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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Terraforming Mars:: Rules:: What are City Tags used for?

Thu, 19 Oct 2017 16:58:27 +0000

by BarryKirk

Many or most cards that place a city tile also have a city tag.

I haven't seen anything that uses those city tags.

Thread: Kingdom Death: Monster:: General:: Pledge Manager reopening?

Thu, 19 Oct 2017 16:56:12 +0000

by Unkynd

Anyone know if this is going to happen before Wave 2. I just realized that I backed the Abyssal Woods but don't own Spidicules, so I need to add that as well. Also want to pick up Frogdog and Oblivion mosquito to add more variety to the early game.

Thread: Lobotomy:: General:: Essen Invitation from Titan Forge

Thu, 19 Oct 2017 16:52:52 +0000

by Titan Forge Games

Hello everyone!
We would like to thank everyone involved in Lobotomy by inviting you to our booth in Essen this year! Come say hi, tell us you are a Lobotomy backer or a fan and you will receive a limited promo miniature. This year, to honour the monsters, we will be handing out an alternative Clown miniatures! The amount of the promos is limited but if you'll be late or you won't be there you can always take part in our featured contest for a chance to win one!

We are waiting for you right in the front, in hall 1, booth G150!



Thread: Battlestations: Second Edition:: General:: 44 or 45 Character cards in the box

Thu, 19 Oct 2017 16:48:37 +0000

by Blangis

Hi, there! I've discovered that one character card is missing in my box. In the booklet as well as on the box, 45 Characters Cards are announced while I got only 44! Is number wrong or is the card missing. Thank you all, buddies, for your answer. (image)

Thread: El Grande:: General:: Sunk Costs Fallacy? Does El Grande tempt you to it?

Thu, 19 Oct 2017 16:48:14 +0000

by itsastickup

I'm looking for games that have a decent element of the sunk costs fallacy, and someone pointed me in the direction of El Grande. Is that right?

Someone else pointed me in direction of Ponzi Scheme, but it turns out that it doesn't.

Thread: Table Battles:: General:: Table Battles Reskin

Thu, 19 Oct 2017 16:46:11 +0000

by phillipwilson

This week I found myself with some extra time and discovered nandeck (this tool is amazing). So I decided to buy the Table Battles PNP and reskin it. Such a cool game design that dumps you into history without the rule book overhead.

I wanted to make the reskin feel like Material Design. My main goal is to make it a bit more accessible to get the wife to play it. (image)

Here are few things I tried to do:
- Icons to visually help find units
- visually de-emphasize the unit strength setup (Special formations have squares instead of sticks)
- convert dice requirements to icons
- include (somewhat) relevant images and flavor

Still a WIP, but I'm happy so far. Colors for the formations will depend on what physical pieces I can find/make. I'd love any feedback. Still tweaking things and I need to build a script for the scenarios.

Thread: Arcadia Quest:: Rules:: Redemption glass II and Brutal boots - Resting turns

Thu, 19 Oct 2017 16:42:10 +0000

by sophieguerette

Hello Arcadians,

I have been playing dozens of game of Arcadia quest, and yet I need help to clarify some things.

First, my understanding of Player's turn term is that it is whenever a player needs to play, whether is it for an Active turn (Moving and/or Attacking) or a Resting turn (Rest his Guild). The rulebook says «... a player can choose to spend his turn allowing his Heroes to Rest», which tells me they consider a Resting turn a «Player's turn».

So, when it comes to the cards Redemption Glass and Brutal Boots, the cards say «At the start of your turn, this Hero... » and «Once on each of your turns, this Hero... », which makes me a firm believer that it may be done also during a Resting turn.

Nowhere in the rulebooks (Base game, Beyond the Grave & Inferno) i have found any indication that permanent effects of cards are not allowed to occur during a Resting turn. It is only specify that Heroes may not perform their Movements and Attacks and rest in the same turn. Even in the Permanent cards (Upgrade cards) section of the rulebooks, its says that «They give the Hero who possesses them a special ability that is always in effect».

If anyone can tell where in the rulebooks there are some clarifications about that, please let me know in a comment. Otherwise, i will continue to argue my friends that they can use those abilities during their Resting turns (lucky for them, they have those bad ass cards this campaign, not me).

Thank you all!

Thread: Lobotomy:: General:: ***OFFICIAL CONTEST*** Fan-Made Clown Scenario

Thu, 19 Oct 2017 16:39:59 +0000

by Titan Forge Games

Hello everyone!
We are preparing an alternative Clown miniatures as a limited promo models for Essen!
Because not everyone will be there we would like to give everyone an opportunity to get one. We are holding a contest for fan-made clown scenario for Lobotomy!

Check out the model under this link!

Share your nightmares with us!
To enter the contest publish your idea here or send it to
Use the current scenario characterizations as a template.
It has to be a complete casefile, including the name, mental state on admission, ongoing symptoms, adverse reactions, complications, prior and suggested treatments.
Feel free to use other excessive tokens and all the mechanics from the game or make up your own!
Make it challenging, thematic, easy to understand and compelling!

21 days later...
We will announce the winners and send out the rewards!
The best entries will be rewarded with the alternative lobotomy clown miniature!
And the one that the designer will like the most will end up featured in the Lobotomy app for all the Lobotomy players to try and beat!

Thread: Fools and Prospectors:: General:: Work in Progress Thread

Thu, 19 Oct 2017 16:38:25 +0000

by djayshaggy

The Work in Progress thread can be found here.

Thread: This War of Mine: The Board Game:: General:: Is it really best solo?

Thu, 19 Oct 2017 16:35:13 +0000

by GaspodeX

Ok ... so been on the fence about this for a while but I’ve been on course in Reading this week and popped in to Eclectic games and to my surprise they had 3 copies on the shelf so picked it up.

So - as I know the community voting can be a bit ... dubious what seems to be the most (I hesitate to use the word enjoyable) satisfying number of people to have in a game from your experiences... the reason I ask is that I play board games co op or competitive for personal interaction- I have computers and consoles for solo gaming.

So what do people think ? 2,3 .... 6 ?


Thread: Xia: Embers of a Forsaken Star:: Rules:: Event: Infestation

Thu, 19 Oct 2017 16:32:15 +0000

by randyd42

"Whenever the host rolls a 1, they must take 1 unblockable damage."
Does this refer to any die the player rolls for anything (ex. environmental effects, event triggers, missions, engine activation, shield activation for defense on another player's turn, etc.)? If the player has an engine mod so that an engine roll of a 1 becomes 3, does this event trigger in that case?

Thread: The 7th Continent:: General:: PLEASE more stretch goals?

Thu, 19 Oct 2017 16:31:37 +0000

by ebridge

Yes, I'm greedy, but I hate seeing messages like "Final stretch goal" when there are still several hours left in the campaign and its already been achieved.

Please consider giving a final stretch goal after the final goal is reached. Thanks (image)

Thread: Import / Export:: Rules:: Bok Coy Power

Thu, 19 Oct 2017 16:30:59 +0000

by Muse23PT


just wanted to clarify one thing, Bok Choy "contract" power says:

If Bok Choy is loaded as a container on a shipment that is not an agriculture shipment, take 2 extra credits from the bank when that shipment completes.

It has the Black Arrow on the left of it's name that means:

This symbol means the power may be used at any time depending on the text of the card. You must still meet the tier requirement to use it

So this isn't really a contract completion bonus for bok choy, right?

What I think is that we have to load Bok Choy as a container into a ship that has no agriculture contracts and by doing so when the contract is completed you receive +2 credits... is this correct?

Is it possible to load containers (cards) into ships that have for example a Technology (green) contract that aren't Technology containers? I was under the impression that you could only put containers on ships with the same color of contracts on that ship, if that's right how can you put Bok Choy in an Non-Agriculture shipment?


Thread: Concordia:: General:: Best Map for Three?

Thu, 19 Oct 2017 16:30:29 +0000

by Big Bad Lex

Any suggestions? I've had a last minute drop out for a game tonight and I wondered what the best map would be for 3 of us (two first timers).

Thread: Xia: Embers of a Forsaken Star:: Rules:: Event: Cinder-Beard

Thu, 19 Oct 2017 16:28:45 +0000

by randyd42

"Cinder-Beard has the same NPC pattern as the Scoundrel..."
Does this refer to the Scoundrel's standard pattern or the pattern it is following from the Behavior card in the current game?

