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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Championship Baseball:: Variants:: New variant options

Sat, 01 Oct 2016 06:18:21 +0000

by davot

Looking into 3 variants:
1. Pitcher effecting the outcomes - good pitchers cause batter to re-roll a die x amount of times in a game?
2. Good fielders cover more than 1 possible location 3x's a game - use chips as fielder currency?
3. Creating cards through reverse engineering for at least 4 possible teams - would allow a playoff followed by a "World Series"

Thread: BattleCON: War of Indines:: General:: 16 text free tokens?

Sat, 01 Oct 2016 06:15:13 +0000

by jonnylawless

I got this game in a trade and I'm trying to inventory everything. I sorted all of the character components according to the list on their cases. At the end I'm left with 16 tokens with no text on them in eight different pairs. What are these for? Is that how many I should have? Thanks in advance!

Thread: Let Them Eat Cake:: General:: Box size?

Sat, 01 Oct 2016 06:14:16 +0000

by oskari

What is the size of the box?

Thread: Xia: Legends of a Drift System:: Variants:: Fixing Merchant Runs

Sat, 01 Oct 2016 06:11:29 +0000

by jbua

After a few plays one of my players came up with a neat idea to stop everyone from just doing short merchant runs and winning like that.

You put the cubes just sold on the planet. This planet no longer needs that color cube as the customers are flooded with merchandise as long as their are cubes on that planet.

Now after all the NPC ships move, one cube of each color is removed from each planet.

When there are no more cubes on that planet, the demand is there again for that particular good.

Keeps the merchants among up doing different routes .

I find it pretty to be a pretty elegant solution.

What do you guys think?

Thread: Roll for the Galaxy:: Rules:: Final Scoring with Galactic Banker

Sat, 01 Oct 2016 06:11:02 +0000

by Vetrip

Galactic Banker gives you 6 points, plus 2 per development. So does it count itself as a development? i.e. if it's your only development, does it score you 6 points or 8?

Thread: Potion Explosion:: General:: Custom marble dispenser?

Sat, 01 Oct 2016 06:03:56 +0000

by eviltofu

Has anyone built a custom marble dispenser? Pictures if yes.

Thread: Hands in the Sea:: Rules:: Tribune/Suffete action or free action?

Sat, 01 Oct 2016 06:02:52 +0000

by mawrocks

The other empire cards state whether they are an action or free action but these cards simply state an ability. Can anyone clarify one way or the other?

Thread: Hands in the Sea:: General:: Vassal module now available

Sat, 01 Oct 2016 05:56:28 +0000

by airjudden This module has been in the works for 3 years. It has pretty much every Vassal trick I ever learned.There are two versions of the module and I'll explain why:Live: When Dan and I play-tested the module in the early days, it was time consuming. When you settled a location, you would discard the connecting card, discard the transportation (cart/ship) card, discard a colonist (if required), and then go to "deck" of settlement markers, drag it over to the location, and then go to the deck of neutral settlements, find the card and take it to your discard pile. This takes a lot longer to do with a mouse than it does playing the board game.It was also really easy to forget a step or two in the process. Ditto for purchasing a legion and forgetting to play the required colonist card. You also had to adjust your silver on many transactions. In battle, one of us would have the Celtic Allies strategy card and forget to adjust the battle track +1.When these things happened, I would find myself saying, "The module should do all of these steps for us."And to that end, I created an EXTREMELY automated module. It performs multiple steps on each action. Examples:* It pulls newly settled location cards into your discard deck (even from your opponent). * If you draft a card, the money is automatically removed and if you can't afford, the option is grayed-out. * When you reinforce battles, it automatically moves the battle track.* It reminds you to pay your strategy card maintenance. * A click of a button automatically updates your silver and victory points at the end and cycles the strategy deck and moves the turn marker.* A click of a button retrieves your reserves and reduces your silver (it even knows if you drafted the Deep Reserves card and will act accordingly).* If you try to cheat and tell your opponent that you have no bribeable cards, it will send every bribeable card you have in your hand and reserve to the board and inform your opponent.* At the end of battles, it will adjust prestige, send double-sword generals to the empire deck and discard locations.* It automatically updates your cavalry value as you add cards to the battle.* If you move your ship into the Corsica-Sardinia sea zone, it will mark or unmark the corresponding locations with a Big Green X to signify they are in or out of supply and will calculate these accordingly at the end of the turn (you can see this in the picture below).* It will automatically calculate the money and exchange it in pillages and advance the marker.* When you draw cards, it will automatically reshuffle as needed.and much more.It reduces errors and cuts down game play by a good 75-90 minutes because it takes a long time to drag and drop pieces all over the map with a mouse.When using this module, it is very important to read the "READ ME" documents that are accessed on the main window icon toolbar. Look through the tabs and get familiar with the module. If you do, it will pay off huge dividends in a live game. Plus, humor me: I spent a good 6+ hours making those Read Me files with the screen shots.This module uses a lot of right-clicking because these commands trigger the automated functions and provide commentary on the narrative window so your opponent can follow along, which is huge if you do not use Skype.The only drawback is with the countless card interactions there may be a bug somewhere. If there is one, it is pretty obscure because I have play tested this a LOT and I learned years ago to create manual overrides, so the players are not stuck. However, if you find something wrong, read the Read Me file first and make sure it is an actual error and not a misunderstanding of how the module is handling the action. If there is an error, please post it here. I am subscribed to this and will see it.Whenever you play somebody, be SURE both of y[...]

Thread: Shakespeare:: Rules:: End scoring question

Sat, 01 Oct 2016 05:40:59 +0000

by HarvardElessar

Hello Shakespeare fans,
A quick question for you. Just finished a game with the two lead players tied on prestige points, so the tie breaker is money. One player was able to pay all her characters, and had 2 pounds left over. I was able to pay all my characters except one, who was valued at 5 and I had 4 pounds. I suffered the loss of prestige points for that. How do we fare in terms of the tie break?
I'm thinking if she could pay all her characters and had money left over, she should win, but not sure the rules specify this.

Thread: Zombicide: Black Plague:: General:: Benson?

Sat, 01 Oct 2016 05:23:13 +0000

by Gamgan

Any one know how this figure can be purchased in the US? I called CMON and they said it was retail store only, my brother tried a few stores in Florida and they told him Benson was Europe retailers ?

I see him for $20 plus on ebay but shipping is $40! Is there any one that knows where he can be found? I was explained that its actually for retailers to give away when Zombicide products are purchased but some sell them instead.

I have a CMON promo card pack for trade if any one has one to spare.

Thread: BioShock Infinite: The Siege of Columbia:: Rules:: Take to the streets world event

Sat, 01 Oct 2016 05:18:10 +0000

by Amazingmelanie

What do they mean when it says, " remove any combat tokens"? Which are those?

Thread: Valley of the Kings: Afterlife:: Rules:: Is the Boneyard reshuffed into the stock?

Sat, 01 Oct 2016 04:44:52 +0000

by Jamelrha

I playedmy first game (solo mode). When the stock deck is emptied, does the Boneyard is reshuffled to form a new stock deck? It seems that not, as it would make the solo mode impossible to win, but I wanted to confirm.

Thread: Smash Up:: Variants:: PNP Witches, Meddling Kids and More Custom Factions

Sat, 01 Oct 2016 04:26:13 +0000

by yell0w_lantern Witches take on -1 power counters to create effects, bestow -1 power counters on others, or sometimes even move them around. Kids find ne'er do wells everywhere and unmask the bad guys just in time for the credits with crazy traps and a little help from their cowardly dog. Monsters want to set the record straight - there are other scary things besides Vampires, Werewolves, and man-made Monsters! Beware! They can strike without warning and the more minions destroyed may only increase the options of these creeps! don't take kindly to strangers. Now get outta town before sundown or you'll wind up in Boot Hill, varmint! time for minions means buffs, buffs, and more, buffs with maybe a few presents for you opponents if, they've been nice this year! Santa and the gang have joy and plenty of Christmas Carols to spare for your favorite deck. from the depths, thirty stories high and here to break the base it's... Toddzilla, Tortu-Gus, Galgantua, and King Joe pursued by the Monster Defense Force! So grab the pretty minion and climb your favorite sky scraper before the planes come! just lack a Big Boss. Do have a high power minion they serve? These guys are as plentiful as rabbits, as hardy as cockroaches, and about as smart as a carrot, or was it a banana? is a place of magic and wonder where loyal friends can make all the difference. the creatures of legend. Do they exist or are they just blurry pictures and hoaxes? They'll fight for freedom wherever there's trouble! have been brought from their humble beginnings to battle for bases!'t forget about the Clowns, Comedians, Puppets, Toons, and Trains! they want to break ye base! [...]

