesseract maps?

Thu, 27 Oct 2016 16:27:04 +0000

by esirof

I saw the following posted in a general forum thread about games own multiple copies of.

Bagherra wrote:

Wiz-War to build tesseract maps

Whoa, whoa, whoa...what does this mean? I just searched the Wiz War forums and cannot find the word tesseract mentioned anywhere. Inquiring minds want to know!

Thread: Abyss:: News:: Does anyone have info on a reprint?

Thu, 27 Oct 2016 16:26:49 +0000

by benny1980no

Any chance this game will be reprinted?

Thread: Project Mars:: General:: Need Gamepley video!

Thu, 27 Oct 2016 16:25:42 +0000

by kenes35

Game looks good but i have some trouble with the rulebook.

Any possibilty to shoot gameplay video?


Thread: The Campaign for North Africa:: Rules:: New solo game of the beast... a silly question on start-up

Thu, 27 Oct 2016 16:25:26 +0000

by Ciro7


I am currently setting up / starting a solo game of this CNA beast with full options (i.e. full Air and Logistics Rules). I will also use some of the clever rules modifications (Air rules) that some other players have already envisaged. I will start recording everything on paper to get the full feel of this game ((image) (image) ), but with the intention to progressively evolve into Excel recording and calculations. Not sure how far I will get (not very far, probably), but I just wanted to taste it... (image)

My silly question is: the first scenario / campaign game starts "with Game-Turn 1, OpStage 1". Should I assume the following facts?

1) The phases "INITIATIVE STAGE", "STRATEGIC AIR PLANNING STAGE", "NAVAL CONVOY STAGE" and "STORES EXPENDITURE STAGE" have already taken place before the very start of the game (apart from the Axis convoy planning for the rest of September 1940 and pre-defined initiative results).

2) Every unit is carrying ammo for one first shot / combat at the start of the game (in addition to any ammo points loaded on trucks or present at supply dumps).

3) Every unit is assumed to have received the correct amount of required stores for this first Game Turn (in addition to stores points loaded on trucks or at supply dumps).

Are these assumptions right?

Or else should I start "from scratch" (units at "zero-ammo" / "zero-stores" status), starting with phase "INITIATIVE DETERMINATION PHASE" (well, this one is pre-defined by the scenario), and hence make do with whatever ammo and stores I could put before the start onto the trucks and supply dumps? (even for the first Op. Stage)

Thanks, regards,


Thread: Grimslingers: Duels:: General:: Any misprints / errata?

Thu, 27 Oct 2016 16:23:10 +0000

by danaolson

I noticed that the full Grimslingers game is getting a second edition with a bunch of fixes to the rules and cards. I'm wondering if this little spinoff suffers from any/all of the same issues?

Thread: Onirim (second edition):: Rules:: Doors in limbo

Thu, 27 Oct 2016 16:13:53 +0000

by bcoot9

If you complete a trio for a door and it's in Limbo can it still be claimed or do you have to leave it and wait for another turn? Had this situation during my first game.

Thread: Pathfinder Adventure Card Game: Mummy's Mask – Base Set:: General:: Ally for the app - free code

Thu, 27 Oct 2016 16:13:49 +0000

by Fringer 11

Hi there. I won't be getting the Pathfinder app.

I have the promo Ally card Gobling Golem Of Obsidian With an unique code.

So the first one of you guys that follow these instructions will get this Ally card in the app.

1 - Go to

2 - Enter Your Playfab ID, located at the bottom of Your "settings" window in Pathfinder Adventures.

3 - Enter this code: 51W-YKPB-7XQ (may be the first should be 5IW, hard to tell because of the look of the second sign on the card).

Good luck.

Thread: Brettspiel Adventskalender 2016:: General:: Searching for one

Thu, 27 Oct 2016 16:10:34 +0000

by skeil

I'm interested in Hansa Teutonica's promo.

Anyone has it?

Thread: Sentinels of the Multiverse:: Variants:: Custom villain: Hivemind

Thu, 27 Oct 2016 16:09:38 +0000

by pricyprovinces

This is the second of my three villains (The Archmage was the first.) Again any feedback/suggestions (or art ideas) are welcome.

Villain: Hivemind
Front: One As All

At the start of the game, put Hivemind's villain character card into play, "One As All" side up. Reveal cards from the top of the villain deck until a swarm is revealed, put it into play, shuffle the other revealed cards into the villain deck.

At the start of the villain turn shuffle the villain trash and put the top-most swarm card into play. At the end of the villain turn, Hivemind regains H-2 hp and deals the hero target with the highest hp H-1 infernal damage. If there are ever 4 swarm cards in play with different titles, flip the Hivemind's character cards.

Advanced: Increase damage dealt to hero targets by 1.

Back: All As One

Increase damage dealt to and by Hivemind by 1. At the start of the villain turn destroy a swarm card, then play the top card for the villain deck and Hivemind regains 5 hp. If there are ever no Swarm cards in play flip Hivemind's character cards.

Advanced: At the start of the villain turn shuffle the villain trash and play the top-most swarm card into play.


Strength of the swarm(2)
Reduce damage dealt to Hivemind by 1 for each different type of swarm card in play. At the end of the villain turn each swarm deals the hero target with the highest hp 1 irreducible toxic damage.

Reforming enemy(2)
The first time damage would destroy a swarm card with 2 or more hp each turn, reduce the damage to 1.


Vast reinforcements(2)
Reveal the top H cards of the villain deck, put any revealed swarm cards into play, shuffle the other revealed cards into the villain deck.

Strength in numbers(3)
Each swarm card in play regains H-1 hp. Play the top card of the villain deck.

The swarm's power(2)
Hivemind deals each hero target x projectile damage,where x = number of swarm cards in play+2

Swarm tactics(2)
Hivemind regains x hp where x = the number of swarm cards in play +2. Hivemind deals the hero target with the highest hp H energy damage.


Wasp swarm(3)
Reduce damage dealt to roach swarms by 1. At the end of the villain turn this card deals each hero target H-2 melee damage.

Mosquito swarm(3)
Reduce damage dealt to grasshopper swarms by 1. At the end of the villain turn this card deals the hero target with the lowest hp H-1 melee damage.

Grasshopper swarm(3)
Reduce damage dealt to wasp swarms by 1. At the end of the villain turn each hero must discard a card.

Roach swarm(3)
Reduce damage dealt to mosquito swarms by 1. At the end of the villain turn destroy a hero ongoing or equipment card.

Thread: Epic Card Game:: General:: Live Broadcast of Worlds?

Thu, 27 Oct 2016 16:08:11 +0000

by commodore vendari

I'm wondering if Worlds will be broadcast over TwitchTV or some other streaming service so those who are unable to attend the event can still watch the championships. Does anybody know?

Thread: Kingdom Death: Monster:: General:: The other monsters REALLY ADD the game?

Thu, 27 Oct 2016 16:07:36 +0000

by laucion

I will get this piece of art on the next Kickstarter. However I'm still thinking about getting new monsters. As far as I know, the base game comes with 7 monsters and each new one costs nearly 100 bucks. For me that's a LOT of cash so... is it worth it? Do they really add to the game?

Thread: Legendary: Deadpool:: General:: Thoughts from Solo Players?

Thu, 27 Oct 2016 16:03:11 +0000

by dontfeedthegreen

Just wondering if any solo players who have this expansion would care to share their impressions of how well it works in solo play?

I'm hesitant about getting it, because a lot of the cards seem focused on player interactions, and I wonder if I'm worrying about nothing and it's still fun, or if it actually is more of a multi-player experience.