Thread: Xia: Embers of a Forsaken Star:: Rules:: Event: Derelict Hulk

Thu, 19 Oct 2017 16:28:01 +0000

by randyd42

What is considered "towing" into the Kiln? I can move the hulk while it is adjacent to me and I spend 1 extra movement point. However, once I enter the Kiln, the hulk is no longer considered adjacent to me and so I can't spend the extra movement point to move it into the Kiln as well. Can you please elaborate how one tows the hulk into the Kiln?

Thread: Charterstone:: General:: Ok, so how much of the game will we "miss" if we play 2 player?

Thu, 19 Oct 2017 16:27:06 +0000

by John_VW

how much of the flavor, interaction, ec. will simply be lost with just 2 of us? (because the reality is our's will be a 2-player game)

and...i've also seen many mentions of possibly using "Automas"...ok:

- are they necessary (in a 2p game)?
- if we use them would it make the most sense, fun to use 4 Automas (with 2 actual players)?
- or would we get basically the same game/feel/enjoyment with 2 players and let's say just 2 Automas?

(obv, we've never played any game with Automas yet!!) (image)


Thread: Resident Evil 2: The Board Game:: General:: 2.5 h live stream

Thu, 19 Oct 2017 16:26:34 +0000

by VIN666

Did anyone watch it?
Was there anything noteworthy in it?
Any new content or mechanics?

I simply don't have the time to watch the whole thing, so if someone did, some cliff notes would be awesome!


Thread: Ahead in the Clouds:: Rules:: Is there a FAQ?

Thu, 19 Oct 2017 16:25:41 +0000

by GreenTea532

I understand there are rules misprints. Where can I find corrections?

Thread: Vegas Wits & Wagers:: General:: Vegas Playmat

Thu, 19 Oct 2017 16:13:50 +0000

by Phan

I missed the kickstarter. What does the regular mat that comes with the base game look like? And is the limited edition oversized neoprene play mat going to be available outside of kickstarter?

Thread: Fabled Fruit:: General:: Too Easy and Too Fast

Thu, 19 Oct 2017 16:10:35 +0000

by medievalbanquet

I like this game. I think it is innovative and beautiful. It has clean mechanics though we had some questions about the rules and actions, etc. The FAQ is a good resource.

But, I felt as thought the game wasn't terribly challenging (we had 4 players) and was too quick to 3 juices. I know you play it from where you left off but the session itself seemed too fast. Its not Die Macher but I was looking for a bit more time from it.



Thread: Defenders of the Realm:: General:: Buy expansions now or wait?

Thu, 19 Oct 2017 16:10:33 +0000

by chrisn96

I just got DotR and after a few plays I decided to get the expansions for it. I was an eyelash away from buying all of them in one shot, but I wanted to see if there is a reason to wait. I know there is supposed to be a legacy version coming out in the future, but I'm assuming that's a separate game.


Thread: Red Scare:: General:: Trouble reading citizen cards with glasses :(

Thu, 19 Oct 2017 16:09:49 +0000

by Peteros

Anyone else having trouble reading the cards?

Some of the cards seem like they say "Saviets" or "Sovriots" so I can't say either way...

Thread: Okko's Chronicles: The Cycle of Water - Quest into Darkness:: News:: THE ONI'S CORRUPTION TRACK AND THE TERRIFYING BAKEMONO

Thu, 19 Oct 2017 16:08:56 +0000


Mina san Konnichiwa!

Make a note in your diaries folks, because we will be launching the Okko Chronicles Kickstarter campaign on Tuesday October 24th! We hope that you are ready to join the fight, because this campaign will be massive!

Is it tomorrow yet?

To help you through whilst we ask you to wait just a little longer, today we have a bumper update in which we will reveal a two very important elements of the game: the Oni’s Corruption track and the terrifying Bakemono.

The Corruption track allows the Oni player to enhance the abilities of those characters who have fallen under the demon’s insidious influence. The longer the Heroes’ investigations last, the further the Oni’s corruption will spread through the corridors of the Palace of Mists and the tighter their hold over its denizens.

The Corruption track consists of two Enhancement Trees. One to tracks the evolution of the Oni Player’s Supernatural Creatures (such as Yurei, Bakemono and Ninjas) and the other, the evolution of their Mortal Thralls (such as the palace guards and samurai).

These two areas are divided by the Round tracker and the Corruption token track.

During the game, the characteristics of the Oni player’s agents can increase dramatically as their potentially formidable skills develop. The Heroes will have to unmask the Oni quickly if they are to avoid becoming overwhelmed by waves of implacable opponents.

Can you see the relationship between the Palace of Mists and the Okko Chronicles campaign? In both cases, the tension rises!!!

The next week, we will talk about the many exclusive illustrations by Hub, created especially for Okko Chronicles. If, like us you are suffering from an acute Okkoitis… it's ok, this game is the only remedy!

Mina san arigatô!!

Thread: Majesty: For the Realm:: General:: Will there be an English edition available at Essen?

Thu, 19 Oct 2017 16:08:27 +0000

by sverbeure

Title says it all... Up until now, the Essen preview had the English title, but it changed to the German title now, so I'm wondering if this game will only be available in the German edition at Spiel this year.

Thread: The 7th Continent:: General:: Can I add the optional add-ons after the funding campaign ends, before shipping?

Thu, 19 Oct 2017 16:04:58 +0000

by WordsofLaterDeep

Asking those who backed the first game or other KS projects. I selected the Rookie pledge. I won't have the funds for the All-In pledge until after the campaign ends (damn you, SP for ending your campaign before payday! Lol). However, I have enough to get a few add-ons now, just not everything I want. My question is, do I have to update my pledge for the add-on amount now, or can that be done after the campaign is over? I couldn't find anything on the site about it.

Thread: Gloomhaven:: Rules:: Move allies through doors

Thu, 19 Oct 2017 16:02:22 +0000

by sixarmedman

Can i play a card that moves other allies through doors (move an ally 5 spaces) if my ally willingly wishes to open the door? Thanks in advance!!

Thread: Vaults:: News:: 4Hogs at Spiel Essen at hall 7:A100

Thu, 19 Oct 2017 16:01:33 +0000

by blackwingedgod

Wisit us at Spiel Essen as we will be presenting and selling our newest game - Skull Port!
We are going to be located at hall 7:A100, so drop by and say hello!(image)

4Hogs Crew

Thread: Last Friday: Return to Camp Apache:: General:: Retail date?

Thu, 19 Oct 2017 15:58:28 +0000

by cfarrell

Anyone have any idea for the retail date on this? It’s been “this month” for a couple months now. Just trying to plan my pre-orders (image)

Thread: Skull Port:: News:: Skull Port presentation at Spiel Essen at hall 7:A100

Thu, 19 Oct 2017 15:57:55 +0000

by blackwingedgod

Wisit us at Spiel Essen as we will be presenting and selling our newest game - Skull Port!
We are gooing to be located at hall 7:A100, so drop by and say hello! (image)

4Hogs Crew

Thread: Epic Card Game:: General:: Why are we allowed to attack multiple times per turn?

Thu, 19 Oct 2017 15:56:53 +0000

by admiralspunky

I'm new to Epic, and, like most players I reckon, I've played some MtG, and one of the biggest differences in Epic is the multiple attack phases. Why did they make that change? Sure, there are a few little edge cases where it can make a difference, but am I missing some big and glaringly obvious reason why the developers included such a potentially confusing mechanic that just seems to drag the game down? It just doesn't seem worth it.

While we're here, why are we drawing at the beginning of a turn? Is there a good reason for that practice?

Thread: GOSU 2: Tactics:: Rules:: Mutation/ZombieM and discarded cards

Thu, 19 Oct 2017 15:52:49 +0000

by Grimstringer

Can you take back the cards you discard during mutation, or mutate into a card you used to zombie mutate?

examples : 1. mutate into the blue goblin that takes back one blue from the grave,can you take back the card you discarded? or the goblin you mutated from? (if they are blue)

use 3 cards to zombie mutate a level 1 black goblin, can i zombie mutate to one of the 3 cards i discarded ? (if they are level 1 )

Thread: 21E:: General:: Where to find?