Thread: Harry Potter: Hogwarts Battle:: Rules:: Getting stunned on another player's turn

Sat, 01 Oct 2016 04:21:19 +0000

by esquire468

Does a non-active player who gets stunned on the active player's turn discard down to 1/2 their cards immediately, or not until their turn? In other words, does the whole process that takes place when a player gets stunned occur immediately, or not until their turn begins? Also, in that situation, would it be before or after the Dark Arts card is drawn and the Villain card abilities take effect?

Thread: Sheriff of Nottingham:: General:: very small expansion news

Sat, 01 Oct 2016 04:15:11 +0000

by Reaper73

Tom Vasel mentioned an expansion today on his Q&A, saying only that an expansion was due Quarter 1 of 2017. He didn't have any details, only that Cool Mini or Not was involved.

Review: Secrets of the Lost Tomb: Fate's Fortune:: Initial thoughts - very positive

Sat, 01 Oct 2016 04:05:05 +0000

by AnimalMkIV

This latest expansion arrived last month and I've managed to have two plays so far using scenarios from previous expansions to get a feel for the rules. We've not had chance to get the regular team together to try out the 3 scenario campaign yet.

As ever, the quality is great, the fate trackers are good, thick card and easy to assemble with the provided plastic pins. The new ascended character standees are cool and the two bonus characters, Van Helsing and Vampirella are awesome (I love Van Helsing's ascended character - groovy (image) )

The new fate cards add a lot to the game and while initial comments from the group were that they were possibly overpowered, it became clear that the object was to have your character ascend by about the mid point of a scenario. This gives you the best use and you don't feel like it's an anti climax as it might if you levelled up too late in the game.

The traitor mechanic is great and the Werewolf-like voting is a cool addition and adds to the interaction.

The game scales well, making you add more monsters to each spawn depending on how many ascended characters are in the Tomb, so you always have a challenge even when all your party is ascended.

Like everything else with this game, it modular so you can continue playing fully co-operative by giving everyone hero fate cards or you can have a number of traitors. Personally, I can't wait for the game where I make me, Fred and Aaron all traitors and see what chaos transpires (it may not work but it will be funny as we are constantly calling each other traitors anyway)

This is definitely a must have expansion in my view and very worthwhile. Hopefully I will have some session reports for the mini-campaign coming soon.

Thread: Epic Dice Tower Defense:: Rules:: How exactly does passing work?

Sat, 01 Oct 2016 03:56:35 +0000

by MajaiofDreams

I see in the instruction book it says that players have the option of passing instead of attacking.

So does that mean I could pass for both wave 1 and wave 2 and end my turn without ever attacking?

In that case does it mean all my minions remain behind to attack the next round?

I can see it being a viable strategy if you maybe had to spend all your gold building and rerolling towers, and could only afford 1 or 2 gold worth of minions, or a squad of Orcs KOd a lot of them, so you would hold them back till next round where you could reinforce them.

Am I understanding this correctly?


Thread: Stronghold (2nd edition):: Rules:: about any Ramparts opposite the Tower

Sat, 01 Oct 2016 03:56:19 +0000

by yancqq

Please , which ramparts are opposite the Tower? What does opposite mean?

Thread: Star Wars: Destiny:: General:: The Chance Cube

Sat, 01 Oct 2016 03:47:41 +0000

by JediGeekGirl

Hi everyone, I would like to take this time out to share The Chance Cube with you all. The Chance Cube is a website for Star Wars Destiny that has articles, a podcast, Beta search data base, and more to come. They are located here: and also have a facebook and Twitter you can find them by the same name. They are also looking for contributors. Contact info is on their website. Thanks for taking the time out to check it out (image)

Thread: Cosmic Encounter:: Rules:: The cosmic gaurdian

Sat, 01 Oct 2016 03:29:26 +0000

by Scynthius

So we had the hazard card cosmic gaurdian come up and one player played a 10 attack with a 3x kicker. Does this change the 10 officially to a 30 there by changing the attack card to a negotiate? Or does it just change the overall total combat value? Also how does mirror's effect react with the cosmic guardian?

Thread: Pax Porfiriana:: General:: Can I purchase the board in the US?

Sat, 01 Oct 2016 03:26:25 +0000

by Arizona Flyboy

Or is getting it from Germany the only way?

Thread: Combat Commander: Europe:: General:: Probably the first Combat Commander game on Nuku Hiva

Sat, 01 Oct 2016 03:25:02 +0000

by chicklewis Probably the first Combat Commander game on Nuku HivaOur much-abused Random Vacation Generator (RVG) brought us Tuesday to the Marquesas, the remote island of Nuku Hiva to be specific. The leg from Easter Island is another once-per-week night flight, followed by a brutal 1am to 7am layover in Papeete airport. Once landed on Nuku Hiva, a 75 minute taxi journey which reaches 4000 feet in the lush mountainous interior brought us to our seafront guest house. It turns out the airstrip is on the opposite corner of the island from the town. We are also back in the lands of the nono, the near-invisible biting gnats, but glory be, our low-budget lodging has fine-mesh screens to keep them out, as well as the first air conditioning we have enjoyed since leaving Vanuatu in early August. We have a view of very beautiful Taiohae bay, and the rugged mountain walls encircling it. Beautiful Bay with interesting volcanic rock featuresGood-sized Banyan tree has taken over an ancient ceremonial platformWe have so far failed completely to schedule diving for Donna, because the only dive shop was closed and locked when we visited at 3:30 yesterday, and again this morning at 11am. All 3 of the Chinese stores in town were also closed both those times, in contradiction of their posted times. Pay NO attention to posted hours on businesses in French Polynesia, they are a cruel joke. Fortunately the open-air vegetable and fruit market WAS open, so we are not starving. After an unrewarding walk home, hot and sweaty, we set up what was probably the first Combat Commander game on Nuku Hiva. Clear evidence of Deep Ones in the MarquesasOn map 49 narrow (lots of mountains and gullies) Donna tried to get clever by choosing a German Conscript Company to put her in the defender’s posture. However I trumped her by choosing only an American Line Detachment. I entrenched my boys on and around objective #5, with a melee-enabled subcommand in the marshy woods through which I figured the Germans would approach. They say there are 50 varieties of coconuts. These are glowing orange. Unfortunately, the game was yet another blowout, with the Germans never really getting off the start line. They surrendered during time trigger #3. Poor Donna had no luck at all, NEVER in the game drawing a single Recover order. The first 2 units to hit the casualty track were her best and 2nd best leaders (I did successful bluffing and misdirection delaying my fire actions until they could have the leader-breaking/eliminating effect). Each time the German artillery managed to smoke my firebase, or useful smoke grenades were used, a breeze promptly blew it all away. My single medium mortar was singlularly accurate and effective. All firepower, no melee. The Germans have no luck at all. In 10 games of our CC holiday series we now have:5 games won by Donna6 games won by the Americans7 games won by the defenders This post will be the last in this ‘first CC game on - - “ series, as Nuku Hiva is the tenth and last south Pacific island we are visiting. Thanks for all the positive feedback,and GAME ON !. Chick [...]

Thread: Warlord:: General:: I was thinking about buying in

Sat, 01 Oct 2016 03:09:59 +0000

by Andre61

Not sure if I should buy into this game, looks like no body is playing this game, looks like this game would be a lot of fun to play.