Thread: Eldritch Horror:: Rules:: Combat Encounter - Can you look at monsters stats beforehand?

Thu, 27 Oct 2016 16:01:57 +0000

by shadowlink97

Hi, we got Eldritch Horror a few months ago and love it, however there is one rule/situation that still raises questions:

When a monster enters play, or any time after it enters play but before you engage in combat with it, are any of the investigators allowed to look at its stats on the back (sanity, strength, toughness)?

It seems like the answer to this would drastically change how we play the game, making it much harder if not allowed to look. On one hand, there is a rule that states "if a card is two sided, do not look at the back of it until the card tells you to flip it." On the other hand, some monsters require you to flip them for reckoning or spawn ability, and it is hard not to look at the stats when doing this. From a common sense point of view, it would seem that the person wouldn't really know how tough a monster was until he first engaged it in combat, however, maybe i'm just making the game harder than it needs to be.

Thanks for the clarification!

Thread: Divine Right:: General:: d6 Divine Right yet?

Thu, 27 Oct 2016 15:59:36 +0000

by dndgeek

So, any word on d6 Divine Right yet? Big fan.

Thread: Legendary: A Marvel Deck Building Game:: General:: Set up tips and organizer tips

Thu, 27 Oct 2016 15:53:28 +0000

by Jreilly89

Hey guys, just got the base game and while i'm stupid excited to play, I'm still in the process of sorting and sleeving it all.

1) Any tips for setup/tear down? This game seems like it can ge out of hand if you don't organize correctly.

2) What do you use to mark the dividers that come in the base game? I'm thinking of using them to sort all the master minds/initial decks/bystanders/etc., but I'm wondering if plain sharpie will stay on the divider and not rub off.

Thread: Epic Card Game:: News:: Top Magic and Star Realms Players will compete in the Epic World Championship

Thu, 27 Oct 2016 15:51:29 +0000

by d3bd3b

Top Magic and Star Realms players will compete in the Epic World Championship. Check it out!

Thread: The Lord of the Rings: The Card Game:: Strategy:: Noldor Mad Dredge, an essay about a deck to come!

Thu, 27 Oct 2016 15:51:18 +0000

by oDESGOSTO Dredge, one of the most fun to play Magic: The Gathering decks of all time with an unique engine can be ported into The Lord of the Rings: The Card Game. But there's also a bit of Madness in here...The Power of DredgeDredge is fun. But also powerful, really powerful. The Dredge engine allows a player to put the draw deck in the discard pile really fast. And by achieving this said player will end the game quickly, by cheating power cards into play, combo'ing off or estabilishing a lock.Bu the real power of Dredge is choice!By allowing a player to have a full deck in the discard pile and with cards that can play cards from that discard pile, the engine will transform a discard pile into a sort-off extension of the playing hand. This is what really makes the engine fun. And tossing a lot of card into the "bin" too.About MadnessMadness is another rule/engine used in M:TG that allow cards being played for a lesser cost or trigger effects when the player discards cards from hand.It had its time back in the days when the engine came out but was never as cool as Dredge.The LOTR portHow to make a port of these engines into LOTR?!Well... first we don't have cards that make the same effect as the Dredge engine in M:TG. Second, we don't have that many cards that work while stuck in the discard pile... but we have some!Last, we have some fun cards that will benefit from discard, so Madness can make its work here.But the most important is this guy here:This Noldor elf will make our engine run. It doesn't work in the same way as a Dredge card works but what it can achieve is pretty much the same thing, with a bonus: huge card draw!The discard clause is our pseudo-Dredge effect, it will force us to dump an initial hand of ten'ish cards and fill our "bin" quite fast. After turn one it will fuel our hand with 4 cards per turn plus the discard madness! [pun intended]But then they were two:Arwen is the compulsory choice #2 of our engine.She will cheat the Resource game letting us have up to 4 Resources per turn, also her condition works great with Erestor since they're both Noldor we can put the extra Resource on a Spirit or Lore pool.Now, a matter of choice... I've listed those three due to personal preference.Círdan is plain Dredge.Apart for giving one card draw (in theory) he's also working out our discard pile 1-card-per-turn. He can also trigger free stuff like Hidden Cache or Ered Luin Miner but I guess this deck will not need such follies.Éowyn, aggressive questing.Éowyn works in the same way as Arwen, using cards in hand as resources, in this case, as boosting Willpower.I'd take her second after Círdan because I want the deck to explode and have another card that can make the same effect Éowyn brings to the table, but she can be kept in sideboard if really aggressive questing is needed, or if you'll play a more supportive role in a 2P+ game and quest is your thing.Caldara, the game-changer.I'll put Caldara on the end of the spectrum because she can work wonders on her own deck, mono-Spirit. On this deck she can still make her trick but only to trade with one Ally, which seems a bit short to me. But she deserves a honorable mention here because she can trade-off with any Spirit All[...]

Thread: Forbidden Island:: General:: Could it be a one player game.

Thu, 27 Oct 2016 15:48:48 +0000

by Dave345

Hi all could this work as a solo game.Thanks Dave.

Thread: Pathfinder Adventure Card Game: Mummy's Mask – Base Set:: General:: Traders / d4

Thu, 27 Oct 2016 15:48:19 +0000

by takai

I've played through the basic adventure and will start on the first adventure deck soon. The new trader concept is really nice, allowing the characters to trade in cards. This alleviates some burning through location decks just to find an item or weapon that characters might need. Good one.

I also find I'm rolling a lot of d4's. Glad I have so many...

This is a good one, and feels to me like it could be the best set so far. What do you guys think?

Thread: The Ladies of Troyes:: General:: Compatibility with Pearl french language version?

Thu, 27 Oct 2016 15:46:38 +0000

by anaturalharmonic

Hi all,

I want to get this expansion but I have the french language version from Pearl games.

Will a french language version be available?

If so, how/where do I get a copy of that?

If not, (not a big deal) will the English version of this expansion match the Pearl version?

Thread: Trickerion: Legends of Illusion:: General:: How to Start

Thu, 27 Oct 2016 15:46:27 +0000

by shenannigan

Hows the easiest way to start playing this game? Right with the dark alley rules or start with the base game first. I'm a little worried my playgroup might suffer rule-paralysis by the amount going on and might be confused with the dark alley rules from the beginning. Or is that a baseless worry?

Thread: Mechs vs. Minions:: Variants:: Playing 4 mechs in 3 people (and maybe 2)

Thu, 27 Oct 2016 15:39:17 +0000

by Sorlin

What about doing something similar to what Space Alert do, and the first player plays 1 card on his mech, and one on a shared mech?
This will maybe add to the ap of the playing card phase, but will "balance" some mission to the 4 player count.

I will make the shared mech going always last to match the turn order of the players, so the first player will do his, then the other players then the shared mech (played by first player)

Similar thing for the 2 player, but in that case it is probably easier if each player plays 2 mechs (nothing shared).

Will it be feasible?

Thread: Descent: Journeys in the Dark (Second Edition):: General:: Book Keeping?

Thu, 27 Oct 2016 15:36:41 +0000

by chrisn96

So how much book keeping is there in Descent? I play Shadows of Brimstone and there is a ton of book keeping there and even though I enjoy SoB it's almost too much to keep up with and it makes it so I don't want to play some times.

Thread: The Captain Is Dead:: Rules:: Battle Plan - Make It So card query

Thu, 27 Oct 2016 15:36:30 +0000

by Virgil_Smith

One of the Battle Plans, titled Make It So, allows the Jump Core to be fixed for no action cost. Does this mean the 5 Engineering skills are still needed, or is it a totally free play?