Thu, 19 Oct 2017 15:52:16 +0000

by Grejam53

Game is available anywhere?

Thread: Gloomhaven:: General:: Legacy game? Destroyed or altered components?

Thu, 19 Oct 2017 15:52:07 +0000

by Dave Davies

I understand Gloomhaven is a campaign game in terms of a progressive story. My question is can it be replayed by a second group of people or are the components altered or damaged in such a way as to prevent replying the game?

Thread: Hurtgen: Hell's Forest:: Strategy:: A German Initial Setup Idea

Thu, 19 Oct 2017 15:51:50 +0000

by Joey or Gunny 9th Panzer DivisionThis unit’s Zone of Operations (ZOP – see 1.6.0) Right Lateral Limit (RLL) is hex 2733w and its Left Lateral Limit (LLL) is hex 3034w9Pz Div HQ (-) setup in hex 3728w (Stolberg)1st Mot Inf Bn (-), 10th PzG Rgt, 9Pz Div & 1st PzJ Co (-), 50th PzJ Bn, 9Pz Div setup in hex 3033w (Raeren)2nd PzG Bn (-), 10th PzG Rgt, 9Pz Div setup in hex 2733w (Eynattenwald)60 Auf Bn (-), 105 Ind Pz Bde (-) [Attached] & 1st Pio Co (-), 86 Pio Bn, 9Pz Div setup in hex 2833w (Eynattenwald Roadway)1st SPA Bn, 102nd FA Rgt, 9Pz Div setup in hex 3131w (Obr. Forstbachwald)Notes: The setup chosen here maximizes terrain barriers and benefits as well as optimizes unit effectiveness within those terrain features. I recommend you avoid utilizing the “Special” German pregame move option (exclusive rule 31.2.3) with the 9Pz Division front line initial forces if possible for two reasons. First, the position allows for an added Pz / AT DRM bonus (series rule 13.7.5e) due to their frontal open terrain hexes, and second the need to keep as much terrain between your front line and the Siegfried Line directly behind you so as to increase your odds of delaying success, thus granting critical build time for the West Wall upgrades (exclusive rule 17.5.1). Your headquarters (HQ) has a remarkable supply reach (series rule 15.2.3b), and I don’t think you’ll be gaining too much turf anytime soon, so placing your HQ at approximately ¾ or more distance in supply movement points from your furthest unit will very likely prove beneficial.Special Notes: With no entrenchment Field Works (FW) initially in the 9Pz front line, try to maintain an enemy unit Non-Movement Cover Terrain (Non-MCT) movement halt barrier, by keeping your one and only artillery halt mechanism, ammo supplied (series rule 7.3.3a). Remember, part of the retreat path of your units involves retreating in the direction of your Primary Supply Source (PSS). Each unit’s PSS is its HQ, and that means placing your HQ in a location preferable for the retreat desires of any units needing to do so.116th Panzer DivisionThis unit’s ZOP RLL is hex 2030w and its LLL is hex 2532w116Pz Div HQ (-) & Commander, Siegfried von Waldenburg setup in hex 2926w (Aachen)116th Auf Bn (-), 4th Panther Co, 2nd Pz Bn, 16th Pz Rgt, 116Pz Div & 2&3 Pio Co’s (-), 675th Pio Bn, 116Pz Div setup in hex 2431w (Moresnet Heights)2nd PzG Bn (-), 156 PzG Rgt, 116Pz Div setup in hex 2331w (Moresnet)1st Mot Inf Bn (-), 60th PzG Rgt, 116Pz Div setup in hex 2531w (Moresnetwald)1st SPA Bn, 146th FA Rgt, 116Pz Div setup in hex 2729w (Aachenwald)Notes: All 9Pz division notes apply fully to this formation as well. Vacant area on the RLL will temporarily be covered by the neighboring 49ID until the attached 253rd A&E Regiment is able to move into position there. Technically, there is no actual front line in the campaign setup (exclusive rule 29.3.0) as both sides were still extremely fluid at this point. Just bear in mind the closer to the enemy you setup, the quicker he can recoil and strike.526th Ausbildung & Ersatz DivisionAusbildung = TrainingErsatz = Replacement[253rd A&E Regiment [...]

Thread: Ascension: Valley of the Ancients:: General:: Empower...

Thu, 19 Oct 2017 15:51:40 +0000

by ZUR13L

I think it would be really cool of Stoneblade if they were to re-release GotE Empower cards with gold lightning borders.

I would even pay money, although they had to see this coming.

Thread: Soldiers of the Sun:: News:: Oct 19 update

Thu, 19 Oct 2017 15:51:35 +0000


Version two of the rules has shaped up nicely and will be posted soon. Expect 3.0, the last and final version once playtesting finishes.

Thread: Through the Ages: A New Story of Civilization:: General:: BGO (and app) bugs

Thu, 19 Oct 2017 15:51:07 +0000

by esabatine

Boargaming Online has their own forum, but many players of Through the Ages use BGO or the App and this site gets more site traffic, so I think this topic is justified.

Anyway, BGO just developed a bug where if you are about to go into the last turn, the game just ends.

This just happened to me twice, and the second time one of the players actually started a war the turn the game "ended", which obviously is against the rules. So this is a bug.

Its already been reported on the Boardgaming Online forum:

Posting here mainly because if you are playing the game on BGO, its nice to know that you are not going crazy, there really is a bug (as of 10-19-2017) that is ending the game early.

Thread: The 7th Continent:: General:: Final Stretch Goal: Armageddon!

Thu, 19 Oct 2017 15:51:07 +0000

by coyotemoon722

Looks like no goat mini after all. I for one am pleased with all the effort the designers put in to add lots of new content as stretch goals. Kudos SP!

Thread: Pandemic Legacy: Season 2:: General:: US Release - October 26

Thu, 19 Oct 2017 15:47:52 +0000

by jgsugden

This is referenced in a few threads, but not in the title. I thought it deserved a heading. We're a week away from Pandemic Legacy 2 being available in FLGS and many online sellers.

I already have a session scheduled on October 27 with the foursome with which I did Pandemic Legacy Season 1.

Super excited.

I do not think this will be quite as amazing of an experience, but I have high hopes that it will be a lot better than Seafall was for this group.

Thread: First Martians: Adventures on the Red Planet:: Rules:: Questions after Probe on the Loose

Thu, 19 Oct 2017 15:47:25 +0000

by Auricle

I played the Probe on the Loose scenario last night, which left me with questions unanswered (as far as I can tell) in the rule book, FAQ or Almanac.

1)The first event of the game was Sand Wave, which directed us to remove an ROI tile from ring 1 and any tokens on it. Since there were none on the board, we took it from the supply. Should we have simply ignored this and not removed anything at that point?

2) We built a temporary base on an ROI with a -1 moral terrain effect. Since we are able to treat the temporary base as though it were the HUB for movement purposes, do we ignore the terrain effect on that ROI tile? Is every gather or explore action we take on the tile with the temporary base affected by the -1 moral?

Thread: Camp Grizzly:: General:: Looks like the expansions are getting closer

Thu, 19 Oct 2017 15:47:14 +0000

by TheAdmiral

I occasionally check in on the Google Doc and it looks like Final Art is complete and only 22 more need colored. Not too long ago, in Camp Grizzly relativity, there was a lot more left to do. Seems like things are finally getting close to wrapping up!

Thread: For-Ex:: General:: For-Ex for TWO players?

Thu, 19 Oct 2017 15:42:39 +0000

by Snowdash

Designer Tom Russell posted that For-Ex is best with THREE or more players.

For me, its my wife and I that will be playing IF I purchase the game. I am interested in any feedback on two-player matches that people have played and their opinions of the two player experience.


(It would also be cool if their was a For-Ex bot for solitaire play!)

Thread: Shadows of Brimstone: City of the Ancients:: General:: Complete list of EVERYTHING in town

Thu, 19 Oct 2017 15:42:32 +0000

by okiedokie

I'm looking for a spreadsheet that details everything you can get/do/upgrade in town. I'm tired of flipping around trying to figure out how to increase my Grit, or any other stat.

Has anyone actually made a spreadsheet detailing all of that stuff? I looked through the files and the geeklist outlining all the files but didn't see anything. If there isn't actually one, then I'm going to get started on it this weekend.