Thread: Guardians' Chronicles: Clash of Heroes:: General:: Just played the scenario on the kickstarter menace sheet

Sat, 01 Oct 2016 03:08:59 +0000

by JBeighel I bought the original Guardians' Chronicles game from and have been playing it all week. Just tonight I played using the Death from Above menace sheet linked on the kickstarter page. I played it solo with three heroes all on the same team, so there was no hero on hero skirmishes. Those would probably change the feel of the game significantly, but I can't say for sure.I was a bit concerned by the sheet since it has three triggered actions for every villain figure on the board. I had thought this would turn into a lot of delays in checking to see what they should do, but this was not the case. While there were tons of robots on the board, they were all quickly dispatched as mooks in comic books typically are. So most of their events never came up. Skarov's were needed a lot, but it's just one figure so reacting to the hero's actions was pretty simple.Skarov's reactions were pretty good, it had a nice feel of him trading blows with the heroes. But it felt like the menace sheet didn't have him doing enough. He just stood around in his control room retaliating to attacks. He never pursued the heroes so hit and run tactics were highly effective in avoiding his attacks.The menace sheet also doesn't have any mechanisms for triggering the traps in the super villain's lair. Sure robots spawned in large numbers and kept you busy, but it was a little dull just moving and smashing to reach Doktor Skarov's control room. This might be where a second team of heroes would spice things up, I can't really say.Skarov's lack of activation and the missing traps really detracted from the game's theme a lot. The robots don't have much health nor do they do much damage. You just smash, move, smash, move, smash, move until you get to Skarov. The traps give you something else to think about during this time. Positioning yourself to dodge the effects or spending an action to disable a trap could make for interesting decisions with the missile launch countdown going on.It was dull getting to the control room I guess is what I'm saying. Fortunately the movement is fast so it only took a couple turns to get there. Once you got there the game became fun in a hurry.Waves of robots keep coming so you've got to pause and thin their numbers otherwise you'll be unable to move. There's four missiles that meed disarmed, but to do that you have to be on Skarov's tile if you end your turn there he'll shoot you and he hits really hard. It ends up being quite a bit to juggle especially once you start using up your power cards.The Weakness cards really shine in this scenario. You're on the clock and every action matters. When Sergeant Freedom has to play that weakness to redraw his cards and your whole team loses an action, you really have to get creative to recover form that. Those sort of moments really make up for the slow start.It just seems like you shouldn't have to make up for anything. The trap mechanics are already there, just get them on the Menace sheet.I had a blog post about playing the game against a player controlled villain, and it was much more fun than the Menace sheet. I'm still excited about all the stuff I'm getting from my kickstarter pledge. The mechanics in this game are a lot of fun. I'm hopeful that the Menace sheets will be improved before the game is released. If not then I think I'd be fine working with a player controlled villain. [...]

Thread: Ca$h 'n Gun$:: Rules:: What happens when all are shot?

Sat, 01 Oct 2016 02:56:07 +0000

by phubbadaman

We had 3 left in game. All used a bang on each remaining player. We discarded all loot and moved to next round.

Thread: Letters from Whitechapel:: Rules:: Offset Black Squares

Sat, 01 Oct 2016 02:52:55 +0000

by AsGSnak

I don't know if this is a printing error, or it's supposed to be like this. I'm talking about the black lines at an interception and the corresponding black square. I have some questions regarding the picture:

- If Jack is in 28 and the Red Policeman is in the red circle, can Jack move up and left to number 26(not seen in the picture)? It seems like the black lines that go to the left don't pass under the black square;

- Can the Green Policeman ask for clues/make an arrest on number 46? Again, it seems like the black lines that go to that number don't pass under the black square.

There are other situations like these on the board, and some are even harder to tell.

Thread: Harry Potter: Hogwarts Battle:: General:: Contacting for damaged cards gettimg no response

Sat, 01 Oct 2016 02:37:00 +0000

by alfan727

I used their form and filled it out Tuesday and have not heard from them
I need replacement cards for game 1. Event cards, location,character and villian cards. The rest were in great condition

Thread: PitchCar:: General:: Pitchcar 6

Sat, 01 Oct 2016 02:35:04 +0000

by undinefuerte

Does anyone have pics or news about this?

Thread: Tunisia II:: Rules:: Battle for Kasserine: Axis supply sources misprint?

Sat, 01 Oct 2016 02:34:41 +0000

by GordoMG

Under the Special Scenario rules for Scenario 3, it says that "Axis supply sources are Sousse (A48.09)..."

Hex A48.09 is Kairouan.

Sousse is actually hex A54.11.

What is the name/hex of the axis supply source?

Thread: Dungeoneer: Tomb of the Lich Lord:: Variants:: Potential Solo Variant

Sat, 01 Oct 2016 02:31:05 +0000

by rkcpek

I tried the official solo variant while exhausted and while learning the game. Major fail. Stewing on what I liked and disliked about it I came to the personal conclusion that it's strength is in the the pvp aspect you find in the regular rules. Playing a game solo with two 'player characters' is nothing new but I came up with an idea of how to make it more difficult.

Play as normal but with a second 'opponent character'.
Scale the difficulty by the number of quest your player character has vs your opponent. Keep the minimum to 3 for either player. Increase the number of quests for the player character to increase difficulty. The idea is to rapid fire complete your quest before you opponent does. When the opponent either character completes his quest and makes it back to the exit the game is over.

Another option is to include a turn counter. After X turns the game is over and the players are scored according to glory and quests. Each quest is equal to x glory. There are some undefined number values here. I'm going to pitch 30 turns and each quest is equal to 5 glory during the score process. Whomever has the most glory wins.

Tell me what you guys think?

Thread: The Great Dinosaur Rush:: Rules:: Family game rule with standard game?

Sat, 01 Oct 2016 02:27:35 +0000

by Wicht73

So we played through the game for the first time tonight and had a blast.

Afterward I looked at the family variation card, which we had tossed aside as our family is fine with a little bit of cut-throatyness. The extra move rule as a standard action was intriguing, I confess, and I wonder why it could not just be incorporated into the regular game as one of the actions you could choose?

Has anyone tried just adding it in, and if so, how does it affect game play?

Thread: Watson & Holmes: From the Diaries of 221B:: General:: Why no good with two

Sat, 01 Oct 2016 02:18:29 +0000

by LunarSoundDesign

The votes aren't very favorable for two, how come?

Thread: Guildhall Fantasy: Alliance:: Rules:: Action Area vs. Guildhall

Sat, 01 Oct 2016 02:14:15 +0000

by New8geNerd

When I play a card into my action area does that count towards my guildhall?

For example if I play a monk and I already have one in my guildhall does that equate to two monks and I can use the lvl 2 power - or does it still only count as 1?

Essentially when does an action card move to your guildhall?

Thank you

Thread: Explorers of the North Sea:: Rules:: Island Scoring

Sat, 01 Oct 2016 02:09:16 +0000

by crikeythecat

First Game - 2 questions:

Does this island count as complete for scoring?

- Rulebook says "completed islands = totally surrounded by sea"
- My view. Complete island. 7 points.

Does this island count as scoring 9 or 10 points?
- 2 parts of the island share the same tile

- Rulebook says "1 VP for each tile the island covers"
- My view. 2 different parts of island, but only 1 tile. seems unfortunate but 1 tile only. 9 points for the island.

Thread: Crowdfunding: Kickstarter:: General:: SKYWAYS is now LIVE on KS!!!

Sat, 01 Oct 2016 02:04:04 +0000

by feldfan2014

Enough said. Let's get this funded and then some!

Thread: Tiny Epic Western:: Rules:: Which of these hands win?

Sat, 01 Oct 2016 01:47:24 +0000

by jepmn

Just to make sure I'm understanding, can you answer who wins in these situations?

Location: 1 of horseshoes and 4 of cows
Player A: 4 of hats
Player B: 4 of horseshoes

Location: 1 of horseshoes and 4 of cows
Player A: 4 of hats
Player B: 4 of horseshoes upgraded to hats

Location: 1 of horseshoes and 4 of hats
Player A: 4 of tipis
Player B: 4 of cows upgraded to tipis

Location: 1 of horseshoes and 4 of horseshoes
Player A: 4 of cows
Player B: 4 of tipis upgraded to horseshoes


Thread: Fields of Green:: General:: Release Essen

Sat, 01 Oct 2016 01:41:58 +0000

by Schenkmytro

Is this going to be released at Essen, and if so will it only be pre orders ?

Thread: Tiny Epic Western:: Rules:: Revealing hole card adds power for the whole duel?

Sat, 01 Oct 2016 01:32:53 +0000

by jepmn

Just to clarify, does revealing your hole card add that amount to your roll for the ENTIRE duel? Like if I roll a 2 and my opponent rolls a 3, so I reveal a 3. Then my opponent rerolls and rolls a 6. It comes back to me and I reroll and get a 5. Is my power now 5+3=8, or just 5?

We played it such that it's 8. In other words, a revealed hole card keeps adding to every roll within the same duel in which it was flipped.