Thread: Defenders of the Realm:: Variants:: HOME MADE Troll General & Minions, Hydra General & Minions plus 4 Heroes plus 1 Global Effect-Thick Fog

Thu, 27 Oct 2016 15:34:50 +0000

by darkelfmage Couple of things:- If this post offends anyone or upsets the publisher, Designers, Artists, please let me know and i shall delete it. This is for Home play only.Credit goes to the game designer who made the game. - This variants were made by me few years ago, I like to share them with you to perhaps gives you something to experiment at home. Call it Winter league Topics here are as follows:1) Troll Minions and Female General.2) Hydra Minions and Female General.3) 4 Heroes (1 Male and 3 Female).4) One Global Effect- Thick Fog.Enjoy.1)Troll Minions and General:This beautiful female General was once a resident of Monarch City but was expelled from the Capital. Rumor has it she did not accept the King`s hand for wedding, she wanted to live free.{After being expelled she promised herself to have revenge and destroy the King and the Capital and since she was unable to do it alone she decided to use her only weapon her beauty to get around and in her travels North she ended up in the DEADLANDS. The land of Trolls. She was captured by Troll Guards and brought to their caves. Those creatures never seen a beautiful human so instead of killing her they showed interest in her. She used this moment to draw on a skin an image of sky and herself appearing in Troll lands and this is a message for the trolls that she has come to give them their lands back. So they worshiped her and she became the ruler of them}. Deadlands is up north connecting with three other territories.This General marched from North by land and the river and her Troll Minions spread across the realm. Troll General Card:Ability to Charm the Heroes (Male and Female). If the hero shared the territory with this female General, The General always rolls first and on the result of 5 or 6 the hero is charmed and taken as captive to DeadLands.Troll Minions: (Yellow colour in the game)Do not have alliance with any other Generals.a (Combat against other Minions-Combat begins when these minions share the territory with other minions and Generals.Roll yellow die for each Troll Minion, do the same with any other type of minion [colour of die match the colour of minion] and follow the success Hit table for Dragonkin, Undead, Orcs and Damon). b(Combat against other Heroes- The Hero can kill the Troll Minion(s) with a die roll of 4,5 or 6 however if the hero rolls a 1, the number of trolls in the same territory doubles and the tainted land rule applies here.1) When a hero is charmed by the troll General, what happens to the hero?Response-The Hero becomes captive and placed in the general starting point.2) Does the troll General replace one of the 4 generals? or did you use another mechanic for her as a 5th general? If as a 5th general, how does she and the trolls come into play?Response- Yes, this is correct, you replace the Troll General with the Undead General. i created a location (Dead Lands) on the map in the north part to allow starting point for the Troll General however we have had sessions which we just re[...]

Thread: Mechs vs. Minions:: Rules:: Mission 2: Zhonya Minuteglass

Thu, 27 Oct 2016 15:32:12 +0000

by evenme

Should I use Zhonya Minuteglass on every draft or just the double first one ?

It's not clear if it's a default thing or it's triggered in some kind of event like on mission 1 when the bomb leaves the school.

Thread: Gladiatoris:: General:: We're back!!! (Kickstarter starts NOVEMBER 3)

Thu, 27 Oct 2016 15:22:32 +0000

by Thraex Well, in truth, we've never been gone. We've spent all this time polishing our game and dealing with several interested publishers. We've finally decided to go on our own to be able to publish the full game exactly the way we want.Gladiatoris is almost ready to go. The rules are final since more than a year, we've finished the many models for your miniatures, and we're progressing with the illustrations quite fast... We've been designing Gladiatoris since 2009. It allows from 1 to 6 players to reenact the gladiatorial games from the classic Roman age. Each player will play with a different team, and each team offers 3 Gladiators, 3 Beasts and 3 Slaves (and 4 neutral Slaves). As a lanista, each player will first manage his team composition and then all of them will send their combatants to the Arena in any of the many different gladiatorial games available.Another feature we are proud of is its accuracy to history. We've recruited a PhD historian specialized in Gladiatorial Games to make sure everything in our game, from the games to the miniatures, are the way they were in the past. You can read more on that on our website.The components are * 40 miniatures (most of them different)!! * 157 cards, * 14 twelve-sided dice, * 22 board sections (double-sided, different tiles), * over 130 punch board tokens* rulebook and games book.We have much more content available in our web (, including an explanation of the game, a full description of our 4 basic teams, a design diary and much more. We will also expand the information with regular posts until the launch date.If you are interested in our game, we invite you to register at our website (spam free), and we'll warn you whenever a big update occurs, including our crowdfunding campaing, that will start on NOVEMBER 3. Or you may subscribe to this topic.We'll be glad you answer any question or comment you might have. We love to talk about our game and we've learnt a lot from people's feedback during all those developping years!Thank you for your interest!David and Luis [...]

Thread: Bloody April, 1917: Air War Over Arras, France:: Rules:: Landing and endurance, MG units

Thu, 27 Oct 2016 15:16:36 +0000

by mike_espo

When landing, rules say the a/c must end it's movement next to the aerodrome. Is this turn 1 of the landing process?

If so, it seems incorrect that the a/c only spends one pt of fuel as he can be moving at maximum speed(2 pts).

Also, MG ground units are considered Light Flak with no barrage markers...Does this mean that they affect a/c in adjacent hexes?


Thread: Massive Darkness:: General:: Is this game campaign only? Or can you play any mission? Also, is 2 player 2 heroes or do we have to pilot multiple?

Thu, 27 Oct 2016 15:08:17 +0000

by jgortner

Hi all,

Strongly considering late backing this one. But wanted to get a couple of questions answered if you please.

(image) Is his game really campaign only? Or can we just play which ever mission? Like are there rules to accommodate jumping in and leveling our character up right before we play a higher level mission? And are those rules elegant / easy / fun?

(image) For lower player counts, like 2 player, do we have to pilot multiple heroes? Or does the game scale down?


Thread: Virus:: Rules:: How many times I can fight against creature during one countdown period?

Thu, 27 Oct 2016 15:05:47 +0000

by xuxiaoyue

During one countdown period, I roll to attack the creatures and they counter-attack myself and some creatures are still alive. After that can I roll against to start second attack if countdown isn't end?

That means if I roll and calculate result faster, I can fight more times during one countdown period. right?


Thread: Conan:: Rules:: About Items?

Thu, 27 Oct 2016 15:04:17 +0000

by Rocambole

May be a dumb question but I didn't see anything related to this:

On some items/ennemies the bonus provided is a colored dice with the reroll symbol (Battle Axe for example) while some have not the reroll symbol (Dagger for example).
Does this mean that the provided bonus dice can be rerolled for these and not for the others?

Thanks for your insight.