Thread: Stephenson's Rocket:: General:: Industry Cubes in new version

Thu, 19 Oct 2017 15:41:25 +0000

by Treesrule14

In the new version of SR they found a much better way to score industry instead of annoyingly having to sort 36 individual small circle tiles, however do you really only need 12 tiles per player. In a 2 player game this isn't really a problem since you can just steal the other players cubes, but in a 3 player game is it really the case that 2 players never grab 13 different industries?

I haven't played the game that many times so I don't know, but it should be easy to just include a few more cubes if this happens frequently.

Session: Clans of Caledonia:: My first solo play

Thu, 19 Oct 2017 15:40:17 +0000

by cirdan CoC is my first game I backed on Kickstarter. I ordered it without reading the rules and playing it on Tabletopia before, just have a small look into the summary of Rahdo, Hunter&Cron and Anthony&Frances knowing that the theme (I love Scottland) and the handling was turning me on. And as a main factor: I can play it solo.Last Saturday I got my copy finally. I was a little surprised about the tiny size of the components, especially of the wooden tokens, but after playing two games I have no complaints about the haptic and the recognize of the icons on the tokens.On Sunday I tried my first solo game with Clan Campbell, starting with two grains and one cheese. I had the same doubt like Rafael described in his session: I was also not sure how to handle these three goods, but I think I managed it correctly.The setup was the following:MapTiles A1, B1, C1 and D1Ports (in clockwise order starting in the upperleft corner)- Obtaining 5£ and performing a structural bonus in case the exort slot is empty- Exchange two goods from player board with two from map- Receive one bonus upgrade and three glory- One less slauthered animalScoring tiles- 1 VP for each basic good- 3 VP for each two hexes on the mapborder- 1 VP for each upgrade- 1 VP for each basic and processed goods- 2 VP for every workerOk, so far the setup. But what actions should I do first? Well, I just took a look in the rulebook. There is a little hint about the clans which strategy would be advisable for rookies like me playing CoC the first time. So I followed the advice and produced one of the processed goods (in fact cheese) and fullfilled the available export tiles.After almost one hour at the end of the game I reached a score of 120, marks me as a rookie. Not so bad for the first game I think.Today I played my second solo with Clan Cunningham, reaching 133 VP. Yeah, I'm on my way to become a genius!!! My brief summary so far after two games: CoC is a cute and handsome Euro. The rules are very easy to understand and to remember, although I forgot to remove the corresponding contract tile after rolling the last price die in my first game. I enjoyed both plays a lot and I'm looking forward to play CoC in my group next Friday.Here are some pictures:Setup before playingAfter placing my two workers (took the goods tokens instead of player pieces to get the starting goods, but corrected this after taking the picture )Finished [...]

Thread: Hope City:: Rules:: Cahos cards

Thu, 19 Oct 2017 15:37:08 +0000

by Electricflow

At the end of the round when you either meet or fail to meet the requriments Does the chaos card go out of play? And the new one enter? The chaos card in the future track ever flipped over?

Objective cards. Is there a situation where you would actually pay the cost and fail to meet requriments? Seems like if you cant meet requriemts you would not pay.


Thread: Strat-O-Matic Baseball:: General:: Regarding different versions and sets

Thu, 19 Oct 2017 15:36:31 +0000

by Matthewbgage

I’m looking at buying a version of Stratomatic baseball for my baseball crazy sons as a Christmas present. They are 11 and 9. I don’t see the difficulty being an issue, but I’m a little overwhelmed at which set to start them with. I think the full current version with 700+ cards might be too much at first. I was thinking about getting the Hall of Fame edition.

My big question is that whichever set I buy to start with, is it compatible with the other cards and team sets? For instance, if I start with the HOF edition, can I add other sets (like the Baseball Heroes ones) or team cards (say 2012 Rangers to get some of their favorite players) and just mix and match lineups from these additional sets?

Thread: Circus Maximus:: Rules:: House rule for blocking and a question about sideslip

Thu, 19 Oct 2017 15:34:26 +0000

by lmkedm

The rules for braking for a blocked position have always bothered me a little. I came up with this modification:

The maximum that you can brake is half the number of spaces (rounded up) that separate the obstacle from the team when the necessity to brake is discovered. The rationale is that you can't go from 20 to 0 in a split second. There is momentum and reaction time involved in the sequence.

Also. does it occur to anyone that the penalty for side slip is a little too gentle? Shouldn't there be a cost in endurance as well as movement factors for such an event? Consider that the drive would be pulling the reins more vigorously in an effort to maintain control of the chariot.

Thread: Great Western Trail:: Rules:: Risk Action Space Clarification

Thu, 19 Oct 2017 15:33:26 +0000

by mfrisch01

We were playing last night and had a disagreement; towards the beginning of the gameboard there's a risk action space which displays the icon allowing an action to discard a 1 point Jersey card to move the temporary certificate down a space, followed by a plus sign, and then an image of two monies.

The player who moved on this space owned a building on this same space, triggering this action space. The player did not own a Jersey cattle.

The question is the meaning of the plus symbol. Does the player get to collect 2 monies even if they did not perform the first half of the risk action (discarding a Jersey for a temporary certification)

Review: Of Dreams & Shadows:: Relentless, haunting, evocative, Of Dreams & Shadows wears its RPG heart on its bloodied sleeve. My [Ding & Dent] review.

Thu, 19 Oct 2017 15:30:33 +0000

by sigma83 “My sisters wake from the same nightmares,” begins Selene, seer of the White Rose. “A skeletal hand, pale and white as snow, grasping out from darkness."Of Dreams and Shadows is a co-operative adventure board game whose roots drink deeply of the blood flowing through designer Gordon Alford’s veins. Fed on the years spent either side of a Game Master’s screen, the game radiates the feeling of a fully-fleshed world lurking just off the edge of your vision.There’s a sense that if you peeled back the edge of the board, it’d come away matted with blood.If the evocative, haunting art was the lure, Alford’s uncompromising vision was what took bites from my brain. This game is difficult in the best way - requiring thought, decision, and often a prayer.From this callous world stitched together from Russian folklore, Celtic monsters, and Native American mythology rises a similarly uncompromising game. Relentless in its desire to keep you on your toes but always prepared to knock you back on your heels, Of Dreams & Shadows wears its RPG heart on its bloodied sleeve - roll might against dodge stat - and shares that genre’s propensity for rapid and sudden death.The enemy’s legions await…The box itself threatens injury, crammed with dozens of oversized cards and superthick enemy tokens, but when extracted the game becomes a fairly straightforward adventure. Three actions per turn, five turns per act, two acts per game, a rapidly dwindling reservoir of health and morale, and a world filling with the shadow that threatens to overtake your ability to fight it.Getting by with a little help from my friends.In the game’s comparatively sedate first half, your heroes gather companions, arms, and spellcraft. Some threats may overstretch your ability to deal with them, leading to a delicate balancing act of doing as much as you can while spending as little strength and will as possible. Abandon ideas of eliminating every enemy on the board - the witch coven in the southern wilds may be laying curses on your dreams from afar, but the time spent reaching and then eliminating them is better spent ridding the north of the minotaur legions.As Act I loads the pressure cooker, Act II explodes it. The location-specific quests and story events of Act 1 cease to exist. Those monsters you decided not to deal with now lie between you and the Foe, whose army now marches upon the capital; that armor you skimped on buying means you'll need a perfect roll in order not to be instantly slain; will those goddamn witches STOP with the curses already!Should you have the wherewithal to vanquish the Foe, the sense of co-operative achievement is palpable. We made it. We did it. Oh my god.The[...]

Thread: Too Many Bones: Undertow:: General:: TMB Undertow Veteran pledge?

Thu, 19 Oct 2017 15:30:14 +0000

by flowercita

Any chance for a "veteran pledge" for current TMB owners? I know you guys have drilled down the price point on Undertow already, but I think this makes sense and it would be a nice gesture and probably help some of us get off the fence if you did the following:

Undertow Veteran Pledge - $58 (For current owners of the base game only)

This pledge will NOT include the following from Undertow:

65 Health Chips
26 Attack/Defense dice
1 Day Counter Card and Chip
Lockpicking Dice
Anything else I missed that is redundant

I honestly would rather not get these extra components that won't be used, and while a few may disagree I think most would feel the same, especially if there is a small savings like I proposed.