Thread: Smash Up:: Rules:: Before a base scores order after Cease and Desist

Sat, 01 Oct 2016 01:27:48 +0000

by Lasher48 Cease and Desist has added a lot of detail concerning the order of card resolution. Most notably, cards already in play are resolved before cards in hand.This is also true for before a base scores specials. It does raise a few questions however as to what exactly that means in practice.I will use four particular cards in my questions: Mole (Ongoing: Before this base scores, you may play an action as a Special action.), Hidden Ninja (Special: Before a base scores, play a minion there.), Walking Carpet (Special: Before this base scores, if you are not winning, you may play an action that directly increases the power of this minion.) and Cthulhu's Chosen (Special: Before a base scores, you may draw a Madness card. This minion gets +2 power until the end of the turn.).Question 1: The spy player has the Mole on a base, and the ninja player has Hidden Ninja in his hand. We can all agree that the spy player can use the Mole before the ninja player can play the special from his hand, since the Mole is already on the board. If he chooses to play an action from his hand, does he do so right away, or does he do it once it is the turn of special cards from hand to be played ? (I would guess he does so right away.)Question 2: Same as above, but the spy player is winning and does not wish to waste an action with the Mole. Ninja player then plays Hidden Ninja and steals the base. Can the Spy player than react and use the Mole to steal it back ? (I would guess yes, since you are allowed to still use specials after passing, and the relevant section talks about using specials not playing cards, hence the wording can also refer to cards already in play being activated.)Question 3: Same as above, but this time there is a minion of Cthulhu player instead of a Spy player, and the minion in play is a Cthulhu's Chosen instead of a Mole. The minion of Cthulhu does not wish to draw a madness, but changes his mind after he loses the base to Hidden Ninja. Can he still activate the Cthulhu's Chosen special after that? Reason why I am asking a question very similar to question 2 again, is because question 2 might have weird mechanics going on behind it if the answer to question 1 is no, so we need another question to get the general answer if that is the case. (I would guess the answer is yes, same reasoning as above.)Question 4: Now we have a player who has both spies and minions of Cthulhu. He uses Hidden Ninja to play a Cthulhu's Chosen and wishes to activate the Chosen's special as well. Can the Chosen special still be activated despite the fact that specials in play are theoretically activated first? (I would guess yes, for same reasons as above. Even if my views on question 3 are not correct, this is less restrictive, as we could make an argument about the Cthulhu's Chosen being able to activate now because it was not in play before.)Question 5: Same as above, and we are assuming that the Mole can be activated. Is he activated right away or does the ninja-spy player first give other pl[...]

Thread: Twilight Struggle:: General:: Still no word on the extra CE editions...

Sat, 01 Oct 2016 01:22:04 +0000

by Dorb

...that were supposed to have been made available for purchase in September. Really want a copy of this great game for myself, but no way paying the crazy insane ebay prices.
Hope next month, as it looks like GMT games are pretty much a mess right now with their big conversion / change over going on anyway. Sure will be nice when all gets changed over for them and everyone that supports them.
These are never fun to get done.

Thread: Summit: The Board Game:: News:: Spiel Event

Sat, 01 Oct 2016 01:21:52 +0000

by CherryCoke_WPG

It seems this game will be demoed at Essen!

There's a FB event:

I'm going to check it out and support my fellow Canadian.

Thread: Flick 'em Up!:: General:: Plastic version with expansions...

Sat, 01 Oct 2016 01:16:02 +0000

by Fenderbass124

I'm wondering if Z-Man will release the expansions for the game with the plastic pieces but if they don't has anyone with the plastic version bought the expansions to use with it and if so how do they mix? Do they work well together? I'm thinking about getting them but I want to make sure it's not going to be a waste of my money.

Thread: Coven:: General:: Sleeves?

Sat, 01 Oct 2016 01:11:37 +0000

by hazelludlow

Which type of sleeves should i purchase for the smaller cards?

thanks much,

Thread: FAB: Golan '73:: General:: Copies in stock...

Sat, 01 Oct 2016 01:07:40 +0000

by Dorb

Figures, CSI finally gets copies in after I over paid some for a copy on ebay. (image) Better later than never.

Thread: Escape Room: The Game:: General:: Age Appropriate

Sat, 01 Oct 2016 00:47:43 +0000

by jodehi

I'm curious as to if this is rating 16+ because of mature content or because of difficulty? Can anyone shed some light on this. Just wondering if I can play with my family. Thanks.

Thread: Conflict of Heroes: Guadalcanal – The Pacific 1942:: General:: U.S. Army Expansion sold on its own in the future?

Sat, 01 Oct 2016 00:34:11 +0000

by redblackmonkey

Just curious as to whether the U.S. Army expansion might be sold separately in the future at some point? I got my copy of Guadal from another vendor other than Academy Games and never realized at the time that the Army expansion could only be had by buying a bundle through A.G.

Apologies in advance if this was already covered in another thread.

Review: Gorechosen:: Detailierte Arenakämpfe im Age des Sigmar - German Review

Sat, 01 Oct 2016 00:30:14 +0000

by B3stie [Vergebt den schlodrigen Schreibstil, es ist mein erstes Review überhaupt]Eine Rezension über Gorechosen von Games WorkshopGames Workshop... Das steht doch für megateure Figuren und komische Regeln? Unkomplette Boxen wo man quasi gezwungen ist mehr und mehr dazuzukaufen? Teilweise stimmen die Gerüchte...Worum geht es oder die "Story":Die Jünger des Khorne habe eine Grube gebuddelt, dort dürfen sich die stärksten Krieger von Khorne, die Gorechosen, bekämpfen. Bis zu vier gehen in die Grube, einer kommt raus. Das war es. Allgemeines: Gorechosen kommt in einer handlichen Box daher für 45 Euro. Es finden sich vier Figuren, einige Spielkarten, Tokens, 1 doppelseitiges Spielbrett mit Hexfeldern <3, 6 Würfel, 1 Regelheft, 1 Aufbaulanleitung für die Figuren und 4 großformatige Charakterbögen. Die Box hat inlays wo sich die Inhalte gut verstauen lassen.Auch sind Aussparungen für die Figuren gelassen. Das ist neu bei GW Spielen. Die Figuren sind... Wahnsinn. Ich besitze einige Miniaturenspiele aber die 4 in der Box Enthaltenen sind mit Abstand die coolsten welche ich je hatte. Wunderbar detailliert. Ich habe nicht viel Erfahrung mit Figuren anmalen aber diese habe ich angemalt vor lauter Begeisterung.Einzeln kosten die Figuren zwischen 15€ und 23€ laut GW Seite. Ihr spart also viel Geld wenn ihr die Box kauft, etwa 50€. Haha, ihr spart natürlich nix, weil Ihr euch so die sonst Figuren nie kaufen würdet. Das erzählen sie euch aber alle.Ein kleines Aber: Es fehlt ein Würfel. Es kommt die Situation wo man 6 Würfel wirft und einer würfelt einen dagegen. Da wären 7 Würfel besser gewesen, weil die 6 davor eigentlich "liegen" bleiben müssen.Alles in allem ist der Preis von 45 € aber sehr fair!Auspacken:Box aufmachen, Tokens aus stampfen, Karten mischen, Regeln lesen(4-5 Seiten) und losgeht es! Irgendwas vergessen? Auch ja, die Figuren kleben.Pain in the Ass: Das Figuren zusammenkleben. Ich bin jetzt so gar kein GW Sammler, deshalb hab ich da auch keine Erfahrung. Aber ich habe für die 4 Figuren, nur das raustrennen und ordentlich zusammenkleben gute 1,5 Stunden gebraucht. Sogar meine Ehefrau welche gerne bastelt, hat nach einer Figur entnervt aufgehört.Aber als sie dann standen, sahen sie sehr cool aus. Ich bin noch im Bemalprozess, aber die ersten 3 haben schonmal 3-4 gedauert und sind immer noch nicht ganz fertig. Das ist aber eher Zen schön und hat mich ans bemalen geführt.Gameplaymechanik:Da geh ich jetzt nicht in die Details. Aber es läuft darauf hinaus, dass ihr euch Rundenweise über da Spielbrett bewegt und zwar über die besten aller Felder: Hexfelder <3.Es beginnt, dass sich jeder Spieler(2-4) in zufälliger Reihenfolge eine Krieger wählt und ihn aufstellt.Es gibt ein Initiative Deck in welchem entsprechend euer [...]

Thread: Potion Explosion:: General:: Anyone else missing marbles from their copy? Normal CMON respone time?