Thread: Wargames:: General:: PATHS TO HELL

Thu, 27 Oct 2016 15:02:45 +0000

by Niko3 Hi to all!Still can preorder our new module "Paths to Hell" from War Storm Series and published by Compass Games (have available the Standard rules to download): BGG: 4:15 am on 22 June 1941 Adolf Hitler launched his armies eastward in a massive invasion against the Soviet Union, Codenamed Operation Barbarossa. It was the largest military operation in history, three great army groups, involving more than 3 million Axis troops, 150 German divisions, and three thousand tanks smashed across the frontier into Soviet territory. The invasion covered a front from the North Cape to the Black Sea, a distance of two thousand miles. The Soviet Union must fight against the most powerful army, German combat effectiveness had reached its apogee; in training, doctrine, and fighting ability.Paths to Hell (PTH) (Volume III) is a stand-alone game in the A las Barricadas! (ALB) game series. Recreates the events of those days and allows the players to reproduce the most famous battles of the Blitzkrieg on the East Front at a tactical level. Players take command of either the Allied or Axis forces (or can play solitaire) in the tactical battles of each scenario.PTH while utilizing La Bataille de France, 1940 base rules, incorporates new and adapted rules and additions for this new front. The WSS promises many hours of fierce fighting between the infantry, tanks, artillery and aircraft belonging to the armies enveloped in this conflict. Just a few of the additions include: Human wave attacks Battalion officers Communist Commissars Recon rules Flamethrower tanks Motorcycle recon Waffen SS Gully Rail RoadsWSS LogoPTH have a moderate complexity with good solitaire suitability. The system emphasizes the role of officers. Officers can activate units, coordinate with other officers and their units, call for artillery support, air support, smoke screens, influence moral checks, coordinate assaults, and much more. Rules for special actions.Based on the principle of simultaneous execution, or simply "WE GO", a hybrid system of turns and "real time". The players must activate unit leaders to perform many actions (fire, assault, move, coordinate, etc). A turn ends when both players have completed all their activations. The scale is company level with unitsrepresenting groups of between 30 and 40 soldiers, weapons units represents groups of 3-4 weapons and their accompanying crews (20-25 soldiers), and the AFvs-Transports representing groups of 3 to 5 vehicles and their corresponding crews. Scenarios are divided into turns representing about 12-15 minutes of action.Turns are divided into the following phases: Command Phase, Initiative Phase, Ac[...]

Thread: War of the Ring (second edition):: Strategy:: Number of units for besieging ?

Thu, 27 Oct 2016 15:02:20 +0000

by La_Gofr

Hello folks !

I have some questions for you because as a newbie, I can't really figure it out with my lack of experience in the game (questions previously asked on 1st edition strategy forum, as french one has no 2nd edition, but was suggested to post it here because seems way more active) :

1) How much more units an attacker should have (compared to defender) when besieging a stronghold (double of units, triple ?) ? It looks like there are multiple factors (leadership, companions, combat cards...) for this but for now it's just to have a rough indicator.

2) When would be best to stop besieging (if by any chance, you can't manage to roll many 6s, and Opposite Player slowly begins to kill your units) ?

3) How many units do you leave in a taken stronghold to prevent the other player to claim it back ?

Thanks for your thoughts guys !


Thread: The Pillars of the Earth:: General:: Let your voices be heard... we want a reprint.

Thu, 27 Oct 2016 14:52:58 +0000

by sao123

As you know, in 2015 Thames and Kosmos announced they would be the publisher for Kosmos titles in the US instead of licensing out titles to other publishers.

i sent a message to Thames and Kosmos through their website, and got a reply.

Hi Scott,

Thanks for reaching out!

Thames & Kosmos acts as the North American arm of parent company Kosmos in Germany, and you are correct: we just started bringing a selection of Kosmos board games to the US last year. At this time, it is unclear whether or not a reprint or new edition of Pillars of the Earth will occur, however we do understand it’s in high demand. I will pass this suggestion along to our product development team for consideration; we rely heavily on feedback from fans to determine which Kosmos games we bring to the US market.

If you’d like to receive updates on our new releases, I encourage you to sign up for our mailing list here. You can also follow us on Facebook and Twitter.

Thanks again for taking the time to let us know which games are of interest!


Lili DeSisto
Marketing Coordinator

Thames & Kosmos
301 Friendship Street
Providence, RI 02903
Toll free: 800-587-2872 x103
Fax: 401-459-6775

If you want to see a reprint as badly as I do... I suggest you drop them a note as well...

Thread: Black Orchestra:: Rules:: Black Orchestra FAQ / Errata

Thu, 27 Oct 2016 14:51:25 +0000

by Game Salute



Plot Cards: Plot cards are not Restricted as shown on page 8 and the component diagram on page 2. The rule on Plot cards found in the "Commonly Overlooked Rules" section on page 10 is the correct wording.

Conspirator Cards

Safe: This reads that "Plots and Restricted Cards do not raise your Suspicion during Gestapo Raids". This is redundant as Plot cards never count towards your Suspicion during Gestapo Raids since they are not Restricted cards.


General Gameplay

Dice Limit: The dice are limited to the number of uncommitted dice available, but this limit will almost never come into play.


Deliver Item: You can only deliver to a location without an Item tile on it. Essentially, if you can't see the delivery text on the space, you can't deliver there yet.


Plot Cards: Plot cards are not Restricted and are never unwillingly discarded as part of Gestapo Raid.

Plot Dice: You are not required to roll of the dice you are entitled to when enacting a plot. The only dice you must roll are the ones gained from "Required Elements", which is usually just one die.

Thread: Terraforming Mars:: General:: Is this game out of stock?

Thu, 27 Oct 2016 14:50:27 +0000

by Falcons

Just curious if Terraforming Mars is out of stock or are stores still waiting for the game?


Thread: Empire of the Sun:: Play By Forum:: Anyone for the The Shortened Campaign (1942-1945)?

Thu, 27 Oct 2016 14:48:08 +0000

by Has_hecho_trampas


Does anyone want to play this campaing? I played a couple of hands, but not the entire game.

C U!

Thread: Mansions of Madness: Second Edition:: General:: Fantasy Flight Confirms No Multiple Game Saves

Thu, 27 Oct 2016 14:45:53 +0000

by paco62

I have been perplexed as to why people aren't more concerned with only being able to save a single scenario in progress. Given that the shortest scenario is 90-120 minutes, with lots of people indicating that it actually takes much longer, the ability to only save one game at a time severely constrains the consumer. If I play a scenario with my game group and we don't finish, I cannot play this game with anyone else without overwriting the game.

Descent offers multiple game saves, so I wasn't sure if it was s development or technology constraint. I reached out to Fantasy Flight and this was there response:

"The decision to make a single save was a design decision. There are not any current plans to support multiple saves. We apologize for any inconvenience this may have caused, we also appreciate your understanding and support. As always, please contact us directly if you have any further questions or concerns."

This is really disappointing and feels like lazy development on their part. I have followed up asking for further explanation and will continue to update this thread when they respond.

It looks like people creating their own workarounds, at least for Windows, that can be found in the General forum. I have also provided a link below.

Thread: Welcome Back to the Dungeon:: Rules:: Lucky Coin confusion

Thu, 27 Oct 2016 14:44:32 +0000

by boomtron

Lucky Coin Tile wrote:

Defeat an even-strength Monster. If the next Monster is even, repeat the process.

Straightforward so far. Encounter a 4, defeat it using the coin, then encounter a 7, streak stopped, discard the coin.

But wait:

Lucky Coin Rules section wrote:

You can ignore an even-strength Monster and keep the Lucky Coin. If the next Monster you face is also even-strength and is not defeated by another piece of Equipment, defeat it and continue this way until you face an odd-strength Monster. The Lucky Coin is then discarded.

"Ignore"? Also, the way that is written, it implies that you must use the coin on an even-strength Monster if you encounter on right after you choose to save the coin. Weird. The rules clarification and example seem to apply the "ignoring" as an ability of the coin, when the original rules are just trying to show that you aren't obligated to use the Coin.

Here is what I think the rules are trying to say: You are never forced to use the Coin on an even Monster. If you do, you continue to defeat even Monsters until you face one that is non-even (some Monsters are neither even nor odd) and then you discard the Coin. Done.

