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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Stop Thief:: General:: New version is on Kickstarter with classic mode

Thu, 23 Mar 2017 00:21:15 +0000

by TARDIS2008

FYI, Stop Thief is on Kickstarter right now. It offers an updated version of the game but one of the stretch goals (that is already unlocked) includes "classic mode." Here is the link:

Thread: Gloomhaven:: General:: So am I missing something about some of these items?

Thu, 23 Mar 2017 00:17:38 +0000

by CowStriker

so potions I get. Drink one, discard it, like a stamina pot that only costs 10g. No problem.

But then you take for example, a warhammer. Which costs 50G and you discard it after one use?

I would understand if it's exhausted but 50G seems really steep to get one crack with it then it's done. Same goes for a lot of gear like that.

I'm sure it's part of the game but how do you justify the cost of these items?

Thread: A Game of Thrones: The Board Game (Second Edition):: Variants:: House Tully Screen

Thu, 23 Mar 2017 00:15:59 +0000

by pbrummel

Here's a House Tully screen I made/modified that you can use for any of the online expansions. Feel free to download / print / modify and use as you wish!

Note that the castle artwork originally comes from artist Ted Nasmith, and was used with permission of the artist.

Thread: History Maker Golf:: General:: Fantastic Game!

Thu, 23 Mar 2017 00:13:28 +0000

by John Weber

Glad to see this game has been added to the BGG database. I think it takes a fairly unique approach compared to prior golf games, of which there are quite a few out there. While the main focus is on playing through a tournament in a relatively short time frame, it can also be played head-to-head with 2 or more people taking real-life or fictional golfers and making key decisions for them. The game is rich in narrative and seems to flow seamlessly through a book of flip-charts that can describe what happens to a golfer on a individual hole, such as "PAR 4 -- golfer puts teeshot in rough -- confident swing, remarkable recovery, WOW! second shot comes within inches of the pin, just misses eagle, gimme putt for birdie" or -- some negative results: "Pushed shot drifts towards rough, fluffed shot to edge of fairway, two irons to green, leaving a moderate putt for bogey." Everyone should be aware that this is not just a replay game, but lots of strategy options, mainly through the use of blue (good) and red (bad) chips; blue chips can help a golfer on the green or to seize "control" of a hole at a crucial moment. On the other hand, red chips must be spent in a way that does as little harm as possible to a golfer's score, otherwise the golfer suffers a "meltdown" on the final green. Golfers also have the opportunity to gamble ("attack the green") or "play safe" on longer, difficult putts, along with other strategy options that can come into play as well.

Tournament mode allows quick play of the first two rounds, where some golfers will not make the cut, followed by a third round that narrows it down to around a dozen golfers, all of whom will be featured in a realistic leaderboard, with staggered starts, like you will see on any final round TV coverage. Lots to like about this game. I've tried other PLAAY products, notably Soccer Blast and Red White n Blue Racing, and this may be their best game to date.

Highly recommended -- note that the pre-order window closed in January (and all preorders were shipped by mid-February), but that the regular offering (along with a couple of new course packs) will be available in early April.

There are several how-to-play videos out there, plus a very active forum since the game's pre-release in February. For more information, check out the website. Current offerings include a base set with 108 great golfers from the first decade of the 2000s and two courses, including Augusta. (Note course names have been altered slightly due to copyright issues). There are three additional sets of golfers and over 30 different courses available as add-ons.

Thread: Scythe:: General:: Handicap system?

Thu, 23 Mar 2017 00:08:21 +0000

by fortheloveofdice

I have introduced several new players to Scythe lately. It was fun both teaching and playing, and most of the initiates do want to play again.

Still, I noticed that even amongst some of the more seasoned gamers there was a marked gap in ability between those who had played tens of games of Scythe and those who had played 0-2.

I've been thinking about a handicap system for a first game or two, or more depending on the players.

My first thought was maybe an extra turn or two, and let the new player go first (we'll call them player B). So the first turns might go "B-B-C-A B-B-C-A" then continue with "B-C-A" as expected.

Having a single extra turn to be used as the time of their choosing would probably be too powerful, but a bit of a boost to get an engine off the ground could lower frustration - plus the more experienced players would get a greater challenge, and would be able to watch competing factions develop with an expected rhythm just not quite so far behind.

I also considered a single upgrade - probably move or produce. Or starting with an extra worker, probably on the third hex by their home base.

I haven't had a chance to put these ideas to the test for various reasons in the last half-dozen learning games since I have been thinking about it but I do plan to do so if I get the chance to teach again in the next couple of months.

Have any of you tried a handicap system? What did you try? How did it work? What do you think of the above ideas? Do you have other suggestions?

Thread: Evolution:: General:: First Player token, how is it made?

Thu, 23 Mar 2017 00:08:03 +0000

by katjap

Last night my friend and I had a disagreement while playing Evolution:Climate. I think the first player token is CNC'd multi-ply wood and he thinks it's made of some kind of composite pulp pressed into a form. Who's right?

Thread: A Game of Thrones: The Board Game (Second Edition):: Variants:: Winds of Winter Expansion Map

Thu, 23 Mar 2017 00:05:00 +0000

by pbrummel

Here's a map for a 6-7 player "Winds of Winter" edition, which includes House Arryn and House Tully, moves House Baratheon north to the Wall, and replaces House Targaryen with House Stark.

It's best to have the 6th player play as one of the two Targaryen expansion houses, and have the 7th player choose between House Aeryn or House Tully.

Note that the Supply Track now goes to '7', and the highest army strength is now a '5'.

I also modified the Influence track names so that it's about access to Valyrian Steel, and ability to send Messenger Ravens (as opposed to King's Court, etc.)

Feel free to download and use however you wish! This is a modified form of a map that I originally borrowed from the 9-player expansion on this very same forum! (image)

Thread: Wargames:: AWOL:: Our neighborhood cat would make an outstanding infantryman!

Thu, 23 Mar 2017 00:03:57 +0000

by pete belli

One of our neighborhood cats has started to eat most of his MREs (Meals Requested Emphatically) at my house. We have developed quite a bond in spite of his shyness and cautious approach. This photograph is a rare glimpse of him at ease.

He would make an outstanding infantryman.

He spends much of his time concealed in the jungle (my hedges) and the discerning analyst can see from this photograph that his use of the vegetation is superb. His dark color is a slight disadvantage but in any case night operations are his specialty.

He is prepared to deal with the challenges presented by urban environments. In this photograph he has taken shelter under a civilian vehicle and is ready to leap into action if the enemy -- or his dinner -- should appear.

Like any effective soldier he is ready to take cover while on the move. In this photograph he has lowered himself into a shallow depression while advancing across neutral territory (a flower bed dominated by none of the local cats) and is ready to maneuver in any direction. He might have been officer material but he has one trait not commonly found in exceptional commanders: he slinks away from any confrontation.

Thread: Wilderness War:: General:: Your campaign gambits

Wed, 22 Mar 2017 23:57:56 +0000

by Scottgun

I'm fooling around with WW and stukajoe's Solo CDG system and was just wondering what people with experience with the campaign like as their opening moves as the French and British. Thanks.

Thread: Legendary: A Marvel Deck Building Game:: Variants:: Costum Legendary: Star Wars

Wed, 22 Mar 2017 23:57:22 +0000

by Fobbi Hello and welcome to my costum legendary Star Wars project!First of all i want to introduce myself: I'm a 25 years old male from Germany and a normally work as a Dancing Teacher. So my work is totaly different from what i've done here. I'm a huge Star Wars fan and for the past 10 months i've been working on a costum set of the marvel legendary boardgame in my free time. My project contains nearly all timelines of the Star Wars universe, from canon to legends/expanded universe. There are plenty of heroes to chose from, to fight a good amount of masterminds and villains. I made exclusives Schemes for all of the official 8 Star Wars cinema movies. And i also decided to make Schemes about the TV shows "The Clone Wars" and "Rebels". Because i'm a huge fan of the "Knights of the Old Republic" and "The Force Unleashed" video games, i included them as well. To fit the thematic i invented new keywords and rewrote some rules from the orginal game.Before i start to present it to you guys i want to point out that i didn't steal any ideas from other threads. I even forced myself not to read any of those or look up elsewhere. So i apologize if someone is offended because there are or will be similarities to other costum projects.I'll share this mega project with you, so that you can test it and give me all your positive or negative feedback and thoughts on it. Please understand that i can't upload all this stuff at once and that it's still in work. So there will be huge amounts of errors and, of course, balancing issues because i have only a small group of friends for playtesting. So tell me if you find anything, even if it has to do with flavour, respecting the Star Wars lore. I try to start with some tiny spoilers and will soon upload more and more stuff to this thread. I'll even make a "rule book" to explain the alternative rules and new keywords.Greetings,Fobbi (Sorry for my "not so best" english)[BGCOLOR=#FFCC00]First Update 1.0[/BGCOLOR] - Original trilogy starter cards, other grey cards, wounds and more:Keywords Reinforce X: As you play this card, discard up to X other cards to draw X cards. You cannot reinforce with wounds.Space Battle: Use this card to attack villains/masterminds with "Space Battle"Starter CardsThe last one replaces one "Rebel Spy" in the main deck."Sidekicks" and "Shield Officers"The Sidekick stack contains four "U-Wing Starfighter" cards and two "Y-Wing Starfighter" cards per player.The Shield Officer stack contains two of the "Rebel Officers" per player.Wounds [...]