Sat, 01 Oct 2016 00:28:42 +0000

by jsonspiers

Just received Potion Explosion today and after opening the game I immediately realized that I was going to be off on my components. I ended up having 25 black marbles, 16 yellow, 12 red and only 2 blue. Anyway, I've put in a request at CMON and was wondering how fast their respone time is and if anyone else has had a similar issue with the game. I've had some missing component issues before but this one may be the worse. I've always had great service from the companies and I imagine CMON will be no different.

Thread: Kingdom Death: Monster – Green Knight Armor Expansion:: General:: Green Knight Armor requirements.

Sat, 01 Oct 2016 00:25:35 +0000

by southofheavy

Where do I find the recipes for the Green Knight Armor? I've got the armor set card and the gear cards, but can't find anything regarding how to actually build it.

Thread: Star Wars: Rebellion:: Variants:: Anybody Used Any Varients with Armada Units

Sat, 01 Oct 2016 00:16:57 +0000

by Dkchapuis

Has anybody found a good way of incorporating some Armada units in the Rebellion game? I would be interested in trying something that added some flavor the the space combat portion of the game.

Thread: Labyrinth: The Awakening, 2010 – ?:: Rules:: Priorities Flowchart versus Priorities Table

Sat, 01 Oct 2016 00:05:38 +0000

by smittyohio


I've played several games with the new bot, and I've had a blast. However, I am still somewhat confused on when to use the flowchart versus the priorities table. Would you be able to explain it? The manual is a little confusing sometimes, and it's hard to figure out which one it is talking about.



Thread: Pandemic:: General:: six players?

Sat, 01 Oct 2016 00:04:33 +0000

by Professor X

I've never played Pandemic, but my group (of 6, usually) loves co-ops.

(Our favorite is LOTR LCG, but that only plays four.
Eldritch Horror is a close second, but the theme doesn't work for everyone in the group.)

I think it's time we picked this up. It's highly rated, and all of us are really attracted to the theme.

The last thread I saw on the subject of 6-player Pandemic went dormant in 2014. I'm not sure if expansions / developments since then have changed things.

According to the aforementioned thread, 6 players would be possible but only:
(1) with two expansions: ON THE BRINK and IN THE LAB;
(2) as 3 teams of 2-players each.

According to the same thread, there is an official 5-player fully cooperative variant made available by the publisher to be used with those same two expansions.

Is the information still accurate?
Are there other enjoyable ways to make Pandemic a 6-player game (ideally as fully cooperative, without having to break into teams)?

Thank you.

Thread: Problem Picnic: Attack of the ants:: General:: Designer Diary: Problem Picnic, by Scott Almes

Sat, 01 Oct 2016 00:02:05 +0000

by scottbalmes Hello everyone! It’s your favorite neighborhood designer here to talk to you about my game, Problem Picnic: Attack of the Ants. With our Kickstarter campaign off and running, I wanted to take a chance and detail the creation of the game, and highlight some of the cool mechanics in the game.IN THE BEGINNING…I am a gaming omnivore. I play and love all types of games. But, I have a particular love for games that combine dexterity and strategy. Some of my favorites include Castle Crush, Safranito, and Mord im Arosa. These games highlight the best of strategy games and dexterity games. Strategy games, as we all love, award clever play and good decision making, but heavier ones can turn people away and – let’s face it – people don’t like a lot of rules. Dexterity games tend to have super simple rules and a board presence that can really lure people to the table, but they tend to be light on strategy. This genre of games takes the best of both worlds: you get simple rules, strategy, a game that lures all your friends to the table, and something that’s just super fun to play.The problem? There isn’t enough of them! I was overcome with a designer to add a fresh new game into this genre. Especially since this genre is a staple for playing games with my family....THEN CAME DICEDice are fun to roll. There is no argument there. Can you say they aren’t fun to roll? No. You can’t. I appreciate you trying, but in the end dice are just fun to roll. For this game, I wanted to take this fun element of dice rolling and put more of a dexterity element to it. I wanted a game where it was just as important WHERE you rolled a dice as WHAT you rolled.As the game started to form, it was themed around Castles. (As you know, this will get replaced with a much better theme later on) Pieces of a castle were set in the middle of the table and players rolled dice to compete for these pieces. If you landed on a card, you were in line to win it. However, if multiple people were on a card then the highest number would earn it. This resulted in a very subtle bidding mechanic. When do you use your bigger dice? Do you use your d12 now? What about your small d6 that gets knocked out of the way really easily? If somebody rolled high on a d6, is it worth trying your d12 to beat it? What if you get knocked out of the way during the round?This simple mechanic of rolling dice on cards resulted in a super fun mechanic. It was interactive, full of decisions, but easy to learn. It had layers. Perfect for a family game. From the very beginning as this game formed everyone was built ar[...]

Thread: THIN ICE - survival has never been so much fun!:: General:: Card sizes for sleeves?

Fri, 30 Sep 2016 23:47:02 +0000

by Parasite556

Please does anybody have their game and know what the card size is for sleeves? Thanks.

Thread: Guards of Atlantis: Tabletop MOBA:: General:: Prelimanary card listing for Trinkets the Scavenger

Fri, 30 Sep 2016 23:46:00 +0000

by nichik As mentioned in our latest update're planning to release "Free P&P characters" for the Guards of Atlantis.Here's the preliminary card listing for the first character - Trinket the Salvager. Feel free to comment and share your thoughts.Trinket the Salvager--------------------------TIER I---------------------------------YELLOWDeploy Turret - Basic SkillPlace the Turret in an adjacent empty space.It counts as a ranged minion.RED IMachinegun Attack - Ranged - Range 2 When resolving this attack, it originates from the turret.If you did not defeat the target, retrieve this card.BLUE IScavenger Skill If you are standing on an minion spawn point, gain 1 coin.GREEN ISeismic Disruptor Skill - Area - Radius 2 Remove any tokens and cancel all ongoing effectsof heroes in radius of the turret.--------------------------TIER II--------------------------------RED II - AGatling Gun Attack - Ranged - Range 3 When resolving this attack, it originates from the turret.If you did not defeat the target, retrieve this card.RED II - BSteam Discharge Attack - Area - Radius 1 When resolving this attack, it originates from the turret.Attack up to 2 enemies within radius.BLUE II - ASalvager Skill If you are standing on an minion spawn point, gain 2 coins.BLUE II - BSelf-Destruct Skill - Ranged - Range 3 Remove the turret in range. Adjacent enemies must play a hold card next turn if able.GREEN II - APortable Disruptor Skill - Area - Radius 2 Remove any tokens and cancel all ongoing effectsof heroes in radius of either you or the turret.GREEN IIDeployable Barrier - Skill Place up to 5 obstacle tokens in a straight line from the turret.--------------------------TIER III-------------------------------RED III - ARepeater cannon Attack - Ranged - Range 3 When resolving this attack, it originates from the turret.Retrieve this card after the attack.RED III - BFlamethrower Attack - Area - Radius 2 When resolving this attack, it originates from the turret.Attack up to 3 enemies within radius.BLUE III - AMaster Artificer Skill If you are standing on a minion spawn point,gain 3 coins and retrieve your Yellow card.BLUE III - BEmergency protocol Skill/Defense - Ranged - Range 3 Remove the turret in range. Adjacent enemiesmust play a hold card next turn if able.May be played as a defense card when the turret is attacked.GREEN III - ADisruptor Matrix Skill - Area - Radius 2 Remove any tokens and cancel all ongoing effectsof heroes in radius of both you and the turret.GREEN IIIDeployable[...]

Thread: BattleCON: Devastation of Indines:: Play By Forum:: We should start thinking about hosting regular, OFFICIAL tournaments here.

Fri, 30 Sep 2016 23:39:02 +0000

by kurisenshi

LVL99 has begun the Organized Play tournaments, in which we can earn points and cash in on cool promo items. This is a comment from Brad after the latest Trials KS update (Update # 3):

"We've mentioned the possibility of running events over Skype, Discord, Vassal, and the like. Play by Forum is also fine. All that to say, there's no meet-in-person requirement for your events. Especially overseas, you might want to form an online community and run league events that way."

And if you want to read the full update itself and see the cool prizes:

Also, hi everyone! It's been a while since I've been active here.

Thread: Antike Duellum:: Rules:: overlooked rules?

Fri, 30 Sep 2016 23:37:14 +0000

by bwingrave

Are there any rules of Antike Duellum that you overlooked the first few times you played? Here are a few we overlooked:

1. When a city builds a temple the city's defense is increased by 2 and its production is increased by 2 (not 3).

2. If you have a legion and the Strata knowhow, you can't move it through a space with a legion in it. When the two pieces are on the same space, there's automatically a battle. Similarly with a galley and Navigatio.