Thread: Arkham Horror: The Card Game:: Rules:: Engaging timing Q

Thu, 19 Oct 2017 15:29:29 +0000

by ghost whistler

So i evade an enemy in the attic, he taps and moves from threat area to the attic.

I remain at that location.

Investigator phase ends, enemy untaps during upkeep.

When does it move back to my threat area?

Thread: Oh My Goods!: Longsdale in Revolt:: General:: Back In Stock on Amazon

Thu, 19 Oct 2017 15:29:17 +0000

by ru9698

I just saw it is back in stock on Amazon, wasn't there yesterday but is now.

Thread: Warhammer Underworlds: Shadespire:: General:: Good novel to go with Shadespire?

Thu, 19 Oct 2017 15:29:04 +0000

by chaplin717

I've been out of the GW loop for awhile. I never really got into Warhammer Fantasy and know nothing about Age of Sigmar. I tend to read the 40k battle books from time to time (usually with a Dawn of War PC release). I just like to compliment my game time with fiction. As I await my Shadespire copy, I have been wondering...

Are there any good books (novels) that might focus on the factions, leaders, or world of Shadespire? Perhaps one with an action focus?


Thread: Frostgrave:: General:: Using D&D Adventure System Tiles?

Thu, 19 Oct 2017 15:27:56 +0000

by Saber72

Has anyone tried using the tiles from D&D Adventure System games (such as Wrath of Ashardalon) to make dungeon maps for Frostgrave scenarios like the ones for the Breeding Pits scenarios?

If so, how well did it work?

Thread: Wargames:: General:: Inexpensive Plexi

Thu, 19 Oct 2017 15:27:49 +0000

by ConflictZ

I'm polling the war gaming community with some gaming accessory questions.

Question 1: What plexiglass dimensions & thickness would you recommend for covering both paper maps and the average mounted board?

Question 2: Where do you acquire your plexiglass sheets without breaking the bank?

On the latter, I've visited the Depot's and Lowe's of the world and as far as I'm concerned the quality of the sheets is poor and quite frankly, pricey. I can't say I've had much luck looking at online retailers either. Any input is welcome. Thanks very much.

Thread: NecronomiCORP:: General:: News on this game

Thu, 19 Oct 2017 15:25:11 +0000

by mohnkern

Just to let everyone know who is watching this game, it has been "produced" and the copies are in Mexico. Currently the designer is in a wrestling match with customs to get the games in his hands, so he can ship them out.

Session: Gloom of Kilforth: A Fantasy Quest Game:: The Tale of the Demon Hunter

Thu, 19 Oct 2017 15:24:54 +0000

by Toc13 *Editor's note. What follows is taken from a journal found in the Old Wood a few leagues from Sprawl City. It appears to deal with recent strange events & mysterious lights seen to the east. The only other items of note near the journal were the remains of a campfire & a shifting, shimmering area of ground. The author identifies himself as one Gadlon Tadrach, a resident of the city. He has not been seen for some timeIt begins. I can feel it coming, like some pressure building in my head. Whether it be the only welcome manifestation of my heritage, I know not but it is useful at this time. Soon the demons will burst forth from beyond the Veil & lay waste to this land, delighting only in the destruction & carnage they wreak.I have dealt with minor incursions before but this is on a completely different scale. I do not know if I can stop it but I know I must try.But what then? Await the next attack & the next? Perhaps our only real hope of salvation lies beyond the Veil. Rather than passively await our eventual doom, take the fight to the enemy? Destroy his lands as he would destroy ours?If we do this, it will take money. Much money. Money for information, money for bribes, money to raise, train & equip an army.In this regard, I may have some hope. Word has reached my ears of some treasure to be found in the wilds east of the city. It will do, to start. We can only await the future to see what it holds.I leave the city quietly. I have no wish for agents of the enemy to be aware of me. There is little to be gained & much to be lost by tipping our hand this early.Late in the afternoon, I find some sort of shrine with shifting sigils as if it does not want to be seen clearly. It pains me to look upon so I hurry past.My rest that evening is an abandoned farmhouse. It has not been lived in for some years by the look of decay & smell of must but it will suffice.One thing disturbs me that night. I sense the Gloom emanating from ahead, from where I must go. Did I err & show myself? Can the enemy have found me so quickly? I must hope not & that it is but bad luck but it troubles me nevertheless.I reach the valley the afternoon of the following day. I can sense the enemy's hand at work in this land & know I must not tarry. Luck is with me & I find what I am seeking in time. I hurry from this land. Late that evening I dimly spy an orc ahead in the gathering twilight. I weigh my options, neither of them good. Either I try to deal with it now,[...]

Session: In Tenebris Lux:: Second playthrough

Thu, 19 Oct 2017 15:24:45 +0000

by NikToo

Did my second playthrough tonight. Still have some questions which I've put in the rules section.

So, today I played the Prince, with his very good ability to add a die when attacked. I took that to mean when the Horror is the aggressor. My Narratives were Disciple of the Old Ones ("If you are in the Cloister of the Stars when the Doom Counter reaches its end, you win the game rather than losing it.") and Knight of the Church ("End your Seek step in the Chamber of the Sun after [hourglass]. Each of your opponents draws a horror card (so I draw it myself), When you return to the Catacoms Entrance you win the game.")

Here's my starting catacomb:

I had to work around a Tentacled Horror as I wasn't sure how to handle its "Can't lose" ability in case I found myself sufficiently far away. Eventually I ended my turn in the room adjacent to it, so that it had to shift to my room. Once there, it was the Aggressor and I got my extra dice. It was also a Daring room so I got an extra die, and because my Daring beats the Horror's Grit, I guess I got a fourth die. I wasn't sure about that though... Either way I rolled way more and defeated it.

Because of my Narratives, I had to actually force the Doom tracker, so I wanted those 1-2 rolls, and with the aid of Hall of the Dead I eventually got it up to 5 and I could go to the Chamber of the Sun where a Cultist was waiting for me. Made it down there, with the Doom going up to 6 on the way. Once I defeated the Cultist he then adds 1 more Doom AND goes back in my hand. So it's now at 7 and my plan might backfire. I leave the Chamber, but I then have to play the Cultist again. I defeat him again, making the Doom go up to 8! On my final turn I make it to the Entrance without rolling a 1-2 on the way, chased by the Cultists.

Here's the final boardstate:

Thread: Arkham Horror: The Card Game:: General:: Labyrinth of Lunacy - Missing Cards, Please Help

Thu, 19 Oct 2017 15:21:37 +0000

by hewholaffs

So I managed to get a copy of this at GenCon, but my group and I haven't been able to get together to play until this coming weekend. However, upon opening it up and sorting out the cards, it seems like I'm missing a couple, cards 35/47 and 41/47. Maybe I'm just missing something, but can someone who has this scenario please check to see what the name of these cards are and let me know before I contact FFG customer service to get replacements? Thanks.

Thread: The 7th Continent:: General:: Last Minute Vet-Backer Questions

Thu, 19 Oct 2017 15:14:41 +0000

by SepiaPenguin03

I tried searching the FAQ, comments and this forum, and couldn’t quite find an answer to my questions.

As a vet backer, only non-card purchases are being sent Wave 1 (and the corrected cards with them). But does that include the Journal? I’d pay for shipping to get that and the errata cards earlier than October.

Additionally, if the answer is no, what would you recommend for an additional purchase to get those cards Wave 1? I’m not interested in sleeves (I’ve got MayDay sleeves to cover me) but the dice seem neat, and i’ve read that the player mat might be on the small side but that looks nice too.

I’m one of the silly people who was impatient enough to get the explorer level on eBay, but I haven’t played yet to know what these might add to my experience. Thanks for your answers!

Thread: Too Many Bones:: Rules:: Tantrum's Rage. What counts as an attack?

Thu, 19 Oct 2017 15:11:23 +0000

by SuperAbobo

I understand Tantrum's rage die counter ticks up once when he attacks each turn. But what specifically counts as an attack?

Does using Tantrum's Axe die to count as an attack? What about damage caused from a loot card? Would these cause his rage to increase?