Thread: High Frontier (3rd edition):: General:: Ok, i'm new to the is this out, coming out, KS???

Wed, 22 Mar 2017 23:53:20 +0000

by John_VW

any info on this 3rd edition? thanks!

Thread: Detective: A Modern Crime Boardgame:: General:: Why the Low Score?

Wed, 22 Mar 2017 23:51:53 +0000

by ironhawkx

There seems to be minimal information at this time, but someone has already rated this a 3.3. Now why would that be?

Thread: FUSE:: Rules:: When are more dice drawn?

Wed, 22 Mar 2017 23:47:47 +0000

by 6millionpesoman

Just got the game today and after reading the rulebook, I'm not fully understanding the timing of when the dice bag gets passed to another player. According to page 7, "Once all dice have been allocated and Fuse cards activated, pass the bag to the next player in clockwise order. He will draw dice as described above." To me, this implies that the passing of the bag and subsequent drawing of more dice only occurs after a Fuse card has been completely resolved. But in order to draw any cards from the deck to begin with, a bomb must be defused, which is simply not possible if each player is only allowed to take one die at most after the player with the bag has rolled the dice that were drawn. Should that sentence instead be "Once all dice have been allocated and/or Fuse cards activated, pass the bag to the next player in clockwise order"? And if this is true, then is it up to the players to decide when to stop passing the bag and drawing dice, since if the bag kept getting passed indefinitely the bag would eventually run out of dice? Or is the bag only allowed to go around the table once? Thank you very much for your time and help. (image)

Thread: Evolution: Climate:: General:: Spreadsheet/poll for PROMO opinions?

Wed, 22 Mar 2017 23:46:17 +0000

by Rainbow Snake

Has anyone set up a poll or spreadsheet for everyone to log their experience with the different promo cards?

I've read comments from the designer saying that he doesn't recommend using the promo cards as they haven't been properly tested ... but if enough people out there are actually trying out the promo cards, it might be worthwhile to see their feedback in a table ...

Thread: Neuroshima Hex!:: Variants:: (Remake v3.0) Silicon Valley

Wed, 22 Mar 2017 23:42:18 +0000

by gelewald


This is a 3.0 version of the Silicon Valley fan army.

Link to original army here:

Silicon Valley 3.0 (PDF + GIMP xcf):

Warning ! They are slightly larger than original tokens,I use blank tokens available from PORTAL Shop (looks better if you bend them when sticking):


Original army by: Jack van Riel (purplewurple)
Remake by: gelewald

Tiles made with customized by me 3.0 Kit - original by Gabriel Castro (elgabster)

Art for tiles: various images from google or pinterest - used without permission

Original 3.0 KIT by elgabster (Photoshop format: .psd):

Customized 3.0 Kit by gelewald (Gimp format .xcf):

Thread: Star Wars: Rebellion:: General:: What's the longest you've seen a game go?

Wed, 22 Mar 2017 23:35:55 +0000

by MarioFanaticXV

I've seen a game go to round 10 before, but never past that. I'm curious as to whether or not anyone has ever seen it reach (or even complete) Round 15, because it seems nigh impossible that the Imperial player would have both their special victory points, the Rebellion would have none, and yet the Rebel player would still survive.

Thread: Kingsburg:: General:: Pimp My Game - Upgrading components for Kingsburg

Wed, 22 Mar 2017 23:35:30 +0000

by ryno80

First and foremost, those wooden resource blocks have got to go! I recommend the gold stone and wood from Stonemaier Games' Treasure Chest.


The next thing I was wondering about and haven't decided on yet. The King's Favor and The King's Envoy tokens... has anyone come up with alternatives for these yet? I think these would help gameplay as well as I have found these (especially envoy) have been forgotten often because the tokens are so modest.

Are there other pieces that could use an upgrade?

Thread: Empires of the Void II:: General:: 2 days to go. A quick information update

Wed, 22 Mar 2017 23:28:32 +0000

by MrVarnor

Another pledge level was added that removed the metal coins, Fusian Beast miniature, cloth goods bag, and designer diary 40-page book and is $54 if money is tight. The default is the Deluxe version at $60

Ryan has said that there will NOT be a pledge manager after the Kickstarter, so if you want the Kickstarter game, you'll need to join the kickstarter project

We're almost to the 230k Stretch goal that will add 10 more cards. We've already unlocked 9!

The project is US / Canada and EU shipping friendly

Pop over to the Kickstarter page if you want to explore further, I recommend it!

Thread: Roads to Gettysburg II: Lee Strikes North:: General:: Not sure what to think - Help!

Wed, 22 Mar 2017 23:28:20 +0000

by essayons7

I've posted this same question over on CSW:

Okay, so I have a couple of the AH GCACW titles, and then I have SJWII. They have two different graphic styles with regards to the counters (the maps seem to be of the same or closely similar styles).

Now RTGII and AIO is being designed and there will now be a THIRD graphic style for the counters. And herein lies my question: Is there an assumption that neither of these games will combine with ANY of the previous games? I would think that RTGII would combine with SJWII for at least the All Green Alike scenarios, but is it the case that none of the counters would come from RTGII, only SJWII?

Will AIO combine in any way with BAC?

I'm just a bit confused, and I'd like to know what the expectations are with regards to combining these three seemingly different permutations of the same game system. Thanks!

Thread: The Walking Dead: All Out War:: General:: Standard Point Game

Wed, 22 Mar 2017 23:15:04 +0000

by Mehterfanguen

Does anyone know what the standard point game is for tournaments/Organized Play/what most people play? I figure it to be around 150 or 200. But I'm really not sure. Thanks.

Thread: Rum & Bones:: General:: Any word on upgrade kit from S2?

Wed, 22 Mar 2017 23:12:13 +0000

by hoju_simpson

I've been keeping my eyes peeled for info on when the upgrade kit (for season 1) available through the season 2 Kickstarter hits stores and haven't seen anything yet. Has anyone from the CMON community heard any word on when those will be available for purchase?

You can read about it HEREabout halfway down the page under 'optional buys'.

Review: 18CZ:: 2-Player 18CZ or who the **** is Vaclav???

Wed, 22 Mar 2017 23:10:32 +0000

by PzVIE This little review/preview assumes that you are already a little familiar with the basic concepts of 18CZ, preferably by having read this: 18CZ – A Bohemian RhapsodyMany games use special rules to adapt the mechanisms of a game to be able to be played during your honeymoon. Like the dummy player in 7 Wonders, or the robots in the GMT COIN Series. For 18CZ, Leonhard "Lonny" Orgler, the designer, also employed a dummy player; during playtest he has been called Vaclav, and this name stuck. To adapt 18CZ for two players, the first thing Lonny did was to reduce the number of hexes on the board and also reduce the number of companies available: only three small, four medium and three large ones are available. The 2-player board consists only of Bohemia, the eastern part of the country has been cut off and now acts as company charter space for Vaclav.Now Vaclav is a stupid fellow; at the earliest opportunity, he opens up the first company of every tier, so Vaclav starts with a small company, and then opens a medium one, and finally, a large one. Vaclav always chooses the lowest par price and will get 50% of the shares immediately. Which of the companies he opens is decided by random selection. As Vaclav opens his company first, the two players have only a limited choice of companies left – this avoids that always the same combos come up in the player’s hands. Although Vaclav’s companies get a share price marker and tokens, they receive no money. On its turn, a company controlled by Vaclav gets the next train from the offering if it has none, and its share price tokens will always move as normal: to the right if dividends are paid, to the left if not.As said above, 50% of Vaclav’s companies are owned by him and are put on the respective charter on the map. The other 50% are available for the players to buy. If Vaclav owns a train, he always pays out dividends – so his shares can absolutely become a hot item, despite their low initial price. Except for opening his three companies, Vaclav does not participate in share rounds. But his companies, once opened, take a normal turn in the operation rounds. And here’s how this is done: for the small and the large company, the player holding the Priority Deal card is responsible for track laying while the other player decides if Vaclav puts down a token. Vaclav always builds track for free and never pays for his tokens. With the medium company, this order is reversed – the Priority Deal is responsible for tokens and the other player for track. So the Priority Deal sports a new power in this variant: you can and you should use Vaclav for laying track to help your companies or to cut off your opponent’s companies. Also, putting Vaclav’s tokens on the board might be critical for your own companies – will I be cut off or can I cut off my opponent? This can lead to interesting decisions in the stock round – can I afford to buy another share and thus probably lose the Priority Deal? Or should I eventually forgo a buy and thus keep the Deal? If your opponent has shares in one of Vaclav’s companies, and you are responsible for track laying, this can easily lead to no track laying at all. And if this is the first round of that company, this can also mean that Vaclav’s brand new train doesn’t have any track to ride upon (and his share value will fall as usual). So better plan accordingly before investing in Vaclav! In 18CZ, before every stock round (except the first), a train is removed from th[...]