3. If you buy a knowhow, you can't use it until your next turn.

Session: Conflict of Heroes: Guadalcanal – The Pacific 1942:: Ambush! (AAR - Firefight 4)

Fri, 30 Sep 2016 23:34:15 +0000

by DELTA2468 I sat down yesterday to give this FF a spin with one of the members of the small local wargame club in an attempt to avenge myself after my defeat a few weeks back in FF2. Like all of the other scenarios I've played from Guadalcanal, this one has some really interesting tension and tough decisions. The Marines are have to decide whether to move fast or slow, weighing safety versus speed. The Japanese get a very free hidden deployment with all of their units and need to decide how to shape their defense and weigh revealing their units versus the Bushido Points (And thus CAPs) they receive by keeping them hidden.The gist is that the American forces are pushing through the jungle towards what they think is a lightly defended village. The board is not too friendly to line of sight or movement, with a lot of jungle to block line of sight and slow troops down (Not to mention provide some of the beefiest Defense Modifiers in the series to date, +3 DM in heavy jungle!). Through the jungle, kunai grass and a palm grove lies the objective in a small village, worth 3 VPs at the end of the game AND tied to Japanese reinforcements (More on that below).The Marines start with four 2nd Raider squads (Same stats as the Marine rifles but in this scenario they get a capability card of the player's choice) plus an Air Support card (6 red DR but can't attack jungle hexes). They also have three Paramarine squads and an MG team arriving as reinforcements on turn 3.Arrayed against his Marines was a hodgepodge of my Japanese units: An infantry squad, a MMG, a Sniper and a 75mm Mtn Gun that all start hidden. Plus from round 2 onwards, if the Japanese player controls the objective at the start of the round, they receive two infantry squads that come in anywhere from the east side of the board. I positioned my MMG in a patch of heavy jungle (J03 I believe) off to the west of the board that gave it decent line of sight on the most open approaches to the village. My sniper and 75mm I positioned in two jungle hexes east of the village that turned out to have pretty bad lines of sight. I debated sticking my infantry next to the MMG but I opted to instead position them as my only unit defending the village itself, hiding them in a hut adjacent to the objective. Round 1: My units hidden, the game began with my opponent moving cautiously forward, grouping his Marines together in a bit of jungle towards the middle of the board that gave him good line of sight.[...]

Session: Robinson Crusoe: Adventures on the Cursed Island:: Jenny

Fri, 30 Sep 2016 23:34:08 +0000

by sodapaps Robinson Crusoe’s JournalDay 1 – Friday, August 15, 1651Our voyage ended in tragedy today. A huge storm came up and our ship was swamped. It went down quickly, taking the crew with it. Myself, Xury, and my trusty dog have survived. I don’t know how long we can keep the dog alive. At some point Xury and I will have to eat.Lucky for us—and for the dog—a crate full of food, a hammer, some rusty nails, and, most importantly, some rum washed up on shore. We also met a local. We haven’t been able to communicate very well with him and I still don’t know what his name is. I decided to call him Friday since it’s Friday. He seems nice enough and I hope Xury and I won’t have to eat him, either.There is another bright spot, though this one presents a challenge. Jenny, another member of our crew, has also survived. Beautiful girl. Head full of dark, black hair. Eyes like huge, brown saucers. Unfortunately, she’s still in the ocean, floating on some planks, and the sharks are beginning to circle. The tide is taking her further away from the island, and she looks terrified. Hopefully the sharks don’t eat her.Knowing Jenny won’t last long and seeing Friday’s concern as well—though I may have mistaken his concern for a desire to mate—we devised a plan using a combination of hand gestures and sand drawings. Our plan is to first build a raft and rescue Jenny. Then we will build a lifeboat and leave this island. When Xury asked why not just build the life boat, leave the island, and pick up Jenny on the way, I reminded him that it is not his place to question.We decided to split up, each one of us heading off to explore a different part of the island. Our hope is that we might find everything we need in the next few days to build both the raft and the lifeboat, as well as simply survive.All went well for me. I headed up the mountains to the north. There was a beautiful waterfall and several birds there. I thought if need be, we could spare the dog’s life and try to take some of those birds for food. I did manage to injure my leg while exploring. Slipped on some rocks. I guess I’ll have to watch my footing a little closer.Like me, Friday went by himself. He headed into the hills to the east. I don’t know exactly what happened there, but when he returned this evening he seemed shaken. Perhaps there’s more to this island then I first thought.Xury took the dog with him. He decided to e[...]

Thread: Labyrinth: The Awakening, 2010 – ?:: Rules:: Facebook question

Fri, 30 Sep 2016 23:30:10 +0000

by sellmerfud

Facebook wrote:

Play if Smartphones in effect.
Place 1 Awakening marker in up to 3 countries that already have an Awakening marker in or adjacent to that country.

Arab Spring Fallout wrote:

Simultaneously place 1 Awakening marker in up to 2 countries that do not already have Awakening markers and are not adjacent to countries with Awakening markers.

Given that Arab Spring Fallout specifies "Simultaneously", you could place Awakening markers in two adjacent countries as long as neither one has and Awakening marker or is adjacent to another country with an Awakening marker.

Does the lack of "Simultaneously" in Facebook imply that you could place an Awakening Marker in a chain of countries as long as the first country in the chain contains or is adjacent to another country with an Awakening marker?

Thread: Rise and Decline of the Third Reich:: Rules:: Anglo-French cooperation

Fri, 30 Sep 2016 23:26:01 +0000

by fangotango

Can French ground units share a hex with a British airbase?

Thread: Dream Home:: Rules:: Legal rows for empty rooms?

Fri, 30 Sep 2016 23:25:20 +0000

by NikolasCo

On page 4, the rules list specific rows for normal, unique, and basement cards but not empty rooms. Can they be placed in any row, or only in certain rows?

Page 7 has a couple explicit examples of placing empty rooms on the top 2 rows (where normal and unique rooms can be placed). I think page 16 has an example with an empty room in the bottom row?

Thread: Cry Havoc:: Rules:: Referat to controlled region with battle token

Fri, 30 Sep 2016 23:24:22 +0000

by corrigan

1. Humans control two adjacent regions
2. Pilgrims attack both regions
3. Humans loose Control over the first and have to retreat remaining units to "an adjacent region under control"

Question: Are Humans allowed to retreat units to that other battle region that they were in control before both battles started, and therefore contributing extra units to that second battle.

Thread: Labyrinth: The Awakening, 2010 – ?:: Rules:: Polarization causing simultaneous victory?

Fri, 30 Sep 2016 23:18:02 +0000

by sellmerfud

Suppose that during Polarization, one country shifts from fair to good and another country shifts from poor to Islamist rule. According to rule 11.1.7 these shifts occur simultaneously.

Now suppose that these shifts leave the US player at 12 good resources and the Jihiadist player at 6 IR resources with adjacency. Who wins?

Same could happen during the attrition phase.

Thread: Star Trek: Ascendancy:: General:: A (very late) early look at Allies

Fri, 30 Sep 2016 23:17:24 +0000

by Entropy2k CAUTION: This post contains a number of speculations that are complete guesses on my part. I have no inside information, so all my conclusions are likely a little wrong here and there. But hey, wild speculation is fun so enjoy! With Gale Force 9 doing the Ferengi preview and hinting at the new Ally card type I decided to cowboy up and finally post some of my Gen Con pictures. So first things first, here's a picture of some Ally cards: Above are three Ally cards. The first feature to notice is the game text. The Rigelians card is a trade agreement, and the Ferengi Arms Dealer has a special rule which states "You may use Production instead of Research to upgrade weapons. If you held this card during your Build phase, pass this card to your left in Maintenance." The Ferengi preview article stated that Ally cards are part of the exploration deck, so my guess is you explore a planet, and if you draw an Ally you get to place it in front of you like a research advancement. So what is the number value in green? At first I thought it was a new resource, but let's look at a second picture... Above you see three more ally cards and a crisis card below it, all cards with the number values in green (Pardon the picture quality, these were displayed behind glass). The crisis card game text, Writ of Accountability, states "Roll a Diplomacy (6) Test. If you succeed, this card has no effect. If you fail, return or discard all Trade Agreements you hold. Succeed or fail, shuffle this card into the remaining deck instead of discarding it." Since the Writ of Accountability number is a 6, I conclude the number is the Diplomacy value of the card. Now it's time for my wild speculations on how Ally cards and Diplomacy will work in the game, based on the cards, my logic, and my views of Gale Force 9's gaming tendencies. Diplomacy is likely a target number to roll for and beat on any Ally or Crisis card, likely with Ascendancy values and possibly Production you're willing to pay added to whatever you roll. You beat the number, you pass the Crisis/take the Ally card. If you fail the roll and can't or won't pay, the Crisis happens or the Ally remains on the planet. As far as Ally cards go, there will likely be a cap on [...]