Thread: British Vs Pirates:: Rules:: Defense bonus

Thu, 19 Oct 2017 15:07:48 +0000

by Talenn

OK, so when attacking the outer sections of a ship, you add the defense bonus for that side to the number of the die on that side to determine the hit number. Got that part.

But what happens when you get to the internal structure? The rules say you use the defense bonus for that side, but do you add that to number on the central die? That would seem to make it very difficult to damage in the interior of the ship (which should be somewhat squishy IMO).


Thread: Dominion:: General:: Dominion Newbie

Thu, 19 Oct 2017 15:06:46 +0000

by BardicSkaven

So I never played Dominion seen it never had a desire to play. Then I saw Alchemy Adventures even read about an upcoming set with werewolves and vampires. Color me interested! Also Intrigue and Guilds sounds fun.

As a guy whose never played I threw around CABs(Columbus Board Game Society) about learning Dominion exclusively if someone uses Alchemy Guilds or Adventures and Intrigue stead of base set but still with maybe Guilds or Alchemy.

So I was told "You may like the themes but I wouldn't use Alchemy." Another Cabs member. "Ah I enjoy Alchemy just annoys people with making it more competitive." So what do all the sets I wanna try include? Just broad strokes.

Thread: Kreus:: Rules:: Aggression cards, on which turns are not playable?

Thu, 19 Oct 2017 15:04:14 +0000

by pnkthrepwood

Hi, I have the Spanish version of Kreus, and in the rulebook it says that Aggression cards are not playable on turns 1 and 2.

A friend of mine told me that in the French and English versions of the rulebook, it says that they cannot be played on the first and the last turn.

I guess the French and English are correct? Can anyone confirm?

Thread: Down in Flames: WWII-Guns Blazing:: General:: Vassal

Thu, 19 Oct 2017 14:58:13 +0000

by sushidog

I just got this game and am now looking for a VASSAL module for it so I can play it on my laptop when I'm away from home. Are there no VASSAL modules for this game (I couldn't find anything in the modules section for either DOWN IN FLAMES or GUNS BLAZING). Maybe I'm just blind. Or maybe they reside somewhere else. Anyone use VASSAL for portable gaming with this title?

Thread: Charterstone:: General:: One-Day Campaign Playthrough

Thu, 19 Oct 2017 14:56:35 +0000

by joepunman

In anticipation for this game, my biggest dilemma has been who to play this with. Do I play it with my immediate family? Wife's not much of a gamer, kids are more so, but it varies by child. Do I play solo with automa? Perhaps, but I'd rather play with people. Ideally I'd like to play with a regular group of people, maybe playing once every couple weeks. However, I've played Pandemic Legacy and Gloomhaven, and with those campaigns came struggles to get the group together on any regular basis.

So an idea hit me that I may consider for Charterstone - one day, play through the entire campaign with a single group of players.

I'd narrow down the interested players, find a time that works for everyone, and take a full Saturday to play through the entire campaign. No worries about people having to miss one week. And the games are short enough that it's doable.

I know Jamey has said in other threads that it's probably better to spread it out, and I agree, that may be preferable, especially since finding 5 other people with an entire free Saturday is not easy. However, I do think I may try to attempt this someday. Maybe with the recharge pack or an extra copy.

Anyone else planning/wanting to try to play Charterstone this way?

Thread: Food Chain Magnate:: Rules:: Endgame trigger without reserve cards

Thu, 19 Oct 2017 14:55:06 +0000

by ehellas

I was playing my first game and we did without the reserve cards and bank money 75/player. My question is, do the game finish when the bankruptcy happens the 1st time or we refill it with 75/player and play until it breaks twice?

Thread: World in Flames:: Rules:: Armor Effect's

Thu, 19 Oct 2017 14:53:55 +0000

by Zenxzen

If you attack an Inf in clear terrain with an Armor you get +2 for the armor effects - if you use an Offence Chit and double the armor does the effects double also.

We have played this since like 1990 and we are waiting on our 5 version (image)
or is it 6. we are currently playing with the last version with the new rules so we will be ready to go soon as we get our New Game.

Thanks Michael

Thread: Keyper:: General:: Retail pricing

Thu, 19 Oct 2017 14:52:14 +0000

by rusticchasm

Funagain has a pre-order for $99... The KS was for 45euros- does funagain have a huge mark-up? Or was the KS a great deal...?

Thread: Gloomhaven:: General:: UK Backers

Thu, 19 Oct 2017 14:49:07 +0000

by sfcfan


If for any reason you have decided you no longer wish to own a new copy of Gloomhaven, I will happily take it off your hands! I have pre-ordered it from a retailer but I don't want to wait 2 more months!

Please get in touch

Thread: Guildhall:: Variants:: Best deck mix with Job Faire

Thu, 19 Oct 2017 14:48:57 +0000

by Bazmondo123

Does anyone have a favourite deck combo that they use with the JF expansion or what sets will work well together?

Thread: Too Many Bones: Undertow:: General:: Alternative dice trays?

Thu, 19 Oct 2017 14:46:01 +0000

by eviljelloman

One of the things that can be kinda infuriating about storing Bones in the base game box is that I prefer to have a separate dice tray for each Gearloc, to speed setup. Since the trays are so huge, that ends up being a lot of wasted empty space in the trays. I'm picking up Undertow, and would really like to be able to store it all in one box. Anyone have ideas for a smaller dice storage tray that will get closer to fitting just a single Gearloc? Maybe something appropriately sized so I could fit three of them side-by-side along the long edge of the box where the two trays are stored right now?

Or, this would make a great stretch goal. (image)

Thread: Flip Ships:: Rules:: Flipped ships landing on more than 1 enemy.

Thu, 19 Oct 2017 14:43:39 +0000

by findersbane

If a flipped ship lands on more than 1 enemy are they both destroyed?

Thread: Wargames:: General:: Gaming etiquette

Thu, 19 Oct 2017 14:37:04 +0000

by Rubenpup

I guess in common with most gaming groups my friends and I expect everyone to have read the rules of a game we have arranged to play. Before actually pushing cardboard we tend to spend a few minutes agreeing upon the interpretation of any rules which some or all of us found to be ambiguous. If, after that, someone makes a move which is unwise, in the context of the basic/standard rules, so be it. If, however, the rule which will catch them out is a special rule or an exception to a standard rule we would tend to point this out and let him/her amend the move. Is this common practice, or is it peculiar to us, please?

Thread: Crowdfunding: Kickstarter:: General:: Apollo: The Game of Our First Voyages to the Moon - Live on Kickstarter Today

Thu, 19 Oct 2017 14:34:51 +0000

by ExoPlanetGames

Started at 09:03CST and runs to 23:59CST on 19 October 2017

A factually based STEM Board game about the US Apollo Space Missions

"Now you can experience the challenge and excitement of flying an Apollo Lunar Mission with APOLLO: The Game of Our First Voyages to the Moon. A collaborative STEM board game for 1-4 players ages 13 and up, APOLLO puts players in the Spacecraft and Mission Control, responsible for critical decisions and maneuvers throughout the spaceflight to the Moon.

The players become the Apollo mission Commander, the Lunar Module Pilot (LMP), the Command Module Pilot (CMP) and Mission Control Houston. Each position has critical roles to play in the outcome of the mission - but if you don't have 4 people to play the game, don't worry - you can easily combine the roles or even play by yourself!"

Thread: Wargames:: General:: overlays for asl

Thu, 19 Oct 2017 14:33:06 +0000

by fnad1953

i'm interested in buying some overlays frm croix de guerre, aob,and db. if yu could print them on your printer make yu put the markings what they are
i'll would really be thank for yu.thank yu. i can't buy them games can't offord it no more.

Thread: Commands & Colors: Napoleonics:: Rules:: Various temporary banner types

Thu, 19 Oct 2017 14:30:30 +0000

by BeatGuy

Hey all:

I am about to dive into the Russia expansion and I’m reading the rules about temporary victory banner types. Just to be clear, with all of these is it true that you get a banner when you meet the requirements, and simply hold onto that banner? Or is it that every turn you keep getting more banners if you hold the appropriate Hexes? Just want to make sure I play this right.

Thread: Virgin Queen:: Organized Play:: Spanish Player needed

Thu, 19 Oct 2017 14:25:55 +0000

by billcoop4

We have a need for a Replacement Spanish player. We're playing by ACTS/Vassal/Dropbox.