I think this is a translation issue, based on a few other odd wordings. Examples: "Reanimation Bones" are called "Resurrection Jacks" in the rules. In the Charming Flute section, the term "the next Monsters" is used, when it seems to intend "all remaining Monsters."

Review: Tamps:: "Tamps (Prototype)" - a conclusion (german)

Thu, 27 Oct 2016 14:42:08 +0000

by Brakus

Review-Fazit zu Tamps“, einem flinken Knobel-Reaktionsspiel.

für: 4-9 Spieler
ab: 8 Jahren
ca.-Spielzeit: 5min.
Autoren: Jesse van den Berg, Salko Joost Kattenberg und Rens Kattenberg
Illustration: Salko Joost Kattenberg und Alex Kuijer
Verlag: (self published)
Anleitung: englisch
Material: sprachneutral

[Download: Anleitung]
kein Download, aber eine Online-Erklärung (engl.): (runterscrollen^^)

„Tamps“ ist ein sehr schnelles Knobelspiel, bei dem alle Spieler gleichzeitig agieren und um die Wette nach passenden Karten in der Tischmitte grabschen, damit sie möglichst rasch selbst einen „Tamps“ (5 Karten mit gleichem Symbol, aber unterschiedlicher Hintergrundfarbe) erhalten oder einen Spieler benennen, der einen solchen auf der Hand hält, bevor dieser es kund tun kann. Neben sehr flinken Augen und Händen sowie schneller Auffassungsgabe, benötigen die Spieler also auch noch die Fähigkeit gut nachzuhalten, um hier erfolgreich zu punkten!
Die sehr abstrakt gezeichneten, bunten Karten machen in diesem wertigen Prototypen schon was her und die Testspiele verliefen allesamt sehr hurtig und spassig.
Die Regeln sind simpel und die Herausforderung permanent hoch, da kommt man schon mal ins Grübel-Schwitzen^^. Wegen seiner kurzen Spielzeit eignet sich „Tamps“ sehr schön für viele Partien oder als „Zwischendurchspiel“ für größere Runden. Die Mindestbesetzung darf dabei gerne schon 6 sein, damit es auch so richtig hektisch wird (image) !

4 von 6 Punkten.

Ausgepackt: n/a


Thread: Mansions of Madness: Second Edition – Recurring Nightmares Figure and Tile Collection:: General:: Monsters

Thu, 27 Oct 2016 14:38:43 +0000

by Vader813

In this expansion, will the app use monsters from this expansion in any of the scenarios from MoM E2 or just the extra scenario this game comes with?

If the game only uses the monsters in this expansion in one scenario its probably not worth it 50 dollars.

Thread: Great Western Trail:: General:: Stickers on Discs?

Thu, 27 Oct 2016 14:34:31 +0000

by Emperor Spot

I like "blinging" my games and GWT's discs are begging for stickers. I was thinking of putting a train station (which corresponds to each player color) on each disc.

Does anyone know a good image to use for a train station?

What do people think? Should another image be put on the disc instead?

Thread: Hostage Negotiator:: General:: POLL: What's your favourite abductor pack?

Thu, 27 Oct 2016 14:33:22 +0000

by JakersNI

Having recently started playing Hostage Negotiator I'd be interested in getting one of the expansions but was curious about which ones people enjoyed the most.

Obviously they all something different, but which one out of the original four is your favourite?


Thread: Black Orchestra:: Rules:: Question regarding Terminology

Thu, 27 Oct 2016 14:31:20 +0000

by Muse23PT

Hey again (image)

In this card (or any other card with the same text) does the word Any mean all the Conspirators receive the benefit (or penalty) or does it mean that from all that can be affected we chose one to be affected?

The word ANY can be read in both ways in that context and my group played that everyone was affected but Rahdo played that only one was affected.

what is the correct way?


Thread: Betrayal at House on the Hill:: General:: Original Components, New Haunt Books

Thu, 27 Oct 2016 14:28:03 +0000

by pugeek

Is it feasible to use first edition components with the new version's haunt books? I have both editions of the game, would like to run concurrent games using each component set, and share the haunt books between the two - to avoid having to print the updated books for the first edition.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Rules:: Can one villain/monster gets -4AC Counter more than one ?

Thu, 27 Oct 2016 14:23:42 +0000

by morphling81

Can one villain/monster gets -4AC Counter more than one ?, because the at will power of Athrogate looks so powerful .. Thx

Thread: Arkham Horror:: General:: OPLaser Storage - Anyone Tried it?

Thu, 27 Oct 2016 14:23:21 +0000

by marcied

I stumbled across this box. And was wondering if anyone has tried it...

It looks like an interesting solution to my storage woes. (image)

Review: 2 de Mayo: Assault on Palace Grimaldi:: Serious? Lee Snappy Ruminations on 2 de Mayo: Assault on Palace Grimaldi

Thu, 27 Oct 2016 14:13:35 +0000

by leemc13

A good expansion for the base game hindered by poor quality control.
It's unfortunate cards were printed on cheaper card stock and mostly minor mistakes occurred in translation.

This expansion adds an additional deck of cards which further detail historical aspects of the game for greater variety and replayability. These cards are by no means essential, but they do make for a nice addition to the original deck. Several suggestions for how to integrate the new cards into the deck provide ways to either slowly introduce them or just go all in with them, depending upon your preference.

I plan to introduce this welcome expansion once I've fully explored the base game in order to make it feel fresh again.

- Several of the methods given for integrating these cards into the game add initial set up time to construct starting decks.
- Poor printing on card stock, in a smaller type font and with several mistakes in the English translation mar the first edition printing.
+ Fortunately, the base game's cards were reprinted on cardstock, too, and included in the game so that they may be used with the expansion cards without being easily identified. Still, I wish they would have printed the cards using a linen finish to match the base game's cards.
* Additionally, two map/rules reference cards and two turn order cards are included to replace previous ones which may have worn from use.

Thread: Escape from Colditz:: General:: Rolling doubles to escape solitary is too punishing?

Thu, 27 Oct 2016 14:11:44 +0000

by Slashdoctor

I wonder why didn't they change that? It should be possible to skip your turn to take one pawn out if solitary. Having turns in the game where it is not optimal to move and can't roll doubles, are a really weak and frustrating.

Odds of rolling doubles are 1 in 6. This is massive! It may mean that you will skip 5, 10, or even more turns just by bad luck.

Review: Abandon Planet!:: Abandon the Planet

Thu, 27 Oct 2016 14:03:48 +0000

by dapperdanarnett

Abandon the Planet is an exciting take on cooperative gaming where alliances are ever changing in the race to escape a planet on the verge of cosmic destruction. 

I had the opportunity to play this game at Gen Con 2016 and was impressed enough that I wanted to take some time to write a review of the game.

First off, Abandon the Planet's simple design allows for quick setup and play which is a breath of fresh air in an age of 30 page rulebooks and endless components (don't get me wrong, I have my fair share of games filled with minis I have painstakingly painted and will buy many more but sometimes it's nice not to have to spend 30 minutes returning a game to its box when the game ends). 

Abandon the Planets's social interaction and deal-making would be an exciting study for psychologists. Alliances are made and broken, rivalries begin and suddenly end. A player you once called your nemesis (among the things) is now the only one with the resources to get you off the planet.

Similar to the alliances,  the board changes every round as meteors smash into the earth, obliterating resources and unlucky players alike. Consequently,  there is a definite time pressure for players.  At some point, there will be no earth left to stand on. 

I really enjoyed this game and believe Abandon the Planet is a game you can play with your non-gamer friends without sacrificing fun with something mindless. This social strategy game is one of those gateway games where your friends learn board gaming is what has been missing in their lives. You won't be disappointed. 