Thread: Star Wars: Imperial Assault:: General:: Horrible commission experience. WARNING

Fri, 30 Sep 2016 23:17:02 +0000

by krzykoopa Hello everyone,A month ago I received my minis in the mail from Greg Purcell (GorillaGrody) for a paint commission. I commissioned him to do the core set and wave 1 minus the ATST, and General Weiss. I was completely unhappy with the overall quality (or lack there of) and also not pleased with how Greg spoke with me about it when I voiced my feelings to him. After having the minis in front of me for a month now I decided to throw them away and buy a new core set to replace them. Yes, thats how awful they were done. I am simply making this post to warn anyone who would consider having him paint your minis. Issues I had with the minis more specifically-Minis not painted fully as in no paint applied to the back of the figure (royal guard champion) or legs (luke skywalker) patches of no paint(imperial officers) -Paint slathered on sloppily with no color variation or accuracy (just about every unique mini)-Paint from the base on various parts of the figure the worst was Chewy. He is brown with a black weapon, the bad was a light tan and yet the base paint was on his shoulder head leg and blaster. -Minis chipped and damage in transit. The minis were put in an empty egg carton and then placed in a box, in transit all the minis were jumbled up and my royal guards staffs broke and many of the minis bases were chipped -All my storm troopers were pink, yep because the royal guards rubbed up against the storm troopers in transit they all came out tinted pink.- Paint run from the figure onto unpainted bases (nexu were the worst ones)I can continue going on but I know I wont get anything back and I literally threw money away. I contacted a few other painters and unanimously I was told its easer to start from scratch then remove the paint or even touch up the shoddy work. After contacting 3 other people I used for commissions and for what I was charged they themselves were upset for how I was ripped off. After speaking with other painters I decided to paint a set myself with their help (coaching and questions etc.) Maybe Greg could do good work and the time restraint he put on himself to finish before he went back to work really messed him up but I know I could never ever recommend him to anyone. His solution was to send him [...]

Thread: Carcassonne Big Box 5:: Rules:: English Game Rules

Fri, 30 Sep 2016 23:03:17 +0000

by seldduc

Does anyone have a copy of the English rules for Carcassonne Big Box 5. The Zman link posted 2 years ago is no longer valid.

Please and Thank you

Thread: 13 Days: The Cuban Missile Crisis:: Rules:: Error in scoring in the Play-Through (?)

Fri, 30 Sep 2016 23:02:15 +0000

by lkujju

On page 20 , last paragraph, when giving the US player Prestige Points for the Military DEFCON agenda it states that the US player receives 4 points since that is the difference between his current Military DEFCON and the Soviet. However, the card providing these points reads that the US player gets the difference + 1. So, the final total score for the game is then incorrect in the rule book. Am I reading this correctly?

Thread: Zombicide: Black Plague:: Rules:: Extra Starting Equipment

Fri, 30 Sep 2016 22:56:45 +0000

by Rekarm

Just bought Black Plague along with Wulfsburg and the Hero Box 1. Now there are way more than 6 starting equipment cards available, and I was wondering how this is handled. Does this mean that from now on, we will start with more items than if playing with just the base game? Or do you only deal out a specific number of starting cards from the actual starting item deck? I can't seem to find this anywhere.

Thread: Arcane Warfare Excel 10:: News:: Release

Fri, 30 Sep 2016 22:54:32 +0000

by Eldarest

The release plan for the game is now October 2016

Thread: Song of Blades and Heroes:: Variants:: Capture the Flag

Fri, 30 Sep 2016 22:52:37 +0000

by Null Field

Just wanted to share a CTF variant I created for SOBH:

-Set up a 3ft x 3ft play area according to the All-Out-Battle rules.
-Place the "flag" (size of a normal base) in the center of the 3ft x 3ft play area.
-Place 4 inch x 4 inch "home bases" for each player on the edges of the play area, equidistant from the flag.
-It takes 2 actions for a model to pick up the flag if it is adjacent to it.
-Models carrying the flag will drop it adjacent to themselves (flag carrier chooses where) if they are knocked down or killed. (Thematically, the flag carrier gets to choose where the flag drops because it reflects their last ditch effort to keep the flag away from the other team(s)).
-It takes 2 actions to place the flag in your home base, if your model carrying it is adjacent to or inside of your home base.
-If you place the flag into your home base, you win!

Thread: Tiny Epic Western:: Rules:: Card Modifier and Duels

Fri, 30 Sep 2016 22:41:02 +0000

by Brodie17

I was watching an older run through from the Kickstarter, and it looked like they were using the card modifiers for their hands during the duels.

However in the rule book it clearly states that hands are not altered until Phase 3 and 4.

Going back through some of these threads, it looks like this rule might have been changed somewhere along the way, and that's what is reflected in the rule book.

So I'm pretty sure I have it figured out, but just wanted to confirm that you cannot modify hands during duels, and it only takes effect in Phase 3 and 4.

Thanks so much!

Thread: Kido Butai: Japan's Carriers at Midway:: Rules:: Does Fighter/ Bomber combat follow fighter/fighter resolution?

Fri, 30 Sep 2016 22:40:18 +0000

by Rune 54

Actually 2 questions:

If defending CAP drives off an escort fighter does it then attack the Bombers or is it's turn over?

If there are 2 escort IJN fighters and 1 US CAP fighter and the first combat results in no hits does the US fighter get placed 3 hours up on the turn table or does the second Japanese fighter engage the US?


Thread: Harry Potter: Hogwarts Battle:: Rules:: Sequence of Player Actions

Fri, 30 Sep 2016 22:39:04 +0000

by FaulkSniper

Quick question based on disagreement between myself and a friend on interpretation of the play Hogwarts cards and take hero actions Step 3 on page 8 of the rulebook.
Scenario: during my turn I first play some cards including enough damage to kill the Basilisk. I then move onto assigning damage, killing the basilisk, and we all draw a card including myself.
Argument: My friend believes once a player has gone through the play cards phase of Step 3 that they cannot return to that phase once they have moved onto another phase, in this case assigning attack. I believe that each phase of Step 3 can be done in any order and as many times in sequence. My argument being that the reward for the player who defeats the basilisk is null otherwise.
How are others understanding this situation?


Thread: Abstract Games:: General:: Gave myself an early Christmas gift. Help me decide what to do with it (if anything)

Fri, 30 Sep 2016 22:24:43 +0000

by milomilo122

Last year, ICANN, the organization that regulates domain names, started allowing top-level domains beyond the usual .com, .edu, .org, etc.

One of the new top level domains (among hundreds) is .games

I managed to grab a bunch .games domains (some of which even have commercial value), but the relevant one here (which doesn't) is:

I was elated it was available. Now I'm wondering what to do with it. If there was ever a domain that should house the definitive site for abstract games, that should be it, right?

But what would that look like? The floor is open.

Thread: Ave Roma:: General:: Anyone else receive a copy looking like this?

Fri, 30 Sep 2016 22:22:46 +0000

by MistaRau

So I took off the shrink wrap, opened the box...and this is what I found.

Cards are bent, cardboard is bent, and the sticker sheet for workers is ruined.
Just wondering if mine is the only one? I've already sent the company an email asking for replacement cards and pieces.

Thread: Commands & Colors: Napoleonics:: General:: Do you record your battles?

Fri, 30 Sep 2016 22:09:17 +0000

by GGleize

Hello guys!

I just played my 379th CCN battle recently and I recorded them all on an excel file. I just did it only to remember who I played in witch scenario. The main goal is to try to always play a different battle with different players (or exchanging sides).

Even if I noticed who won or lost, the different results with the same player are so dispatched on the board that you can't have a quick sight of it! It's great because my goal is absolutely not to record the stats of victory & losses with each player. I think this would be quite unpolite and going away from the spirit of this game: Pleasure!

So my board is more to be sure to play different scenarios and to check the stats of the scenario themselves: their balance! About the stats: Thanks also to the great website!