We are at the end of Turn 3. The Ottomans lead with 19 and they have landed in Barcelona.

Please email me at if you are interested

Thread: Fields of Despair: France 1914-1918:: General:: Experience of solo game after a few more months

Thu, 19 Oct 2017 14:25:38 +0000

by Ben_Bos


Now that the game is out and clearly available everywhere, is the game worth a purchase just for the SOLO play?

I was initially not interested but I saw a YouTube channel of playing this game and it looks awesome.

So is the ONE solo scenario worth it? Or is it possible to play 2 sides (even with the block mechanics?).

I can think perhaps of a way to leave the game aside for an hour and then make the move(s) with the other side... Or are there mechanics (hidden moves etc ...) which makes it really just a trial for competitive play.

I don't plan to ever play it with an opponent... as I play my more complicated wargames in solo mode only.

Tx for the advice.

Thread: Assault on Doomrock:: News:: BD Games at SPIEL 2017

Thu, 19 Oct 2017 14:25:30 +0000

by madyoss

Hi everyone.

Just a remainder, we will be exhibiting at SPIEL this year.

Reasons to give a visit:

1. Grab some free replacement parts for Doomrock.
Tokens, cards, dice? No worries.

2. Buy one of the final remaining copies of Doomrock second edition base game (35 euros). No expansions, sorry.

3. Just say hi, share your thoughts about Doomrock and explain why you hate it so much.

4. Learn about the new game Crisis at Steamfall
I will be offering quick introductions and try to make you sit and play the prototype.

We are down in hall 8, booth 134.

Thread: Unicornus Knights:: Rules:: A few ambiguity questions (Ongoing support cards, fate cards)

Thu, 19 Oct 2017 14:24:24 +0000

by emodiu5

Played my first solo romp last night, came up with a few questions.

1) I had an event card come up that made each character discard a support card at the end of the round. Does the cards available for discard include those ONGOING support cards already played? As an example, if I had no cards in hand and 2 ongoing support cards out, do I lose one? Or, I suppose, could I lose one of those instead of having to discard the card in hand?

2) Fate cards. Say I draw a fate card for an empire character that says they become an ally if a character of the opposite sex is adjacent. I then move a character of the opposite sex adjacent, but that starts a battle. At what point, exactly, does that fated empire character become an ally? As soon as I enter the adjacent space? Only after the battle? What if I lose the battle and move back to where I attacked from? You get the idea.

Otherwise it seemed to go pretty smoothly. Thanks for any input.

Review: Hanabi:: Hanabi is a good game for my classroom

Thu, 19 Oct 2017 14:16:42 +0000

by jodokast4 I am reviewing Hanabi partially as it pertains to my classroom. I teach in an elementary dyslexia program. I actively look for games that have a deep thinking aspect and next to no reading. Hanabi fits those criteria.In Hanabi, players take the roles of fireworks makers who have mixed up all their powders and have to sort them out before the fireworks show that night. Each player is dealt a number of cards depending on the number of players which they can never look at. Players hold their cards so that all the other players can see them, but they cannot.There are 8 clock tokens which can be spent to give a piece of information to another player. The information can either be of the color or number of a card or cards, but not both. The information you give has to be complete, meaning you have to mention every card that is that same number or color. Players can discard a card to get a clock token back into the supply.The goal of the game is to build the fireworks up in order. Each color has 3 ones, 2 twos, 2 threes, 2 fours, and 1 five. There are five different colors (pink, green, blue, yellow, and white) as well as a sixth color (rainbow) to add for extra difficulty. Additionally, the fireworks are all different shapes for those that might have trouble with colors. If a card is played out of order, a fuse token is removed from the supply. Three strikes and the game ends. If the players manage to make it to the end of the game without blowing themselves up, they count the highest value each color stack has reached and add those up for their total points. You can have more than one stack of a color, so only the highest number of each color matters. The best score is 25 (or 30 with 6 colors).I like this game for my classroom because there is n[...]

Review: Night of Man:: Cardboard Clash Review for Two - Night of Man

Thu, 19 Oct 2017 14:16:31 +0000

by dtwiley Thank you for checking review #33 by Cardboard Clash. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.**Disclaimer: I was provided with a copy of this game in exchange for an honest review.An Overview of Night of ManNight of Man is a game designed by Mark H. Walker and is published by Flying Pig Games. The box states that it can play 2 players and has a 60 minute play time.Night of Man is a card-driven, tactical board game. Set in a post-alien-invasion-of-Earth universe, the squads, heroes, and tanks of Earth's Militia battle against powerful aliens with enhanced power armor, hover tanks, Mechs, and spider-like robots.In each turn gamers draw up to a four card hand and may play a card, sometimes more, in each impulse. The cards activate units to move, fire, assault, and use special powers, such as explosive rounds, telekinesis, and more. Special cards, such as critical hit or bullet storm, can also enhance a unit's attacks.Each turn continues until three end turn cards have been drawn. Players then choose one card from their hand to keep, the administrative markers are removed from the board, and a new hand is dealt to each player. The players use that new hand, or the card kept from the previous turn, to bid for initiative in the new turn.Night of Man ships with numerous scenarios, as well as a point system that allows gamers to put together their own battles in no time flat.Setup and ga[...]

Thread: Crisis at Steamfall:: News:: Crisis at Steamfall on SPIEL 2017

Thu, 19 Oct 2017 14:16:17 +0000

by madyoss

Hi Everyone

We are exhibiting at SPIEL this year and we are bringing a playable, decent looking prototype with us.


Competitive adventure in a Steampunk city, with just a hint of sci-fi. There is exploration, items, civilian interactions, crazy events and secret locations.

If this sparks any interest, then please visit our booth. I will give you a quick introduction to the game and you will be able to sign on for a demo game.

Also, if you are new to I will be giving introduction to this game, as well as selling the few remaining copies I have.

We are down in hall 8, booth 134.
Hope to see you all there.

Thread: Fields of Fire:: Rules:: grenade attack application

Thu, 19 Oct 2017 14:15:26 +0000

by longbearder

There is example in 6.5.1 of the rules.
"Example: If a card with multiple units is under Automatic
Weapons VOF (–1 modifier), and one unit suffers two successful
–4 Grenade Attacks and one Grenade Miss, the unit
suffers a –9 modifier, not a –10 modifier (Note after the NCM
is calculated the lowest possible NCM is –4). The other units
on the card receive the –1 modifier from Automatic Weapons
VOF and –1 for the Grenade Miss for a final NCM of –2."

A pair of questions were arised here:
- One unit was a target for 3 Grenade attacks: Grenade VOF isn't comulative with other types of VOF, that's why resulting VOF for him is -9 = -4(G!Hit)-4(G!Hit)-1(G!Miss). And Automatic Wpn VOF isn't applicable to this unit. Is it correct?
- Grenade -4VOF and grenade miss -1VOF markers aren't the same tyme of markers? Can Grenade miss be cummulative with other VOF?
- And what for mentioned the following phrase: "(Note after the NCM
is calculated the lowest possible NCM is –4)"? As I understand for the first unit the lowest VOF was -4 and for the other (under Automatic Wpns fire) is -1.

And... I don't play it, just reading a rules... BUT I love FoF! :)

Thread: Lisboa:: General:: Obligatory question - is this Lacerda's best game so far? :)

Thu, 19 Oct 2017 14:13:16 +0000

by Don Sombrero

That's what I keep hearing in reviews (image)

Anyway, looking forward to hearing your quick opinions (deeper, leaner, more complex than other games, etc).


Thread: Shadowrun: Crossfire:: Rules:: Missions difficulty and Karma scaling

Thu, 19 Oct 2017 14:12:56 +0000

by leommj

Hi there.
I started playing recently this game, and I thought that the measure of difficulty by the Karma and the Karma scaling rules are somewhat off.
First thing is the naming:
Normal - 0 karma
Advanced - 5 karma
Very Advanced - 70 karma
This jump from Advanced to very Advanced is huge!!

Another thing: from what I read here in the forums, the extraction mission is easier than crossfire, even though the official difficulty is that crossfire is easier.

And third: the interval for not having any karma penalty is very small for “Advanced” missions, as 5 karma is required to play but with 10 karma you are already being penalized. Maybe this interval should be a bit larger?