Thread: Mechs vs. Minions:: General:: New Cards in Mission #2

Thu, 27 Oct 2016 14:03:01 +0000

by queerchameleon

Can anyone tell me how many damage cards are in mission #2 envelope ? The reason I ask is everyone refers to them as cards plural. There was only one in my envelope so I am thinking that I might be missing some.

Thank You

Thread: Deep Madness:: General:: BGG contest - free pledge to win!

Thu, 27 Oct 2016 14:00:24 +0000

by kakuuuu

Forthose who didn't see it, there is a contest on the front page of the bgg website, check it out!

Thread: Black Orchestra:: Rules:: Deliver Item Action

Thu, 27 Oct 2016 13:58:16 +0000

by Muse23PT


Can you deliver to a location that still has an item on it (revealed or not) or can you only deliver to location that have no items on it?

Thread: Star Wars: Imperial Assault:: General:: Campaign Stories - check out this collection of battle reports from the point of view of the empire and a rebel hero.

Thu, 27 Oct 2016 13:57:07 +0000

by LiveAndLetDie11

Hi there IA fans,
Check out this collection of Battle reports from the core Imperial Assault campaign of my gaming group. Any feedback is much appreciated. Hope you enjoy!

Thread: Firefly: The Game:: Rules:: "Freighter Convoy" Alliance Navigation Card ?

Thu, 27 Oct 2016 13:56:12 +0000

by ketchup61925

This navigation card gives 2 options and the "Shrewd Bartering" (Option 1) states:

"You may purchase Fuel for $200, Parts for $300 and up to 3 Cargo for $300 each.
Keep Flying

My question: How much do you have to buy to keep flying? Is it ok to just buy 1 fuel for $200 and keep flying? So as long as you buy 1 thing, then you can keep flying? This is how my group is interpreting the card.

Appreciate your thoughts(image)

Review: Acquire:: Serious? Lee Snappy Ruminations on Acquire

Thu, 27 Oct 2016 13:56:11 +0000

by leemc13

This classic tile laying stock game of mergers and acquisitions remains engaging despite its lackluster components and simple game play.
Arguably Sid's finest design which has stood the test of time.

Numbered and lettered tiles are placed from one's hand in turn onto a grid representing buildings being erected in a cityscape. Players vie for controlling interest in a business by buying stock in the companies. Eventually buildings will merge together due to board constraints. At that time when businesses fold into one another creating larger companies, stock investments are paid out for those holding shares of the companies. The winner is the one who accumulates the most wealth after the game's end when a final payout of existing buildings occurs for stockholders.

Though I don't own this, I do enjoy playing Acquire whenever anyone brings it to a game night. It's easy to explain, and the puzzle aspect of where best to build businesses combined with when best to buy stock makes for thoughtful consideration of capital investment strategies in order to "one up" your opponents.

+ Teaching this game is simple.
+ There are opportunities to position oneself well through clever tile placement or timely investing.
- Though good strategy is rewarded, players can get caught feeling left behind or left out of the big payouts due to unexpected circumstances.
* Different versions are more appealing than others, but this can usually be found inexpensively at thrift stores and garage sales since several editions have been published over the years.

Review: 2 de Mayo:: Serious? Lee Snappy Ruminations on 2 de Mayo

Thu, 27 Oct 2016 13:53:55 +0000

by leemc13

A great, tense 2-player cat-and-mouse game of trying to outguess your opponent's moves.
One of the most satisfyingly thematic games I've played.

Spanish mob scattered throughout the map of Madrid are surrounded by French troops closing in on their positions. Limited movement recorded in secret and occurring simultaneously each turn leads to possible confrontations when both sides find themselves occupying the same location. Play continues for a possible ten turns or until either the French sustain too many casualties or all Spanish are defeated. Event cards provide opportunity for surprise moves and altered win condition.

I enjoy introducing friends to this unique game as it quickly builds suspense from the first turn onward with plenty of "Aha!" and "Gotcha!" moments interspersed throughout it's short play time. There's plenty of room for cleverness and second guessing which just makes the experience delightful.

+ I really enjoy the replay value of switching over to play the opposing side's different objective.
+/- Event cards might mitigate or exacerbate one's situation, leading to moments of surprise or angst. Familiarity with the cards from repeated play helps to anticipate the results of those situations.
* The historical narrative and history of the game's theme is fascinating to read in the included material.

Thread: Phase 10:: Rules:: Newbie Question

Thu, 27 Oct 2016 13:52:54 +0000


Just got my first Phase 10 set and have a basic question. After someone has successfully completed a phase, but have not yet completed the hand (eg, for phase 1 they've put down two sets of three but still have four cards in their hand) - the rules says they can hit cards (putting the same number onto the completed pile - either their own or someone elses) and discard cards (presumably one per round on the normal discard pile). It isn't clear though if they are supposed to still continue to pick up a card each round or not. If someone could clarify for me that'd be great.


Thread: Terraforming Mars:: Rules:: converting plants and heat

Thu, 27 Oct 2016 13:48:32 +0000

by paultro

The conversion of plants to greenery tiles and heat to raise the temp.
on your player board,can this only be done once per generation or is there
no limit
Thank You

Thread: Marine: 2002:: Rules:: Lost Rules for Marine 2002 HELP!

Thu, 27 Oct 2016 13:44:15 +0000

by WazmoM

Just going through my games and I noticed that the rules for my Marine: 2002 are missing. The person I lent it to last must have not put the rules back, unfortunately he died so can’t ask him for the rules back for some time, can anyone help. Thanks

Thread: SeaFall:: Rules:: Is a ship's hold its hit points?

Thu, 27 Oct 2016 13:41:18 +0000

by Dexter345

The rule book says this about damage:

SeaFall rule book, Page 10, Damage wrote:

Ships may have no more than two damage cards. If it would take a third damage card, it instead sinks. Damage takes effect immediately.

Which seems pretty clear. But some of my players have taken the following passage to mean that increasing a ship's Hold value increases the number of damage cards it can take before it sinks.

SeaFall rule book, Page 9, Hold wrote:

In later games, the hold also shows how hard it is to sink when attacked.

Is that right? Or is the "in later games" referring to whatever shows up in Rule 7? (No spoilers, please.)

We just finished Game 1 and two of the players increased Hold on one of their ships. I don't know that they would have if it turns out it doesn't let them take extra damage next game.

Thread: Franklin's Sea:: Variants:: Variant #1

Thu, 27 Oct 2016 13:41:00 +0000

by davot

I have always liked this game for its simplicity regarding actual ship interaction, movement and the fact that I can create my own pieces. I own Pirates of the Spanish Main, so I could've used those easily, but making my own is my relaxation technique. Here are my directional musings on my desired variant:
1. Flat surface, non-magnetic ships and gameplay
2. Additional pieces such as islands, troops and forts with rules to support
3. Additional nationalities to include Dutch, Portuguese, American, pirate, etc.

Check out the picture section for pics on my components!

Thread: Carcassonne: Star Wars:: Rules:: Can you claim a just-completed realm?

Thu, 27 Oct 2016 13:31:21 +0000

by JPRatz

I'm sure this has been asked and answered in the regular Carc forum, but we play with this variant so I'm interested to see what the consensus is.

Given that the turn order is:
1. Place tile
2. Place meeple on tile
3. (Battle)
4. Score completed realms

Can you place a tile that completes an unoccupied realm, place a meeple on that area you just completed, then score that realm (effectively returning that meeple to your supply)?