Session: Gloomhaven:: Gloomhaven Mini-Session -- Week 7 [SPOILERS]

Wed, 22 Mar 2017 23:05:39 +0000

by Annowme This week marked the final mission for my beloved Tinkerer and party MVP, Bart Sprocket. His original quest (chosen way back when just after punching cardboard and before setting up Black Barrow) was "A Perfect Poison," wherein he sought to craft an ultimate poison and use it to toy with life across the continent. Bart had to kill four oozes, four spitting drakes, and four lurkers. Oozes and spitting drakes were easy enough to find, but it took progressing the post-Jekserah quest line regarding the Voice in the Echo Chamber to unlock Shrine of the Depths wherein--behold!--many lurkers, ah, lurked.As far as the Voice quest line goes, when Mike and I completed Echo Chamber last week, we were of a mutual accord to not placate the Voice's request. Mike disagreed with the Voice because he wanted to meddle with forces beyond his understanding and try to foil its nether plans. I disagreed because the thought of already helping some pan-dimensional aberrant horror god break out of its prison was bad enough. I was NOT going to be party to helping that goal any further. That said, while I had a thematic justification, I also saw that the "meddle path" led directly to Shrine of the Depths... it led directly to killable lurkers!This was also the occasion for Anastasia to create her new Valrath Sunkeeper, christening her "Zenith." Zenith picked out some choice items and tossed some gold at the temple, with Bart doing the latter, as well. They consulted with a Quatryl scholar who more or less said that the Voice is likely the extra-planar essence of a trapped mega demon who was probably bound outside of our world for a reason, and is likely powerful enough in full form to destroy the continent. Cool, dude, sounds great. Let's not let that happen.[hr]Anastasia --> Zenith, Valrath SunkeeperJim --> Bart Sprocket, Quatryl TinkererShrine of the Depths is effectively a little tiny antechamber and one massive room, with a treasure tile in the very back of the second room which needs to be looted (loot cards only, not just ending a turn on the dang thing!). The good? One big room filled with a handful of bad dudes is not terrible in a two player game. The bad? One tiny antechamber filled with a handful of oft-replicating oozes IS a terrible thing in a two player game... Oozes. Dangit, Isaac! You made these suckers so spot-on, and it irritates me to the core (appropriately). Right off the bat, we determine initative and boom, the oozes will be splitting into duplicates on their turn. Awesome. Three oozes are going to become six oozes. Our thought is to burn down the elite ooze as much as possible so both it and its replicant will be at lower overall health and can be scorched the following turn. Bart shoots the elite with his hookshot at a +3 flip (some damage negated by shield) and then Zenith hits the ooze once with a melee attack and the one just behind it with a ranged attack. Then they all get nasty and split into new oozes. Lots of damage counters sprinkle out onto the ooze card.Zenith runs forward and lands a massive seven-damage attack on one of the new oozes, killing it instantly due to split damage, but the other three in her threat area take pot shots at her. Bart decides that this is the ideal time to use his favorite new toy, and has enough movement to saunter behind the far ooze which was split and already hit by range in the previous round. Look at that! Three oozes (two regular, one elite) all at five HP or less, and s[...]

Thread: Clash of Steel: A Tactical Card Game of Medieval Duels:: General:: A simple yet brilliant card order markup

Wed, 22 Mar 2017 23:05:09 +0000

by unliar

Okay, saying that an idea of mine is brilliant is at least pedantic (image) but, you can easily put there a "visual" indicator of the order of play using the cards back. How?

Just make the back of the cards a seamless battle scene. You can mostly use the current art for the back (the knights) but put them over a consistent continous background and it will do the trick, a scen that will make sense only in the right order.

Here in Spain we got when kids the cards "familias de los 7 continentes" and later add ons to them. Using the same layout there were cards for "Asterix" that were really funny indeed. (image)

It looked like this:

I stole the idea from my childhood.

Thread: Unfair:: Rules:: Blocking events

Wed, 22 Mar 2017 22:59:38 +0000

by SteWorthington


I'm just reading through the rules and would appreciate clarification on how blocking events works.

Page 8 of the rulebook reads...

EVENT TYPES: Some events have a type, such as Intrusion, Inspection, or Injunction. Announce the type when you play that event. Other players may immediately block it from affecting them if they have a suitable defence.

The way I read this, if I played an event card, I would announce it's type first, allowing any players who can the chance to block that card, and then I would get to choose my target from the remaining players?

Is this correct?

The other way I would read it, would be that I choose a player to target, and if that player can block it, then my card is wasted, even if another player is unable to do anything about it. However, the way the rules are worded, seems to suggest the former.

Some clarification before my first game tomorrow would be really welcome please! Everything else has been really clear so far, but I just couldn't quite figure this one out.

Thread: 1830: Railways & Robber Barons:: Rules:: Placing tokens: is a route blocked by other corporations' tokens?

Wed, 22 Mar 2017 22:59:24 +0000

by WilbertK

Rails lets me place a token for PRR in the highlighted J14 hex. Shouldn't that be impossible because of the blue token in Baltimore? My train cannot reach Washington (J14), right?

Thread: Falling Sky: The Gallic Revolt Against Caesar:: General:: How good are the bots for solo play?

Wed, 22 Mar 2017 22:57:04 +0000

by elcapclimber2001

Liberty or Death had great bots, I thought, and I enjoyed it as a solo game (with me as the Patriots).

Any feedback on the FS bots and/or which faction might be the most fun to play<

Thread: D6 Shooter:: Rules:: Trick Shot?

Wed, 22 Mar 2017 22:55:14 +0000

by TheRealEagleMan

One of the KS General Store cards is Trick Shot, which reads, "Roll the golden die once at any time."

What is this Golden Die to which it refers?

Thread: Conan:: General:: French and English cards in the same box

Wed, 22 Mar 2017 22:51:57 +0000

by thegidster

Shamefully I'm only getting this game to the table now after receiving my KS King pledge late last year. Not surprising really given the quantity of games on my shelves that are still in shrink.

I organised a group of brave folk for our first adventure and have been fervently reading rule books and watching play through videos in preparation for the big day. Thinking that I would play through a few rounds by myself to bed down the rules, I set up the game, for the first time, late last night. All was looking good until I opened the first of 4 packs of shrink wrapped cards. It didn't click with me at first that the cards I was looking at were in French. That wouldn't be a huge problem given that the cards are largely iconic. The problem is that 2 of the packs were French duplicates of the other 2 English packs! I now have many duplicate cards BUT am missing the majority of the cards needed to play scenario 1. I only have 3 of the cards required for that. It's a shame.

I've contacted Monolith via their web site contact page and Facebook. Not sure if there is a better way to let them know but I'm confident they'll respond soon with a solution. Perhaps they'll send replacements with the upcoming second wave of deliveries?

Not wanting to disappoint the warband, who've been "by Crom"ing all week, I thought I might be able to temporarily work around this by manually creating the missing cards from images found in the manuals and online but I can't find all the cards. If anyone can let me know the stats of the following cards that would be awesome and would allow me to get this to the table! Missing info for:

- Belit's Ornamental Lance
- Buckler
- Bossonian Bow


Thread: Clash of Steel: A Tactical Card Game of Medieval Duels:: Variants:: Four player proposal

Wed, 22 Mar 2017 22:48:55 +0000

by unliar So, here is my catch for the 4 player option using the current game and a handfull of tokens (from Teams and SetupEach team is composed of two players... all choose items and maneuvers as regular and prepare for the initiative draw. As a golden rule, team players cannot show cards to his partner, but can bluff and talk as much as they want.InitiativeAll players choose stamina cards, and the initiative is the sum of cards from the team, winning team discards all cards and loosing team keeps them (as usual) but the initiative card goes to the highest bidder on the team, if both bid the same ammount, only the winning team can play stamina cards again just like if they were rivals (both discard the previous stamina cards and play cards again). It seems that they teamup but dislike each other somehow XDOrder of playInitiative player goes first, he choses starting range and pick one of the two opponents, you can face each other or just use some token to mark the pairing. He resolves the "duel" with the chosen foe just like regular game does, then the other team member will resolve the duel the same way with the second foe just like the regular game.And that's it for the first round but the trick about four players is the movement actions and range for the rest of the round, which can lead the fight to a position where two players attack one of them while the other one has been kept awayThe Move actionMove actions not only affect the range but are used to keep one of the foes away while overwhelming the other.When a player succesfully moves, he can choose another range and "RELEGATE" the foe he is facing out of the close fight. You should use a token to mark a relegated player.RELEGATED PLAYERRelegated player will have some effects of him:- Will suffer -2 Attack and Defence while relegated- He always choose his cards before other players and always face down, but his action is resolved last.- He is at reach range for his actions (no matter which range the fight is currently in)- He choses one foe to be the one he is acting against before the round begins.- Move actions removes the "Relegated" state and goes back to regular 2on2 fight.The -2 modifier is pretty heavy, so, unless you have a spear, or really good cards, or want to push hard... it is clever to go for a move action to go back to battle as soon as possible.The 2 on 1 brawlPlay goes as regular, but the team of two acts as just one single player. Cards will be chosen at the same time, if chosen face up, both players first pick one and then show it up.Comparing results will only take into account the highest value of the team if one of the team members wins, both wins, but if both loose, the single foe wins over them.This situation can be reached not only by Relegating a player but with enemy deaths too.If players are correctly coupled, they can switch the "active" role from one to another using only one of them high stamina values... forcing, on the mid term the oponent to get exhausted and killed.Move actions inside the 2 on 1 brawlIt will have the regular effects but will not affect the Relegated player, to go back to the action, relegated player will have to act by himself.Two on one brawls are more about one forcing the guard of the oponent and the other waiting to the oportun[...]

Thread: Unlock!:: General:: Rank Order Best to Worst?

Wed, 22 Mar 2017 22:42:11 +0000

by fuzzyfoot

I haven't tried any of the scenarios yet besides the online ones (US player here). Just curious what order people think all 5 scenarios are from best to worst. Wanted to gauge the player base. I'm including Tutorial and Elite in this.