What’s the opinion of more experienced players?

Thread: Commands & Colors Tricorne: The American Revolution:: General:: Doubling The Dice

Thu, 19 Oct 2017 14:05:45 +0000

by chas59

In my first games we had to keep the dice in reach of both players, because we were constantly passing some back and forth. So yesterday I bought some blank dice to use the extra stickers.

There were $4 at my FLGS for a set of 12 5/9" (16mm) cubes by Koplow Games. Because they are just a bit larger than those provided in Tricorne, they were easier to sticker, since there was less chance of overlapping the edges. They come in four colors: yellow, white, green, and red. Since they overlap the stickers a bit, you can still see the colors, which may come in handy. If I want a certain die roll to be special in some way, I can just call the color die! I made up eight of them to double the dice provided, saving enough for 2 more to replace any stickers if they wear down.

They roll fine. The die faces are flat rather than concave, so we'll have to see.

Thread: Clank!: A Deck-Building Adventure:: General:: original clank or space clank?

Thu, 19 Oct 2017 14:04:55 +0000

by little kitty

Which one is better the original or the new version coming out later this month Space Clank? And are they really close to the same or different? I have had this on my radar for a long time and just cant seem to pony up and make a decision? Also time to play and difficulty will help make up my mind.

Thread: The 7th Continent:: General:: How will you play SGs curse?

Thu, 19 Oct 2017 14:01:00 +0000

by polwac

I'm just concerned of one thing regarding all Stretch Goals which add new curse.

I understand that every "big" curse from base game and add-ons gives let's say 5-25h of play time per curse and usually people play them one by one.

What about "small" curse from SGs? I don't think they are good for playing them one by one, because it seems that they do not add much content to the game.

What is your opinion? How we'll you play them? Will you mix them and play all at once, doing few "mini quests" during one adventure?

Thread: Hero Realms: The Ruin of Thandar Campaign Deck:: Rules:: Ability/Skill Question

Thu, 19 Oct 2017 13:40:30 +0000

by hungbasilisk

I got my copy yesterday and started to tackle the new rules. Everything seems pretty simple but I am a little unclear about the Ability/Skill tree. It shows different options withing each level up eventually gets to the point where you have like 3 skills to choose from. From reading the rules it seems you just choose which ever one you want to level the skill up to. However, later in the rule book the show a skill tree example and it seems to show that if you have Skill 4a you can only choose between skills 5a and 5b, excluding 5c. And Sill 4b could only upgrade to 5b and 5c. Is this correct?

Review: Hoyuk:: An iSlaytheDragon review

Thu, 19 Oct 2017 13:40:18 +0000

by Goatcabin The dawn of civilization, and you’ve decided to wake up to it. The early bird gets the worm, and it’s time to make your clan’s name in the annals of history.Will you be known as the builder of ovens? The keeper of cattle? The people person on the block? That’s up to you, but in order for there to be something to record, other people have to be there too. And you know how complicated things get the more people are invited to the party.Determine the destiny of your village and be a good neighbor…but not too good.How It WorksHoyuk is a tile placement area majority game for two to five players. Players are leaders of ancient clans trying to be the most remembered tribe. The player with the most points wins.Hoyuk set up for three players.To begin, players take all the houses of one color and place the game board on the table. The feature pieces (tiles and wooden pieces) are placed on their spaces on the game board, and the aspect cards are shuffled and ten are placed on each aspect present in the game. The catastrophe cards are shuffled, as are the building boards, and each player places their scoring marker on the scoring track. One player receives the start player tile.Hoyuk is played in rounds, and each round is played in four phases: build, catastrophe, aspect cards, cleanup.Building boards show two houses and something else. Each player will build two boards each building phase.In the build phase, each player in turn will build two houses and one feature according to their dealt[...]

Review: Alien Artifacts:: Sleeker than a hyperdrive on cruise; Alien Artifacts is a masterful 4X engine-builder. My [Ding & Dent] review.

Thu, 19 Oct 2017 13:38:58 +0000

by sigma83 Alien Artifacts delivers the full feeling of an engine-building 4X experience in an hour. Some of you are like: 'sold, at which quadrant of the screen do I throw my money'!...but it's not an engine builder unless you spend lots of time building up to a dramatic conclusion, so here's the rest of the review.aa1As one of a handful of colorful interstellar factions, players will expand, exploit, explore, and exterminate their way to glorious victory across the stars. Beginning with the seed of an empire and a smattering of resources, you'll slowly build, colonize, research, and fight your way to victory.Your personal tableau.Victory in this case is points, gathered piecemeal through attacking aliens, colonizing planets, or researching tech – or in huge boosts at the end by hitting difficult victory point goals. The idea behind scoring big is to collect sets of things that can count for massive point bonuses, leading to a delicious tension of whether to spend precious resources and time on something because it will make your life easier now vs whether it will actually score you any points in 40 minutes.Every turn you get one action, and most of the time that action will be playing a few resource cards to put towards the cost of discovering planets, researching tech, or building some ships. Each card you can build can be played either to improve your actions (building the engine) or to actually try and score you some points (running the engine). Finding that breakpoi[...]

Thread: Loot:: General:: Colours in the new version.

Thu, 19 Oct 2017 13:38:41 +0000

by itsastickup

Hi, does the new version 2017 solve the colour issues for colour blind players? I saw a comment saying that even for normal people some of the colours in an older version where problematic.

Session: In Tenebris Lux:: First playthrough attempt

Thu, 19 Oct 2017 13:37:34 +0000

by NikToo Right, having watched the YouTube videos, I decided to have my own go. Going to just keep this brief, so just move it if it doesn't meet the criteria. Pulled the Witch out as my Explorer (I keep thinking Explorer is another character...). I got Looter (get Horror or Find cards in each slot and enter the Crypt of the Key) and Knight of the Church (end my Seek step in the Chamber of the Sun and return to the entrance) as my Narratives. I pulled eight Rooms and placed them. I was very fortunate throughout not to pull any of the Rooms without a Trait on them until towards the end.So I'm running around the catacombs with my witch. I play a couple of Horrors and manage to pick up a couple of Finds and beat a couple of Rats and the Lady in White, but I lose my hand to Hymns In the Deep. I then manage to pull Crypt of the Key and play it out. I also find Echo Chamber (Name and play any room) so I try to find Chamber of the Sun but I can't play it! I do a house rule and pick one I can actually play as at this point I'm running out. My Doom counter is on 5 now anyway. So I'm in Echo Chamber, I'm one room away from Crypt of the Key, I've managed to get three Finds and once I enter the Crypt I can get back a discarded Find I had to lose to the Hymns above, and I can then win. Unfortunately I draw a Risen Dead, and with the Doom tracker I now have to roll a 6 to defeat it. Fortunately I have my Tesla gun, haha...However, he[...]

Review: Pub Battles: Brandywine:: Solitaire

Thu, 19 Oct 2017 13:36:43 +0000

by gull2112

I want to mention that this game, on top of being an excellent multi-player game, is a very enjoyable solitaire game. When I play, I don't use the Alter Turn Order mechanic, I just go with the chits I draw. This can throw some real spanners in the works and mess up your plans...Just like an opponent will do from time to time!

The other cool thing about the chit draw mechanic is that it is like having a "save game" function. If something comes up you can quickly finish the command you're on and walk away, when you come back just draw another chit and away you go! No combat ends with units in contact, so if your part way through a combat phase, even a single combat, just walk away, when you come back pick a combat and start resolving!

If you like me, you're lucky if you can scare up a weekly gaming session with a buddy, so you end up playing a lot of solitaire, I have found all of the Pub Battles titles (notable exception Little Bighorn) ideal for solitaire play.

It is also nice because it plays quick and easy on the mechanics, but heavy on the strategy. So you can easily sit down and try a few different strategies out without giving yourself a headache from concentrating on minor details and looking up rules endlessly.

Thread: Viticulture Essential Edition:: Rules:: Bonus token and wakeup chart

Thu, 19 Oct 2017 13:34:33 +0000

by Htthtt

Just want to clarify on one thing.

Suppose I take wake up position 2 in year 1,
I pick up the bonus token.

Lets say I want to still remain in that position in year 2.
Do I still get another bonus token?