One of our group members argued for this interpretation, as he continually scored the same meeple over and over in consecutive turns. He kept making small realms (mostly asteroid fields) say "that's mine" and wouldn't even bother placing his meeple. After all, he got it right back. The rest of the group felt that you could only place a meeple on an uncompleted realm--this is especially true if someone placed the 8th tile around a planet. I suggested that an exception be made in the case of planets, if there was already a meeple on the planet. In that way, a battle could ensue over it, rather than a "place tile, that's mine, don't bother placing a meeple" move.

Anyone want to weigh in?

Thread: Mechs vs. Minions:: General:: Player scalability

Thu, 27 Oct 2016 13:30:29 +0000

by daxis32

Does it play well with two?

Session: Ambush!:: Mission 1 - Victory [Spoilers]

Thu, 27 Oct 2016 13:30:13 +0000

by Cdr Jameson Newly promoted Sergeant Adams was given a mission to establish control of the St. Michaux road. An earlier attempt by another squad had been pushed back by German fire, Sgt Adams was adamant that wasn't going to happen on his first patrol.Having intelligence of the earlier action, Sgt Adams split his squad into two, leaving Corporal Brown in charge of the second unit. Cpl Brown and the Sgt had gone through basic together and Adams trusted him with his life. Adams' target was the larger of the two buildings and he would be approaching from the west of the river. Brown would be attempting to capture the second building and establish a recce point on the high ground just beyond.Both squads crept through the trees as far as possible. Browns advance was halted when the point man Private Hughes stumbled onto a wasps nest of enemy. Three popped up simultaneously but fortunately Brown had the advantage.Pvt Doyle took a superb shot at a crouching enemy in the woods, nothing more was seen of him, although initially there were some very chilling noises coming from that thicket of trees. It was assumed that he was incapacitated by Doyle's opening salvo.The other enemy start to return fire on Browns squad; Hughes, the same trooper that stumbled upon the nest to start with panicked. It was his first time in combat, as green as they come.Adam's realised that Brown was under fire and started suppressing fire into the tree line where he saw muzzle flashes, his fire had little effect but one of the enemy routed away. Just one left for Brown's squad to deal with. Private Fisher took a shot at the sole enemy that bothered to trade any fire with Brown's squad and got lucky, wounding the enemy who appeared quite important. Doyle was ordered to assault to capture, maybe he will have valuable intelligence. The remaining active enemy was still running for the distant buildings.Brown s[...]

Thread: Burn The Heretic:: General:: This or Jungle Speed?

Thu, 27 Oct 2016 13:29:51 +0000

by Caledonii80

Should I get this or Jungle Speed?

Thread: Guilds of London:: Rules:: Arrowed Man Icon Ambiguity?

Thu, 27 Oct 2016 13:27:51 +0000

by johnthesweeney

"Unresolved" is assumed in all statements below.

So pawns with an arrow on either side mean:

If you doing "Move a liveryman": move a liveryman or a master pawn to a guild or special building

On card 81, 98 and 102: move two liverymen to the same guild or special building

On cards 64, 65, 66, 80: move two liverymen to the same or different guilds or special buildings, of the suit of the card played

On card 76: move two liverymen to the same or different guilds or special buildings

On card 78: move one liveryman to a guild only (and it can be yours or someone else's)

Have I understood that correctly?

I must admit I find Race for the Galaxy far easier to teach as exceptions like this are printed on the card!

I am very tempted to house-rule that all moves are independent and can be to a guild or a special building. Then at least the icons on the cards would all have the same meaning. Would that change the game significantly?

Any clarification would be much appreciated.


Thread: Star Realms:: Play By Forum:: Star Realms Masters Series - Bases Discipline, Season 1

Thu, 27 Oct 2016 13:25:59 +0000

by CrankyDay Welcome to the Star Realms Masters Series, Bases Discipline!This is the main competition thread for the Bases Discipline, while there will be plenty of information contained here, additional information can be found in the main thread, and the discipline qualification thread:Star Realms Masters Series – main discussion & announcement threadStar Realms Masters Series – Bases, registration & qualificationThe Bases Discipline is centered on competition using the Crisis: Bases & Battleships digital expansion and the original Base Set for this season. Players who have qualified for the discipline should subscribe to this thread, as well as leave a thumbs-up. The qualifier and starter tournaments are both played as type-B, while the crossover tournaments on the circuit for this discipline will be type-BE, type-BH, type-1B, type-BF, and type-GB. There are six chances to earn an entry into the Mastery Invitational, by winning the starter tournament, or finishing top-3 in any of the crossover tournaments. All discipline qualifiers will participate in the Mastery Open tournament. Both halves of the Mastery tournament will be played as type-B.Qualifier TournamentIf you are here legitimately, it means that you have already qualified, and this part of the competition is behind you. You would have earned 2 trophy points as a group winner, or 1 trophy point if you tied for the win.Starter TournamentThe qualifiers will also move on to the second stage of the tournament, which will be the discipline starter tournament, a double elimination tournament. As with the other double elimination tournaments in the masters series, matches in the top bracket will be played as best-of-3 games, while matches in the losers bracket will be played as single-games. This is to keep the lower bracket on pace with[...]

Session: SeaFall:: [No Spoilers] The little ship that couldn't , A Seafall Story

Thu, 27 Oct 2016 13:23:06 +0000

by Epic_Bubblesa The following extract comes from dockmaster Pee Wee Winterbottom's record book documenting the details regarding the ships build out of the province of Anno. Governess Elaine Marley has commissioned two ships this winter, one called the Tantive 4 and the other the Sometimes Sinking. Dismissing the name was easy since we hold no superstition. The governess ordered that the ships be ready to sail on the first day of Spring. While the Tantive 4 was diligent in all its operations the Sometimes Sinking was less so. Shortly during the first weeks of spring the ship was violently shaken and crashed into rocks during one of the notable spring thunderstorms. Chalking it up to being unlucky, the Sometimes Sinking was rebuilt and set sail once more. This time accompanied by local guide Pocahontas the ship managed to land on the shores of Snek Island. Due to a series of unfortunate events with dealing with the locals, tempers flared and the ship was set alight in the bay promptly causing its demise. Living up to its name the Sometimes Sinking was rebuilt again... A different mission was planned one involving trade and relations, which in no way was an attempt to prevent another sinking. This time Madam Xima a renowned merchant would be leading the expedition a woman know for her pawnshop style bargaining. Nearing the end of Summer the ship while on a routine cargo haul managed to load up on to much iron ore. With far to much weight the ship capsized and sank in the bay of Dune Island At this point I should assure you that the Pee Wee Dockbuilders craft the finest ships and it is not our responsibility of who is in charge. Years had passed since Lady Elsa Arendella had the Sometimes Sinking commissioned again. Signalling a new hope and push to regain glory the sh[...]

Review: Foe Hunters:: First impressions

Thu, 27 Oct 2016 13:22:41 +0000

by Mixo Well, this is by no way a review, but here are some of my first impressions after three plays:* The rules look very much like there has not been a lot of quality assurance here as there are a few very basic errors in the rules such as:- non-consistant phrasing page 2 shows a CITY card (as one has to deduce from the set up) and NOT a hero card - errors like these make the initial very first setup and sorting difficult, but not game breaking.- no proper component description to start off with and even worse no proper component listing other than the vague info on the box ("6 13-14 hero cards" - what type of info is THAT?? It doesn't help either that the term "hero card" refers to the hero cards in a player's deck as well as the hero avatar card)Having said that the rules have been easy to read and allowed for a quick start of the game so far.* The graphic design is awkward - while the drawings are certainly a matter of taste, the typesetting (all capital letters) and the icons really look like a late 90's web page design - come on, I mean a green "3D" button which does not blend into the rest of the graphics AT ALL - really? The same is true for the tokens and the tracking dials are not only horribly designed, but they are also fiddly.While there are a lot of good ideas (i.e. combing deck building into the Sentinels of the Multiverse engine), my first two games really did not make these aspects shine - the way one achieves XPs (the currency to buy new cards) is too random and there is no deck culling/real deck strategy involved.The first enemy "The Cult" is pretty lame to play as the ration of Cultists to cards triggered by the main enemy is way too low to produce tension - it is mostly take one hit, foe heals one hit...The same seems [...]