Thread: Star Trek: Ascendancy:: Rules:: Culture node built before Militarized Industry can be used?

Wed, 22 Mar 2017 22:37:22 +0000

by Kenshinx66

I know the card says "During your Build Phase, you may place 1 free Ship at every System you Control with a Culture Node."

What I mean by the topic is does the culture node have to be built the prior round to use Militarized Industry on it or can I use Militarized Industry with the culture node the round I built? Also will the card work in the same round if I colonize a planet that has a culture node and I build the culture node?

My group ruled that the culture node had to be built the round before for Militarized Industry to activate. I am curious what others think about this. Thanks.

Thread: Evil Genius: Deathray:: Rules:: Monkey Wrench - Action Card

Wed, 22 Mar 2017 22:32:59 +0000

by MistaRau

We need a bit of clarification on this one.
The card we have states "The targeted weapon or component malfunctions immediately. Multiple malfunctions occur in order."

We are having troubles interpreting the bold (added by myself) statement. What does this mean?
We thought it meant that malfunctions would continue in order from the targeted component/weapon.
A person at the table interpreted it as all the pieces starting at the beginning would begin the malfunction phase.

Any help on the interpretation would be appreciated.

Thread: Star Wars: Destiny:: General:: Knights of Ren 212 "I Like This Thing"

Wed, 22 Mar 2017 22:32:03 +0000

by Starsplice

Spoiler Alert!!!!! FFG uploaded a new article into the datapad archives and we were able to decode new cards coming in the new Spirit of Rebellion set launching soon. This week we take a look at all the new Yellow cards and discuss what we think they are going to do with the meta as well as how they will be changing the way players approach deck lists and playing against these new cards. So strap in for some fun as we take a look at some really cool cards coming soon to Star Wars: Destiny.

Thread: Martians: A Story of Civilization:: Rules:: More Unavailability Tokens needed for Water Treatment Plant and Laboratory?

Wed, 22 Mar 2017 22:23:02 +0000

by Taed

I had set up for 2 players and noticed that there should also be Unavailability Markers in the Water Treatment Plant and Laboratory. The way the setup is described, there will be a 3rd space left open in those two locations. While there is a rule preventing two astronauts of the same color at the same location, the same could be said of the other locations that receive Unavailability Tokens. Unfortunately, I tried to do it anyway, but was short by one token, so it seems that this was missed in the game design, not just the rulebook. Or am I missing something subtle?

Thread: 878: Vikings – Invasions of England:: General:: Missed Opportunity?

Wed, 22 Mar 2017 22:19:52 +0000

by swr66

I've followed the KS closely since the very beginning and have one issue that some have already raised which is the disconnect between the factions and team play in 3 or 4 player games. I would have much preferred to see the same mechanics used but with each Viking Jarl invading England independently in a 3 or 4 player game, while England could be divided into 2 separate Kingdoms. Each of the 3 or 4 players with their own separate victory conditions. Alliance could form temporarily, etc... which seems more realistic from a historical standpoint and would allow for other than team play when playing with more than 2 players. I own 1775 and will likely pick up 1754, but 878 could have gone in a different direction since ideally none of the factions were fighting for a unified cause.

Thread: Gloomhaven:: General:: Spoiler question about a city event

Wed, 22 Mar 2017 22:14:33 +0000

by alphasquid

I don't recall the number, but there is a city event where:

[o]A guy approaches you in the tavern to ask you to help find his brother. I would highly recommend not reading past this point if you haven't completed this event yourself.[/o]

Your options are to:

[o]Help him without any demands.[/o]


[o]Demand payment up front.[/o]

We chose to:

[o]Demand payment up front.[/o]

Which resulted in:

[o]Since our repuation wasn't high enough, he just left, never to be seen again. The card was removed from the game.[/o]

We looked at the other result and it would have resulted in:

[o]Adding a particular road event to the game.[/o]

So my question is:

[o]There's no other way to add that road event to the game, is there?[/o]

Thread: World Championship Russian Roulette:: Rules:: challenging

Wed, 22 Mar 2017 22:13:44 +0000

by ntwrk506

If someone dies (or loses a life) because they got caught cheating, can they still then challenge someone? If not, how do you dictate the order of who gets challenged? If so, what's the consequence of them falsely accusing someone of cheating, since they're already dead? Do they add a bullet to their next round instead of the current round?

Thread: The Rose King:: General:: Does the new Thames & Kosmos edition have wooden tokens?

Wed, 22 Mar 2017 22:13:38 +0000

by Pedrator

Hi all,

Big fan of this game and am thrilled to see that this has been brought back to life. I only learned about it a while after its first release and only got my hands on a special tin-edition which I found disappointing mostly due to its poorly finished components. So I traded it away quite a few years ago.

I saw this being played at the UK Games Expo last year but saw it being played with cardboard chits instead of the nice wooden counters.

Does anybody who owns the Thames & Kosmos English edition confirm whether the components are actually cardboard chits or wooden tokens? I'm hoping that I might have seen some demo version perhaps...

Thank you very much in advance,

Thread: SeaFall:: Rules:: The Patriot and Raiding Ships (spoilers)

Wed, 22 Mar 2017 22:08:10 +0000

by Willottica

Box 1 spoilers
[o]Can I use The Patriot to reduce the enmity in a ship raid? I feel like I should be able to (especially given a developer ruling that he can be used to raid a colony) but one of the players in my campaign feels that because it's a variable amount of enmity, it shouldn't work.[/o]

Thread: Mage Knight Board Game:: Rules:: Question about physical resistance.

Wed, 22 Mar 2017 22:01:51 +0000

by Hammercock

Hey guys, just to be completely sure about this.

If an enemy has physical resistance. Normal Attack, Siege and ranged count as a physical attack? So I would need double from those.

If I use Fire, Ice or Coldfire I need their defense value.

If they have 5 defense, I can take them out with 3 Ice attack and 4 normal attack then?


Thread: Arkham Horror: The Black Goat of the Woods Expansion:: General:: some cards not properly indexed on the Wiki

Wed, 22 Mar 2017 21:59:03 +0000

by Gronak

The "one of a thousand CULT" card is not correctly labeled here, and it should be:

& also the Innsmouth "Plot" cards are mis-identified as "Sinister Plot."
This is confusing when going by how the card is defined in the rules.

The page below has a DIFFERENT list of "specials" and the two pages don't link:

So the two lists should be reconciled.

Thread: 51st State: Master Set:: Rules:: Solo play

Wed, 22 Mar 2017 21:54:40 +0000

by Shanester43

Just wondering people's opinions are on how good it plays as a solo game?

Thread: Anachrony:: General:: Difficulty in removing the Kickstarter-Exclusive Box Sleeve

Wed, 22 Mar 2017 21:51:33 +0000

by fiatkid55

Has anyone else had difficulty in removing the Kickstarter-Exclusive box sleeve?

I was able to get it off with some difficulty when I first received the game, but I wasn't able to get it off today when trying to show the game to a friend. The sleeve was just too snug over the box. No mater how we tried, it wouldn't budge.

I finally got it to move 1/3" by holding the sleeve with one hand and hitting the end of the box with the other. It wouldn't move any further, but slide back relatively easily.

I'm seriously considering putting the sleeved box in the refridgerator overnight, placing the box in the sunlight to expand the sleeve and trying again. Seriously.

Thread: Through the Ages: A New Story of Civilization:: General:: Video from GAMA with some cards from the expansion

Wed, 22 Mar 2017 21:50:27 +0000

by Steinman Youtube VideoIt starts at about 4:50.Planned for Essen.Cards that were shown (20 out of 40 that are supposed to be in the expansion.Age IIIBruce Lee: You may upgrade your arenas to theaters of any level. Each of your theaters produce 1 extra culture and 1 extra happy face.Mother Teresa: Your food consumption is reduced by 1. On your turn you may spend 1 food to score 3 culture. You may repeat this for each temple and colony pair you have. (1 happiness)Marie Curie Sklodowska: Your science bonus is increased by the level of your best mine. Strength by the level of your 2nd best mine. Culture by the level of your 3rd best mine.Empire State Building: Compare your science, culture and strength ratings, and food and rock production with other players. For each of these 5 stats you have higher than any other player, score 7/9/11 culture (for a 2/3/4-player game respectively). 17 rocks in one stage.United Nations: Score 4 culture for each of your wonders and for the level of your government. You may reveal an Age III event from your hand. Evaluate it and return it to your hand. 8 8 rocks.Age IIFlorence Nightingale: Produe 1 culture for each two military units you have. At the end of an age (including Age III) you lose only 1 yellow token. (1 happiness)Antoni Gaudi: Developing urban bulding technologies costs you 2 science less. Your best urban building of each type produces 1 more culture.Maria Teresa: Whenever you increase your populatin, score 1 science and 2 culture. Each turn, you have 1 rock for building and upgrading units (3 rock if you are one of the two weakest players).Suez Canal: When finishing this wonder, you may colonize a territory from your hand. During production, gain 1 rock plus 1 rock for each of your colonies. 4 3 2 2 rocks.Statue of Liberty: Your government produces culture equal to its level. 3 extra yellow tokens. 7 5 rocks.Age IIsabella of Castille: You produce an extra 1 rock. During colonization, you may pay 1, 3 or 6 rocks to gain 1, 2 or 3 bonus. 2 extra blue tokens.Nostradamus: When you play an event, score 2 more culture. When another player is playing an event, take a look at it. When determining the weakest player or players during event evaluation, your civilization has +2 strength.Johannes Guttenberg: Each turn, you have an extra 1 civil action for taking, developing, building or upgrading libraries or labs. This extra action gives you a discount of 1 science or 1 rock.Himeji Castle: During evaluation of war or aggression (when playing it or defending against it), you may choose one of your units. Gain strength bonus equal to the rock cost of that unit. After the evaluation, sacrifice it. 2 extra culture and 2 extra strength. 5 4 rocks.Aresenal: Your strength and colonization bonus is increased by the level of your best mine. 3+? extra strength. 4 0 4 rocks.Age ARamesses: Ea[...]