Are you recording your battles too? And how? TY



Thread: BattleCON: Devastation of Indines:: Organized Play:: Dallas / Plano, TX

Fri, 30 Sep 2016 22:05:44 +0000

by tirankin

The BattleCON Organized Play Pre-Season is here!

Tournament documents, for the curious:

I'm in discussion with our friendly local game stores to see where I can organize a weekly organized play event in Plano or Dallas. Look for updates soon!

Thread: BattleCON: Trials of Indines:: General:: Shipping cost to EU from the store for the pledges

Fri, 30 Sep 2016 22:02:52 +0000

by Sorlin

Except for the pledge you can directly do on the kickstarter for outside the USA, are the shipping prices of the store the correct ones for the store ks pledges (ex, for the 60$ (trials+fate) pledge, other 60$ for shipping?)

Thread: Keyflower:: Rules:: Production placement

Fri, 30 Sep 2016 21:49:25 +0000

by LesPatatas

I've read the other thread talking about production, but I can't figure out this:

Tile is empty, instead of putting 1 meeple, can I place 3 to block the tile from further uses. I am not talking about reallocating. Just, it's my turn, I place 3 on this tile. Nobody can use it.


Thread: Leaving Earth:: General:: Good on ye, Lumenaris

Fri, 30 Sep 2016 21:45:36 +0000

by 79strat

I bought this game many months ago and it took nearly 50 days to get it, and I never got tracking/confirmation/etc.. I sold it back then because I never had time to play it (after I did finally get it). Now I have more time to play, and I re-ordered it with the new expansion, and it was shipped in 2 days, I got a tracking #, and it should be here within 7 days of ordering. Much better. I'm a happy customer.

Thread: Weapons of Zombie Destruction:: Rules:: Damages

Fri, 30 Sep 2016 21:45:22 +0000

by moonoo

I have a very simple question. But I couldn't find the rules anywhere so I realy want to know what happens when a robot takes a damage? Do robots blow up or do robots have more than 1 heath point or anything else?

Thread: Descent: Journeys in the Dark (Second Edition):: General:: Delving Deep announced

Fri, 30 Sep 2016 21:44:28 +0000

by thom1414

Very interesting.

I wonder what it is going to cost?

(Article mentions in-app purchase)

Thread: Legendary: A Marvel Deck Building Game:: Variants:: Another Hero joins the club : the long awaited Forbush man!

Fri, 30 Sep 2016 21:44:15 +0000

by Doctor Nightmare

Here is my take at this classic wannabe Hero. Waiting for your comments as per the usual procedural manners.

Thread: Band of Brothers: Screaming Eagles:: General:: Anyone interested in a game?

Fri, 30 Sep 2016 21:41:26 +0000

by craigmulcahy83

Let me know, would love to get a game going on Vassal.


Thread: Victory by Any Means Campaign Guide (Second Edition):: General:: VBAM Galaxies Community Project

Fri, 30 Sep 2016 21:40:59 +0000

by tyrel_lohr

I just wanted to leave a note over here on BGG to let people know that we've started a community project to develop new rules for VBAM and take a look at what has worked and not worked over the two editions and see what changes and improvements can be made to the rules.

I've set up a sub-forum on the VBAM forums to facilitate the discussion:

We have setup a GoogleDoc that everyone can add comments and ideas to as we develop and refine the new rules that people have based off their own experiences with the rules.

Thread: Space Empires: 4X:: Rules:: Are ships forced to fire on their turn

Fri, 30 Sep 2016 21:40:39 +0000

by Protagoras

During battle can you decline to fire when its your turn to fire.

If this is allowed and you decline to fire when its your turn can you fire later in that round?

Thread: Eldritch Horror: Mountains of Madness:: General:: thinking of getting eldritch horror. and i have a question or two or three or more maybe

Fri, 30 Sep 2016 21:30:47 +0000

by chaoswolf82

so i am think of getting eldritch horror or asking for it for my birthday. but i have some questions. i understand the base set price. why are the small box expansions priced as much as the big box ones? also how many card sleeve should i get for the base set if i end up waiting for the small box expansions to come down in price? also storage solution suggestions please?

Thread: A Frozen Hell:: Rules:: recovery and overwatch

Fri, 30 Sep 2016 21:29:42 +0000

by jerryjugend

Can a unit that recovers be fired on multiple times or is it fired upon just once by one enemy stack ??

Thread: Zombicide: Black Plague:: General:: Deadeye walkers just... Auto hit the heroes?

Fri, 30 Sep 2016 21:29:16 +0000

by paradox1995

So if I'm reading the (extremely simple) rules correctly for the deadeye walkers... They just auto hit any heroes in line of sight fro 0-3 zones away? That's pretty targeting priority, no roll to hit and no friendly fire on other zombies? These guys are BRUTAL.

Thread: Descent: Journeys in the Dark (Second Edition) – Road to Legend:: News:: Delve "mode" announced!

Fri, 30 Sep 2016 21:28:35 +0000

by Titeman

One night dungeon crawl with leveling up ala 1st edition, but with random(ish) layouts!...

Thread: Space Hulk: Death Angel – The Card Game:: General:: Just got this game...

Fri, 30 Sep 2016 21:24:52 +0000

by robgraves

I've recently been on a really big solo game kick as I usually tend to have either no one to play with or at best 2 or 3 players including myself. This game ended up showing up on my radar and I quickly ordered it. I just got it and played a couple times solo, then taught my brother how to play and we played a coop 2 player game and lost, then I've played a couple more times solo. My current record is 0 and 5, lol. Very tough game, but I think I like it that way, it gives something to challenge me and attempt to strategize over for a while.

Awesome game!!!

Thread: Star Wars: Imperial Assault:: General:: Idea: Multi-Map Battles

Fri, 30 Sep 2016 21:21:22 +0000

by Subtrendy Gaming Spoilers for one of the campaigns- [o]One thing that I've found fascinating about the Return to Hoth campaign is the finale, which seems to take place over two stages with different maps (I haven't played it yet, but I'm the Imp player and game owner, so I can look ahead a little ). What I really like about it is the epicness of fighting across multiple maps, I think that's really cool![/o]Honestly, I wouldn't mind something similar to that in future campaigns. What I think would be cool would be to have missions with multiple maps on the table with certain objectives on each of them. These missions would probably be a little closer to the skirmish mode, in that they'd be more based around scoring than just completion- here's an example, just a rough mock up:The Race for the Holocrons-Create a map for each of the Rebel heroes. Maps are created in this order, with the final two maps only included if there are 3 or 4 Rebel heroes, respectively- Imperial Interior (Super Star Destroyer)Forest (Dantooine)Desert (Jakku)Junkyard(Ord Mantell)Each Rebel would choose which map to spawn on. Rebels can stack up on a single planet, but each Rebel that does so will leave an entire map in the hands of the Empire. Each map has an extraction point that allows Rebels to jump to hyperspace and help out on another map, but that also requires that hero to skip the next turn before arriving.The Empire cannot send units to other maps, but can choose which map to spawn u[...]

Thread: Warriors of God:: Rules:: Siege with many leaders in area

Fri, 30 Sep 2016 21:18:39 +0000

by Dr_T1nkle

If I offer siege and have 3 leaders in the area, I select 1 leader to be the besieged. If that leader loses, he is captured and his troops removed. The other two leaders remain in the area and so will fight next turn due to the fly paper rule.

Is this correct or do all of the leaders have to take part in the siege?

Thread: Codex: Card-Time Strategy:: General:: Casting a magic spell

Fri, 30 Sep 2016 21:10:08 +0000

by noahshu

Say I cast a magic spell scorched from the red deck .. It say deal 2 damage to a building or patrol .. He has a character on patrol do I have to attack the patrol units fist even though it's a spell ? Also if both characters die in a fight do they both go to the discard pile ? I don't have my rule book attempting off of memory

Thread: Codex: Card-Time Strategy:: General:: starter vs core?

Fri, 30 Sep 2016 21:09:57 +0000

by borsook

Is it a viable strategy to buy the starter first and then the core set, or do the card in these two repeat?

Thread: War of the Ring: Lords of Middle-earth:: General:: Lords Of Middle Earth Reprint - Second half of November

Fri, 30 Sep 2016 21:09:32 +0000

by dennugsmello

Looks like reprint is happening.

"The War of the Ring Second Edition base game and its first expansion, Lords of Middle-earth are presently sold out, but they are now being reprinted and will be available again in the second half of November."