Thread: Dungeon Saga: The Return of Valandor:: Rules:: Official FAQ and Errata Question Collection

Thu, 27 Oct 2016 13:22:37 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to Return of Valandor, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Thread: Kanagawa:: Rules:: 2 minus points on wild landscape card

Thu, 27 Oct 2016 13:22:02 +0000

by rober

Played the game the other night and loved it very much.
But there was one thing that was puzzeling us.

There are some cards with the pointsymbol on the studio side, and there are some cards (wild landscape cards) with the crossed out pointsymbol on the studio side.

In the scoring exemple is stated that if a pointsymbol is in your studio, it is a minus point. But in the rules this symbol is only explained as positive points.

Then the crossed out symbol is explained as negative points, but in the scoring exaple, they are not counted.

So that was a bit confusing.

Can anyone explain how to count right....

Thanks in advance.

Thread: Dungeon Saga: The Adventurer’s Companion:: Rules:: Official FAQ and Errata Question Collection

Thu, 27 Oct 2016 13:21:32 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to the Adventures Companion, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Thread: Dungeon Saga: The Warlord of Galahir:: Rules:: Official FAQ and Errata Question Collection

Thu, 27 Oct 2016 13:20:32 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to Warlord of Galahir, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Session: Pax Pamir:: Great Solo Game

Thu, 27 Oct 2016 13:19:32 +0000

by Smaggler It was the early 1800s and my loyal troops had pitted themselves against the great Shere Khan. Shere Khan had allied himself with the Russians and threw vast sums of money into securing both Persia and Punjab. Struggling we had found an ally with the British forces and had small forces deployed to Transcaspian and Kandahar. Although Shere Khan had the sheer numbers and a seemingly endless supply of wealth, my agents went to work right away. Khan had been recruiting troops so quickly he didn't even realize the spies that had infiltrated his most trusted political advisors camps. The assassins struck one, then another, and a final blow, wiping out Shere Khan's military generals and political advisors in a single blow. While Shere worked to recover the British troops rallied behind the victory and began to get a foothold in Kabul and Herat. Roads and infrastructure were constructed quickly to alleviate movement back and forth between these new colonies. But alas, Shere Khan was not to be thwarted. Using Russian might piece by piece he began to dismantle the fragile empire the British and I had sewn together. My tribes scattered, the British regiment in tatters I stared at our strategic position and pondered long and hard how to beat Shere Khan at his own game. Time was running out, when brilliance struck. Apologizing to the British, my assassins struck one more time, but this time in order to gain a prize that would ally us with the dreaded Russians. Now it became a race, could I the new Russian upstart gain enough influence to overtake Shere Khan's foothold? Buying gifts for the new [...]

Thread: Dungeon Saga: The Tyrant of Halpi:: Rules:: Official FAQ and Errata Question Collection.

Thu, 27 Oct 2016 13:19:18 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to Tyrant of Halpi, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Thread: Dungeon Saga: The Infernal Crypts:: Rules:: Official FAQ and Errata Question Collection.

Thu, 27 Oct 2016 13:18:09 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to Infernal Crypts, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Thread: Dungeon Saga: Dwarf King's Quest:: Rules:: Official FAQ and Errata Question Collection

Thu, 27 Oct 2016 13:16:46 +0000

by eriochrome

Mantic is looking to finish the Dungeon Saga FAQ and Errata. If you have a question you would like an official answer to related to any of the Dungeon Saga products, Ask it here, so it can be passed along since not everyone has access to the Mantic Forum.

Thread: Railroad Revolution:: Rules:: Deal tiles questions

Thu, 27 Oct 2016 13:16:19 +0000

by DeDaan

Do I understand correctly that if I use the deals regarding rail or station, I can choose whatever available space or should i have a connection to the new space?

Thread: Terraforming Mars:: General:: Lunar Beam

Thu, 27 Oct 2016 13:15:17 +0000

by Duinhir

This is not a rule question but a flavor text question. What does the Lunar beam exactly do? Where does the beam comes from (reflection on earth Moon? on Deimos, Phobos?)

It seems to be quite powerfull (2 energies, 2 heats)

That's the only card who puzzles me completely, I don't understand the concept :/

Thread: Betrayal at House on the Hill: Widow's Walk:: Rules:: Haunt #82 Can't be killed stats question - possible super minor rules spoiler

Thu, 27 Oct 2016 13:09:49 +0000

by szymanc Most likely I'll never run into this issue again, but I'd still like to see people's opinions on it. FYI, this is not a spoiler because both traitor and explorers know the traitor can't be killed, but I don't think the explorers get the exact wording of how the rule works(I don't have the explorers tome with me, sorry). In haunt #82 one of the special rules for the traitor states: "If any of your traits would be reduced to the skull symbol, lower the trait to the lowest value above the symbol"In the rulebook under traits it states: "When you take physical damage, you can divide it between Might and Speed as you choose"I was the traitor and this was pretty cut and dry for me by going off the exact wording of the rules, but everyone else argued against me, obviously because they wanted to win. So let's say my physical stats were at their starting values and I take a lot of damage, can I choose to take all of the damage in speed even if I don't have enough speed to cover the damage, leaving my might high? According to the wording of the rules this would allow me to do that, since I get to choose how I want to divide the damage and if I take all of the damage in speed it will just bounce me back to the lowest stat. Nothing states that you have to distribute damage if you would hit a skull. Also, another point I made for my case was that everyone starts in the same room for this haunt and especially since we had a 6 player game, the tr[...]

Thread: Pandemic: Reign of Cthulhu:: General:: What's your current W/L ratio?

Thu, 27 Oct 2016 13:02:14 +0000

by killerjoe1962

Mine is 4 wins - 8 Losses

I like it when I play games that are not so easy to beat (I just know there are going to be folks who say they are 100% wins on this game after many plays) and this game certainly qualifies for that to me.

What is your current W/L record?

Thread: The Great War 1914-1918:: General:: Values of German Corps in Trench Status

Thu, 27 Oct 2016 13:01:57 +0000

by shilton

I am very pleased that OSS re-printed this game. But given how faithful the reprint is to the original 1976 title, I was surprised at one change that was made.

Specifically, in the current reprint, the values of German corps in trench status (their flip side) are 1-6-2, the same as for corps of all other nations. In the original, the values of German corps when in trench status were 2-8-2. I gave away my copy of the original game some time ago, so my memory could be hazy on this.

Does anyone know whether this change (if accurate) was intentional or not? If intentional, it would seem to be significant.


Thread: 7 Wonders: Duel – Pantheon:: Rules:: Question about Anubi

Thu, 27 Oct 2016 13:00:38 +0000

by darknight74

Hi everyone.
My first post ever for my favourite game (image)

Just bought Pantheon and I'm (7)wondering if Anubi power means that permanent wonder's power (such as victory points and granting resources) are lost unless you rebuild the "lost" wonder.

What do you think about?