Thread: Sentinels of the Multiverse:: Variants:: Variant Mr. Fixer - Black Fist!

Wed, 22 Mar 2017 21:49:46 +0000

by braincraft

Inspired by the latest Letters Page, and the fact that vanilla Fixer's power is kind of boring.

The Righteous BLACK FIST (27)


Soul Strike
(Power) Until the end of your next turn, whenever one of your cards leaves play, Mr. Fixer deals 1 target 1 Melee damage. You may play a Style card.

Thread: Arkham Horror: The Card Game:: General:: Bgg rank8g questions

Wed, 22 Mar 2017 21:46:18 +0000

by aleksdj

Guys i have 2 questions regarding.bgg ranking

1 - Until yesterday ah lcg was behind great western trail even thou it had better average score (8.43) and more people woted for ah lcg.
How is this possible?
2 - is there a chance that there is a link/an app/something that has the previous rankings for some of the games. For example how ah lcg was ranked by month (interest to see the history of imperial assault as well)

Thanks in advance

Thread: WINK:: Rules:: Max number of players?

Wed, 22 Mar 2017 21:45:56 +0000

by FlavioSousa

I would love to try WINK with my students but 8 players is not enough, I need at least 10. Is it possible to increase the max number of players? Maybe buying extra pawns or even a second copy of the game? Thanks in advance!

Thread: Kingdom Death: Monster:: General:: Foam vs. Magnetic/Steel Shelving Storage Options

Wed, 22 Mar 2017 21:36:24 +0000

by Lawman5014

I'm considering backing the following kickstarter.

My only concern is that I'm unsure if the small rare earth magnets will be able to be properly drilled into the bottom of the KDM bases to a deep enough level that the magnet would not affect the ability of the base to sit flat while at the same time not breaking through to the surface of the base itself. Most of the people in the comments seem to believe it can be done with out any problem but I wanted to run this question past this group as well for feedback.

Do you think you can affix those small metal magnets to the bottom of the mini bases without any issues? If you can, the product seems like a great way to store and transport miniatures. It will fit the Phoenix (barely) but nothing larger than that.

The other option I was considering was going for the typical foam storage that I know is reliable but takes up tons of room and isn't as user friendly as just sliding out a steel shelf with the minis all stuck to it. In particular, I was considering late pledging / purchasing outside of the KS the following:

My preference is to use the magnetized storage system if you think it will work. There are also flat stick on magnets available as well that would be no issue to use but I question their ability to hold the minis effectively due to their much weaker magnetic pull.

Any and all thoughts and concerns are welcomed. Thanks in advance.

Thread: La Macarena:: General:: Availability?

Wed, 22 Mar 2017 21:35:07 +0000

by sixpintsofbitter

Where can I get this game?

Thread: In Clouds of Glory:: News:: New starter sets in production

Wed, 22 Mar 2017 21:34:49 +0000

by GilmoreDK

We are again producing a small batch of starter sets.
This time we are offering two different kinds of starter sets for sale.

Apart from the starter sets you will need some styrene boards as game boards as well as a printed set of the rules and tables(free download on

Contact us on :
The price will be 45 € + shipping

Classic set : - mid 1917 - mid 1918
2 Albatros Dva model.
1 Fokker DR1 model.
2 Se5a
1 Camel F1
1 Re8 - Observation plane

Cockpit panels for all planes.
A full set of templates, all mounted on clear plastic plate and cut.
7 Carbon fiber flight stands incl. mount for the models

Late war set : - mid 1918 - end of war.
1 Albatros Dva model.
1 Fokker DVII
1 Fokker DVII f
2 Se5a
1 Bristol fighter F2b
1 DFW CV - Observation plane

Cockpit panels for all planes.
A full set of templates, all mounted on Plasic and cut.
7 Carbon fiber flight stands incl. mount for the models

Thread: Heroes of Normandie:: Rules:: If loosing vehicles don't retreat what happens to the successful attacker?

Wed, 22 Mar 2017 21:34:10 +0000

by Aldaron

The rules on assault state that "A vehicle never retreats due to losing an assault." If so, what happens to the successful attacker?

Thread: Terra Mystica:: Organized Play:: Division 1 first impressions and game analysis (Season 17)

Wed, 22 Mar 2017 21:33:15 +0000

by xnor I'm sharing my perspective on the games I (xnor/Alex) played in Division 1 (Season 17), my first time in Division 1. I follow here in enkidu's footsteps:[q=enkidu]To me, post game analysis is a considerable part of the fun of playing TM: If I lose, I can talk a bit of my frustration off; if I win, I may be excused for gloating a bit.I'll be focusing on my own position and plays. I welcome other players to share their views or tell me how I could have done better.Overall impressionsDivision 1 was tough. My opponents' play was tight, rarely leaving opportunities to get valuables for cheap. Faction picks, power actions, pass tiles -- anything good gets grabbed quickly. Network and cults set a high bar, leaving me with lower ending scores than I had been expecting in the midgame. In games I thought went very favorably for me, with good luck and no real setbacks, where I might hope to coast to an easy victory, I was in close competition with players who did not have the same benefit.Div 1 play was vicious. Games had players aggressively target their competitors in game placement, much more than I've seen in past leagues, though it might just be an unusual sample. Three of my four games had a player dig an opponent's hex on Round 6 solely to deny it. With everyone keenly aware whose ending scores would be close to theirs, the games took on a different tenor at the end: tactical, sharp, and player-versus-player. I found myself doing a lot of analysis in planning like "If he does this, then I can respond my doing that, but only if I haven't already committed those resources there", then finding it too knotty and going with what looks good heuristically. Even just the threat of opponents' attack made planning to the endgame hard. In-league placements add another complication, giving players preferences for others' results in a way that links separate games.Some of the fights swung on third parties whose game placement was assured, making their decisions feel somewhat arbitrary. Or, sometimes they were motivated to manipulate the results a specific way. When more than two players were in contention for a rank, there were often multiplayer complications of "If I attack them, the third player will attack me", etc. I was always happy when two other players fought. Given that these fights appear common and sometimes game-deciding, I feel I should lean more towards setting up for them just in case: advancing dig, reserving connection spots, having spare ending resources, being Darklings.I liked the feeling of mutual knowledge that came with playing with Div1 opponents. When there was, say, an important h[...]

Thread: Rising Sun:: General:: All the Other Pop Culture References In The Minis?

Wed, 22 Mar 2017 21:31:52 +0000

by chas59

1. Having just noticed Avatar Aang from Avatar The Last Airbender atop the Turtle Clan daimyo from the painted mini update, (or is it The Golden Child from that Eddie Murphy film of the same name?) I wonder if anyone has others, or made a list of those others have observed. Of course, its debatable whether most of the pop cultural references were copied from the mythology, as for example Rumiko Takahashi does in all of her manga works.

2. For example, the three Peach Oath Brothers from the 'Chinese Iliad' Romance of the Three Kingdoms in the sculpts of the new Moon Clan, as noted by several other posters since the Dynasty Invasion came out.

3. For example the evil man headed snake Orochimaru from the anime Naruto (which someone else mentioned earlier).

4. Wikipedia notes the presence of the Seven Lucky Gods in the anime Ranma 1/2 movie Big Trouble in Nekronlon, China although they are taken for the game straight from the mythology.

And what others..?

Thread: Heroes of Normandie:: Rules:: Do grenades have the wrong blast symbol on them?

Wed, 22 Mar 2017 21:30:43 +0000

by Aldaron

The illustration of the grenade counter on p. 13 of the rules shows the wrong blast symbol doesn't it? It should be the Indirect Fire icon rather than the Howitzer icon, shouldn't it. (And the statement there that "There is never dispersion" is also false, no?)

Thread: Aeon's End:: Variants:: Additional Solo Rules

Wed, 22 Mar 2017 21:28:47 +0000

by qxc0

We know that True Solo in Aeon's End is especially volatile as is. This mode tends to have the highest variance from nemesis to nemesis and setup to setup. As such, we are happy to introduce some additional rules you can use to find the right difficulty for you.

Choose any number of the options below to have an easier game:

*You don't lose the game when you are exhausted. Instead, you lose the game when Gravehold has 0 life.
*Play with 4 player turn order cards.
*Start the game with 12 life.
*Start the game with 15 life.

Thread: Heroes of Normandie:: Rules:: How does a grenade affect structures?

Wed, 22 Mar 2017 21:25:13 +0000

by Aldaron

On page 12 of the rules it states that a "blast pattern that explodes outside a building can can affect the building", in a context that makes it seem like *grenades* are being discussed. But grenades can't affect structures. Right?

Thread: Days of Ire: Budapest 1956:: Rules:: 2:2 possible?

Wed, 22 Mar 2017 21:23:48 +0000

by Raider84

Hi, is there a gameplay of 2 vs 2 players or just 1:3 or all against AI?

Thread: Sword & Sorcery:: General:: retail vs. KS

Wed, 22 Mar 2017 21:23:28 +0000

by intently

Hi all,

I'm thinking of pre-ordering a retail version. Can anyone tell me what exactly will be in it?


Thread: Magicka Mayhem: The Card Game:: Rules:: How does Stealing work, see 'Summon Lightening 'Rob''

Wed, 22 Mar 2017 21:19:59 +0000

by jsjamboree

I have no idea how stealing works, and its not discussed in any of the FAQs or helpful info cards.

Summon Lightning 'Rob'

'Rob' Steals ALL Lightning from Spells Cast by Summoner's Opponents.
Spell Fails if Elements are not replaced by Caster. Summoning Wizard keeps stolen Elements.

The way I read it is that whenever an opponent plays a spell with Lighting, I take those lighting elements and put them in my hand. Then, the opponent has to put that many more lightning down in order for the spell to succeed. Effectively 2x the cost of all lighting spells and buffing my ability to get lighting.

Valkyrie Staff:

Wielder may steal 1a or 1l from any spell. Spell fails if the stolen element is not replaced.

Again, im assuming that for every spell played I can steal one of the element cards listed and the caster has to replace whatever elements I stole. If it was a 2x card, even though it says steal 1, then I would steal them both and both would have to be replaced.


Thread: Arkham Horror: The Card Game:: General:: What order does one play through all the campaigns/modules?

Wed, 22 Mar 2017 21:19:20 +0000

by Lowden025

If playing this as a "campaign", are all the modules/campaigns meant to be played in a specific order?
Finish the 3 adventures in the core set....
then go to The "Dunwich Legacy"...finish those adventures,
then go to...what?
"Miskatonic Museum" to "Essex County Express" to "Blood on the Altar" to "Undemensioned and Unseen" to Where Doom Awaits in that order? (Heretofore referred to as the "DL Modules")

Do you need to finish the "Dunwich Legacy" core box before playing one of the "DL Modules"?
Can you play the "DL Modules" in any order?
Can you jump into the DL modules before you finish the "core" Arkham Horror

Where do "Curse of the Rougarou" and "Carnevale of Horrors" come into play?

Does it make a difference if you are not playing this as a full length campaign, but rather individual adventures?


Thread: War in the Pacific: 1941-1945:: Rules:: CHINA

Wed, 22 Mar 2017 21:13:47 +0000

by grognard11

Just to make sure: chinese units that are destroyed may not be rebuilt.

and by the way,conquin should be chongquin should be chungking

Thread: 1846:: Rules:: "Location"

Wed, 22 Mar 2017 21:12:20 +0000

by irwando

What is defined as a "Location"? Is Chicago a Location or is each spot in Chicago a seperate location?

The question came up when applying the Meat Packing Plant. Is it assigned to "Chicago" and applies no matter which route I take in, or is it applied to a specific city/spot in Chicago such that only one train gets its benefit?

Thread: Dungeon Command: Curse of Undeath:: General:: 1-2 Players

Wed, 22 Mar 2017 21:11:23 +0000

by BenjaminHester

The listing for this game says 1-2 players, but I see no mention of anyone playing it solo anywhere. Are there actual solitaire rules, or is this that "you-can-play-both-sides-so-it's-solitaire" garbage?

Thread: Galaxy Defenders:: Strategy:: Agent Strategy File: Agent Mercury

Wed, 22 Mar 2017 21:09:24 +0000

by Skaak It took me an embarrassingly long time to finish this up, but here it is at last: the next in my series of Agent Strategy Files!I've already covered Agent Titanium, who is arguably the most straight-forward of the core agents to figure out, so next up let's talk Agent Mercury, everyone's favorite Infiltrator (and without a doubt the most difficult character to play well)!Vital statisticsName: Agent MercuryClass: InfiltratorHealth: 7 (elite: 8)Movement: 5Armor ability: Each BOLT counts as SHIELD against melee attacksAbility: Stealth(Passive) If not engaged: cannot be targeted by aliens at {2} or morePrimary weapon: BladeMelee • 4R • {0} • ∞BOLT: -1 def diceSecondary weapon: P-66Ranged • 2R • {1} • ∞BOLT: +1 HITAt a glanceAgent Mercury is a difficult lady to love, because very soon after fielding her you will discover that the reasons she looked so awesome ("Invisibility! Infiltration! Ninja-like speed and assassination skills!") are practically non-existent. All it takes is one lowly Spine Critter activation, and suddenly Mercury is a sitting duck for any alien with a blaster and a bone to pick. This leaves a lot of players scratching their heads over Mercury, before relegating her to their B-list and largely ignoring her.This is unfortunate, because with a little patience and the right play style Mercury is frigging awesome. Mercury's problem is that the class name "Infiltrator" and her "Stealth" ability give people wrong expectations, which generally leads to her dying a lot in hilariously futile ways.Mercury is not an infiltrator. Mercury is an ambush predator.Strengths and weaknessesMercury's main weakness is that she's got the tools of a brawler with the health of a back-line support character. Additionally, the value of her Stealth ability and high movement are both largely negated as soon as an alien lands adjacent to her, meaning that she is the least forgiving of the agents to play, particularly at low levels prior to gaining her class skill (and thus somewhat-predictable evasion). This is exacerbated by the two basic melee aliens (Aracnos and Spine Critter) explicitly ignoring Mercury's ability regardless of range.Mercury's greatest strength is the fact that she has the most consistent primary weapon in the game. While every other agent can jam[...]

Thread: Star Trek: Attack Wing:: Strategy:: Are shuttle builds still a thing?

Wed, 22 Mar 2017 21:06:04 +0000

by da40korks

I was thinking about using the Delta Flyer to boost a ship past 50pts and still have a potent secondary, is it still a viable strategy?

Thread: The Oracle of Delphi:: General:: Second printing?

Wed, 22 Mar 2017 21:03:46 +0000

by GendoIkari_82

I know that there is a second printing that fixes the pink/red color similarity, as well as a couple of rulebook clarifications.

But is this second edition already printed / available? If I buy a copy now, can I know that I'll be getting the second edition?

Thread: Kingdom Death: Monster:: General:: Question regarding First Hero or starting a Campaign with a later Latern year

Wed, 22 Mar 2017 21:02:21 +0000

by DancingFool

While mulling over my options like everyone else I was thinking about the First Hero and I was wondering if this was really necessary to start a campaign at a later year. Is there any reason you couldn't just start a campaign at any point and just make up a settlement and survivors with the appropriate stats for that point in time? I'm not looking for answers like, "But, you'll be missing some of the emergent narrative, etc." I understand all that. I'm asking more from a mechanical point of view. Is there any reason one couldn't do this?

Thread: Mansions of Madness: Second Edition:: Rules:: "Inspecting" tokens in the app

Wed, 22 Mar 2017 21:00:15 +0000

by mfl134

Performing the explore action, search action, interact action, and some component actions requires using the app. An investigator may tap any token in the app to inspect it. Doing so does not require an action, and an investigator can inspect a token even if the token is not in his space.

So, just to make sure I'm not doing something wrong, you can click on any token on the app at any time for no action. You just can't select any of the options that result in actions unless you meet the listed requirements. (being at the location, spending an action, etc.)

So for example, on the top right of page 7 of the Learn to Play, under the Interact action, the screen shows you talking with an old man then gives 3 options. The first 2 require actions. The 3rd option says "Ignore Him".

Can anyone click on the icon for this person even if nobody is near the person?

Thread: Aeon's End: War Eternal:: General:: [KS] 124 Player cards?

Wed, 22 Mar 2017 20:58:38 +0000

by Skrell

I don't really understand what function these serve? Doesn't the default game come with enough starter cards for all mages?

Thread: Arkham Horror: The Card Game:: General:: Campaign play, spending XP

Wed, 22 Mar 2017 20:49:54 +0000

by OTGamer

Quick question about updating decks or cards. If I buy a new card for my deck, I have to swap something out to stay within the 30 card limit. Question is, do I still "own" the card that gets replaced? So if I want to use it later for whatever reason do I have to buy it again or can I stick it straight back in the deck?

Thread: Duel of Ages II:: Strategy:: Do you destroy cards?

Wed, 22 Mar 2017 20:46:32 +0000

by ckessel

You can destroy any of your cards during your Free Action. I pretty much always forget this rule, but it seems like it'd make a lot of sense to destroy your cards if you think you're going to die that turn. Or to destroy a card that'd be dangerous in enemy hands and has low value to you, unless you think you've got a card paying challenge to dump it on soon.

Just curious, is destroying cards a strategic choice other folks remember to use?

Thread: 18CZ:: General:: (Southern) California Buy Group?

Wed, 22 Mar 2017 20:42:33 +0000

by crackktheskyy75

Because the savings seem to be pretty substantial, does anyone in (Southern) California want to go in on one of the larger tiers? Even if in-person delivery does not work out, it definitely looks like shipping within California would be cheaper than ordering our copies individually.

Thread: Trickerion: Legends of Illusion:: Rules:: Special Assignment card "Orchestrale Interlude"

Wed, 22 Mar 2017 20:38:42 +0000

by Barbapapa2014


the "Orchestrale Interlude" card say: You receive your Trick's Link Bonus for each Tick Marker you set up(even if the category symbols don't match).

For the shard symbol in the link circle, does it work too (for me and my opposant)?

Thank you.

Thread: Clash of Steel: A Tactical Card Game of Medieval Duels:: General:: Card layout

Wed, 22 Mar 2017 20:37:52 +0000

by unliar It seems this is the first post (POLE!) I'm a huge fan of the game even if I didn't even played it (just gone three or four times thru the rules).And I'm a little concern about the card layout... It seems a little user-unfriendly as is in the previews. I've been making my homework and have some quick solutions:CARD LAYOUT AND MODIFIERSCards must be comprehensive and easy to read, so I suggest having the top right corner dedicated ONLY to attack/deffense/movement modificators to quickly find out the total reult, without having to go to different pico-sized texts in the cards. So, you'll have something like this:Action CardsOnly DEFENSE has some modificator and only if the target is paired, so an icon for +1DEF and other icon that indicates that target should be paired (helmet = helmet for example) will be great.Stance CardsIn the center section it is important to reflect the win initiative (on quick) and lost initiative (on strong) again, an icon could do the trick.- Quick Stance will have a -1 A/D/M Icon on the corner- Strong Stance will have a +1 A/D/M Icon on the cornerWound Cards- Head will have a -1 Def symbol- Torso will have a -1 Att symbol- Legs will have a -1 Mov symbolStamina Cards- will have a -x A/D/M symbol pairing the x stamina of the cardWeapon CardsIt will be great to have a small table, placed at the same place on all cards with the 4 ranges (Hand Arm Step and Reach) with the fixed modificator for the weapon, and another area with the "special rules".This way the table should be something like this:Items // Hand // Arm // Step // ReachAxe // -- // Att/Def +1 // -- // --Dagger // Att +2 // Att/Def -1 // Att/Def -1 // Att/Def -1Shield // Def +1 // Def +1 // Def +1 // Def +1Spear // -- // vs. not spear Att +1 // vs. not spear Att +1 // Att +1 Def +1 / vs. not spear Att +1Sword // -- // -- // Att/Def +1 // --And the special effects:AxeVs.Shield Att+1Dagger--ShieldNot with Spear Vs. Spear Def +1SpearNot with ShieldSwordVs. Axe Att +1ABOUT THE ACTION[...]

Thread: Kingdom Death: Monster:: General:: Worth grabbing Abyssal Woods now, despite concerns?

Wed, 22 Mar 2017 20:37:42 +0000

by LardyFatLips Hi all,Over the course of this pledge manager, i've been back and forth contemplating what additional expansions to add. I'm trying to finalise my pledge this evening.Currently I haveBaseGamblersFKDBKDKGormI was going to go for Nightmare Ram + Screaming god but have taken them out due to having 'overnoded' with NM and not knowing what the parasite queen looked like for SG. Therefore, I can add something else to my pledge if I deem it applicable.So far i've been recommended Slenderman, SS and Black Knight as additional choices by some helpful people I'm wondering if the Abyssal Woods is worth grabbing now for the cheaper price despite some concerns written below: 1) The Witch + disciples look like pinup models which i'm not really a massive fan of. I generally stray away from the pinups/honeycomb weaver style models etc 2) It comes out in approximately 2020 3) We don't know what the other monsters look like, we have a few sketches but these could change.4) I'd have to buy Spidicules now/down the line. It's fair to say that if the non-kickstarter price goes up past $200 as predicted, I won't be grabbing it due to it's additional expense. Therefore, it's likely now or probably never :/The things I like about it are:1) Goblin King- Looks awesome, is huge, can be used as campaign extender for POTL Campaign which is really awesome!2) Spiral Knight- Can be used as quarry/nemesis in POTL campaign 3) Value, it just has lots of stuff 4) It's a whole new campaign for people to play around with if the main campaign gets stale. 5) Poots may be addressing Flower Knight And Spidicules and giving them a bit more involvement/love.6) I really want an expansion which extends the core campaign and Goblin King is looking the least graphic/crazy. SG's parasite Queen is an unknown entity so that puts me off and Ivory Dragon has a huge vagina with something crawling out...Sooooo, with the above in mind. Do you think I should/would you grab it now?My alternative plan is to grab something al[...]

Thread: Teenage Mutant Ninja Turtles: Shadows of the Past:: General:: Is the game slightly skewed for the foot clan?

Wed, 22 Mar 2017 20:37:42 +0000

by saiharris

So, just about to finish book 4. Love the game and the mechanics. It all works fine but my group has a feeling that the game is just a little easier for the bad guys. Less planning, they can reactive the elites over and over as well as bring them back not to mention the secret hand. I'm not having a moan but us this the general consensus?

Thread: Star Trek: Attack Wing:: Rules:: In a Mirror Darkly Rules Clarification

Wed, 22 Mar 2017 20:34:35 +0000

by laerik

Question about the In a Mirror Darkly rules. When measuring between Tholians (objective tokens), I'm assuming one takes the range rules and places it vertically at each edge of the object token pairs to see if any portion of a ship's base falls within the zone between the objective token pair edges. If so, shenanigans ensue via the rules.

Correct interpretation of the area of influence of the Tholians?

Thread: Saga of the Northmen:: General:: My game came with extra cards, which i believe are "the blood pact" expansion, but...

Wed, 22 Mar 2017 20:32:10 +0000

by John_VW

there are no rules to cover this expansion, and no mention of it in the only rule book that comes with the game...anyone have any idea how we're supposed to use these cards?


Thread: Scythe:: General:: Buying star tokens

Wed, 22 Mar 2017 20:32:08 +0000

by Ryaxs

Hi folks!

I'd like to find where I could buy star shaped tokens like in this game for a prototype i'm making. I did a bunch of search but can't seem to find anything. Do any of you know where I could find these? I'd need them in blue/red/white colors.

Thanks, and sorry for the weird question (image)

Thread: Terra Mystica:: Organized Play:: 2017 Terra Mystica Chicago League

Wed, 22 Mar 2017 20:31:00 +0000

by raynovich

Hey all,
Any Chicagoan, or anyone else for that matter who would want to join us, we are going to try to run a League for Terra Mystica for a few months. Come join us!

First day off competition: Sunday, April 30.

Thread: Triumph & Tragedy:: Rules:: Cadres limits?

Wed, 22 Mar 2017 20:29:34 +0000

by Bertwald

New player question, hopefully somebody can help?

Is each faction limited to the number of cadres types it can deploy based on the number of standard (non spare) stickers provided?

For example there are only 2 Italian tank stickers - so are the Italian forces limited to a maximum of 2 tank cadres?

Review: Portal of Heroes:: [Review] A compelling filler in a tiny box

Wed, 22 Mar 2017 20:28:42 +0000

by Osirus OVERVIEWPortal of Heroes is a game where you attempt to summon heroes through a portal by picking up cards of the appropriate number and filling the wantlist of a particular hero.COMPONENTS IN BRIEF5 small paper portal mats, 110 cards (characters and pearls)GAMEPLAY IN BRIEFThe middle of the board holds a Character deck (2 cards face-up), and a Pearl deck (4 cards face-up). Each player has a portal mat that can hold two heroes, and can hold 5 pearl cards in hand. On your turn, you get three actions, each of which can be any of:*Draw a pearl card into your hand (face-up or topdeck)*Draw a character card onto your portal mat (face-up or topdeck)*Replace the four face-up pearl cards with four new ones from the deck.*Activate a hero from your portal mat by discarding appropriate cards.When activated, heroes will leave your mat and be worth a certain number of points, as well as possibly providing 1-time or permanent benefits. The end of the game is triggered when a player reaches 12 points, which immediately becomes the penultimate round, and then one final round of turns is played, after which whoever has the most points wins.GOOD POINTS*Super-fast setup and teaching. I love that this game is just a tiny box of two card decks, you shuffle each of the two decks and flip a few cards face-up and you're ready to go. The basic rules of the game, as you might suspect from the fact that you've just learned them under the preceding item, are very simple. There's just one rules caveat, mentioned under Bad points.*Good variety of card abilitiesBetween the diamonds that let you manipulate values, the red cards that give you a one-shot boost such as extra actions or stealing a card from an opponent, and the blue cards that give you a permanent ability such as increased hand size or a free 8 when acqu[...]

Thread: Arkham Horror: The Card Game:: General:: Lasers & Pinewood: A custom organiser story

Wed, 22 Mar 2017 20:28:30 +0000

by sfrembrandt Much like a lot of you we've been struggling with a proper AH:LCG storage solution. After outgrowing our organiser from Broken Token we decided to go for a more custom setup.The BoxFirst up was finding a good box. We live in Sweden and couldn't find an artist case like the one that's very popular across the pond. After quite some google and soul searching we finally found something suitable to our needs. It was a plain box made from pinewood ( A little pale for our taste, nothing a paint job couldn't fix. Off to the hardware store!The Paint JobLuckily for us they had examples of the same material and what it would look like. We picked our favourite and started painting them with high expectations. Our brush had barely touched the wood before our hearts sank. It looked nothing like the examples we saw at the shop! There was nothing for us to do but stick with it and finish the paint job as it was still better than the original wood.The Art-Direction and Laser ShowTo make up for the lacklustre colour we figured something to decorate the lids that would also show us which box held which cards (we got two). Time to spend some time with our old friend Adobe Illustrator!Getting inspiration from old art-deco designs was a given but we also wanted a connection to the game to go with it. As one box was for the scenario cards and one for investigators why not use the design of the clue/doom tokens? We were quite satisfied with the result and spoke to a friend of ours that could help with the etching.Here's the end result of one of the boxes:Here's a video of the laser in action:Youtube VideoIf you want to see more images from the #rembrandtboxes project feel free to check out our instagram (www.insta[...]

Thread: Super Dungeon Explore: Forgotten King:: General:: Closest Tabletop Experience to WoW (Instances)?

Wed, 22 Mar 2017 20:25:42 +0000

by bcbandit

So, I have 1.0 and have been looking at picking up Forgotten King. While reading the rules, specifically with regard to building wrath (aggro), I got the sense that this is very close to the play and feel of instances in World of Warcraft. Is this the closest tabletop game available to that experience? Other than a true dedicated tank and healer, it seems very similar, but again that is based just off reading rules and no play experience.

Thread: Fate of the Elder Gods:: General:: Card Count

Wed, 22 Mar 2017 20:24:11 +0000

by Icehawk101

Does anyone know how many cards and of what sizes are in the core game and Beasts from Beyond expansion? I am backing a Kickstarter for sleeves and need to know how many of each size to get.


Thread: Macao:: Rules:: Speculator question

Wed, 22 Mar 2017 20:23:01 +0000

by CarcassonneFreak

The speculator card says you pay 1 AC less each time that you take possession of a city quarter. Does this mean that you could pay "0" to take possession of a city quarter which only costs a single AC? It doesn't specifically say that the cost can never be "0".

Thread: Gloomhaven:: Variants:: Extra Race Ideas/Class Ideas - Isaac?

Wed, 22 Mar 2017 20:22:24 +0000

by krovasteel I've been wondering if Isaac ever had extra race or class ideas that didn't make the final cut. And what would be cannon to create classes from.I had noticed the similarity of his races to traditional fantasy races - but with awesome unique background story and alterations.I have an idea for a Dwarf inspired race Ferroscians (Ferrous = Iron) called "Iron Born" by other racesThe idea behind the two genders:Males: Thick and stocky, Earthen skin with studs of metal and rock randomly dispersed. Thick plates of rock and ore on chest, all rocks have small veins of various metals, mostly iron. Body hair is thick and made of splintered metal cords and soft barbs. This acts as normal hair on softer parts of the body like the arms or legs, but are real wires or cords on the head and sometimes face/beard. They can be braided and manipulated like wires/cords.They are incredibly dense and heavy, weighing 1-1/2 times a human of their size. When the males are ready for battle or angry, heat emanates from their body making all the metal look red hot. This can cause damage to the Ferroscian. (class theme) But fire element also Is utilized in their fighting style. Along with Earth element.I have collapsed my current work on the class here.Class- Iron Overlord[o]Class- Iron OverlordHP 14+2/Level 14-lv1,16-lv2,18-lv3,20-lv4,22-lv5,24-lv6,26-lv7,28-lv8,30-lv9Hand 11Style Premises- Types of builds Consume Fire- Convert Earth- Heal DamageGenerate Fire- Suffer damage -Increase DamageGenerate Wind- Create fire - Movement and effectsAbilities 10 Level 13 Level XAbility format☼ Name:TOPXXXX►Initiative◄BOTTOMXXXX☼ LEVEL 1☼card# tracker*Upgrade slot☼1Man the Bello[...]

Thread: Glorantha: The Gods War:: Rules:: Earth Queen cards. Why do they need?

Wed, 22 Mar 2017 20:21:28 +0000

by Radonegsky

Mb this is kindly stupid, but I dont understand their purposes.

When I summon a Queen - I marrige Her with other player cose their colours are macth. So it is obvious that he have Queen cose she have his color.

So why cards are needed? It's a comon situation that people forget that they have Queen? But there is Ring ... So..Why?

Thread: Epic Card Game:: Variants:: Bark Draft Variant

Wed, 22 Mar 2017 20:20:52 +0000


Hello to all,
I play once a week with a friend and we love to play Dark-Draft. Now we tried to play (I called it this way) Bark Draft. This is Bad-Dark-Draft.
So we take five cards and follow the rules of standard Dark-Draft (2 Players) and try to choose the worst card(s) ! After drafting 30 cards, we hand the deck over to the other player. So everyone has to play with the deck his opponent drafted and start to play (without inspecting the deck of course).
We both like this variant, and It has the positive effect, that you have to play with cards, you would never draft for your own hand or you would only choose in constructed decks.
We love it, and it is sometimes really surprising with wich weird combination of cards you have to play.
Maybe someone also tried this ?


Thread: Kingdom Death: Monster:: General:: WTH? - Slenderman

Wed, 22 Mar 2017 20:20:39 +0000

by thefloriantrout

i was hoping someone could help me with my question.

i purchased the Slenderman expansion. i went to Vibrant Lantern for tips on how to put it together.

however, i have the following additional pieces and i have no idea WTH they are for. anyone have the answer?

Thread: Leader 1: Hell of the North:: Strategy:: How long do you typically stay in the peloton?

Wed, 22 Mar 2017 20:19:24 +0000

by baditude

I've played this only once and after that play I was curious to know how much of the game one would typically spend with all riders in the peloton? It seemed like in our game it was only useful to break away in maybe the last 1/4 of the game tiles which made me wonder how useful the first 3/4 of the game was.

Again this was only a first impression. I suspect that the track-layout and the somewhat random progress of the main group will have an effect on how long one should stay in there. Curious to hear from more experienced players on this.



Thread: Star Wars: Rebellion:: Rules:: Only transports left in space theatre

Wed, 22 Mar 2017 20:16:08 +0000

by Alandor

The Rules Reference state the following about combat:
"During the retreat step, if the only Rebel ships in the combat are Rebel Transports, they must retreat or they are immediately destroyed."

Does this apply even if there are no imperial space units present? It seems counter-intuitive, but I find nothing in the rules that states otherwise.

Thread: Gloomhaven:: General:: How do you keep track of all your available missions

Wed, 22 Mar 2017 20:15:51 +0000

by Wickershamb

So the map is cool feature, but as we continue to branch out, making choices, and getting side quests, a lot of times we look at our map and someone will say "How did we unlock that? What's the reason for going there?" And then it's a mad dash through the book to see which scenario unlocked another scenario, etc.

Does anyone have any fun ways to keep track of the story as you go? I was thinking of just writing in the scenario book which scenario leads to which.

Thread: Wargames:: General:: Conflicts in the 2020s?

Wed, 22 Mar 2017 20:15:22 +0000

by Jatta Pake Are there any wargames that model near future conflicts in the 2020s?From the US Government's January 2017 Global Trends Report "Paradox of Progress":The nature of conflict is changing. The risk of conflict will increase due to diverging interests among major powers, an expanding terror threat, continued instability in weak states, and the spread of lethal, disruptive technologies. Disrupting societies will become more common, with long-range precision weapons, cyber, and robotic systems to target infrastructure from afar, and more accessible technology to create weapons of mass destruction....The Bottom LineThese trends will converge at an unprecedented pace to make governing and cooperation harder and to change the nature of power—fundamentally altering the global landscape. Economic, technological and security trends, especially, will expand the number of states, organizations, and individuals able to act in consequential ways. Within states, political order will remain elusive and tensions high until societies and governments renegotiate their expectations of one another. Between states, the post-Cold War, unipolar moment has passed and the post-1945 rules based international order may be fading too. Some major powers and regional aggressors will seek to assert interests through force but will find results fleeting as they discover traditional, material forms of power less able to secure and sustain outcomes in a context of proliferating veto players.Are[...]

Thread: Pandemic: Contagion:: General:: Average score?

Wed, 22 Mar 2017 20:13:43 +0000

by Motoningennoken

I got the game today and worked out a simple solo variant with 2 bots. After a few learning games I think I got all the rules. I scored 75 while the AIs scored 82 and 71. Are these normal scores or should I prepare a more punishing variant?

Thread: 18CZ:: General:: Wisconsin group buy

Wed, 22 Mar 2017 20:10:58 +0000

by wmspringer

Looks like doing a group buy reduces the cost by as much as $29/copy with combined shipping. I'm planning to have a copy shipped to my workplace in Verona (so there's always somebody to sign for it); if anybody else wants to join in I'm happy to deliver the game to you at I'm Board in Madison.

Thread: Battle Line:: Rules:: Can you claim a flag with only two cards?

Wed, 22 Mar 2017 20:05:41 +0000

by Mazen94

Lets say my opponent has 1 and 4 of different colors and I have 10 and 9 of the same color. Is that enough proof that I won or do I have to play the third card in the formation before proving that he can't win and claiming the flag?

Thread: T.I.M.E Stories:: Rules:: Spend 1 TU and Forced Move Panel by Panel

Wed, 22 Mar 2017 20:03:42 +0000

by jrmillionaire

Fellow receptacles,

Just double checking spending 1 TU (move,skill test.. etc)

Example: I check location that requires skill test, 2 friends checks another location. We spend 1 TU to move my 2 friends to my location to assist in the Skill test. Now:

A- do I do the skill test alone and then MUST spend another 1 TU for my friends to take part?

B- that 1 TU spent to Move also allows them to Immediately to join the Skill Test and we all Roll for it??

Also some stories has forced moving Panel by Panel B-G so for every move B-C, C-D etc we spend 1 TU and also that allows us to Skill test? Correct?