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Preview: Recent additions | BoardGameGeek

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Thread: Root:: News:: The second print-and-play kit is here!

Tue, 23 Jan 2018 01:45:10 +0000

by Cole Wehrle

Hello everyone!

As promised, here's a link to the second print-and-play kit for Root!
https://drive.google.com/open?id=1MDnJ3L01BzgAZPq2qkbrYPbgOv...

I've written about some of the alterations to the game here on bgg. If you want the short version, you can check out my recent update on the KS page for the game:
https://www.kickstarter.com/projects/2074786394/root-a-game-...

For the longer read, the wonderful Katie Aidley has been kind enough to host my next designer diary on her blog:
https://katiesgamecorner.com/2018/01/22/burning-down-the-hou...

And, of course, if you have any questions, I'm happy to answer them here.



Session: John Prados' Third Reich:: Cracking the Maginot line.

Tue, 23 Jan 2018 01:40:37 +0000

by polate

Spring 1940. Britain, Belgium and Germany rebuilt had losses to rebuild. The political chit was Directive. Germany asked for 5 offensives guaranteeing him an HQ offensive but it cost an extra 14BRP. Subs raided the Baltic for another 5 BRP and Turkey lost 1 in the Black Sea. Greece and Spain inched closer to the allied cause.

Italy redeployed armour to the French Border.

Russian tanks took Ankara easily, her cavalry trotted through Iskanderun and were pretty lucky to take Konya. With that Turkey’s fate was sealed and the victors began dispersing as quickly as they had assembled. Britain shipped her armour from Istanbul to France. 3 Russian tanks secretly railed to eastern Poland from the Caucuses.

Russia supplied Harwich and Scapa Flow with defenders.11 panzers and 30 TAC hit the Franco Belgian line. 1 Maginot fort and Brussels fell but it wasn’t not quite enough to force a surrender roll. The allies counterattacked destroying 4 reduced units but the gaps were soon filled by reserve infantry.

Ominous arrivals in Poland.

Thanks to Jon for a good session and my apologies for sending Russians to France during Molotov-Ribbentrop maybe we need a house rule banning that.



Thread: Charterstone:: General:: Opening Boxes Mistake

Tue, 23 Jan 2018 01:38:02 +0000

by JustinRRizzo

Well, I have to say, I'm not having a a great time with the rules in this game. So many questions, and so much online reference. Having to reference the online FAQ isn't great fun for a game that bills itself as one that organically evolves it's rules as you play.

What's really frustrating is the community aspect of the game is caused an error in our group as well. One of our players asked to be player 1 and they picked black pieces/region. She took the correct persona, but when it came time to open her crates, instead of looking at the crate on her persona starting building card, she looked at line 1 on the index, thinking that was to be her starting content since she is player 1.

So now we have pumpkin stuff in the coal region. I tried to genlty lift the sticker and it completely ripped. So now we have a ripped pumpkin sticker in our coal region. Frustrating.

I guess my point is, there is a lot of ambiguity and room to make easy mistakes. I, myself, nearly applied the minion track sticker over the top of the last row on the quota track, instead of underneath it. I also dumped all my resources at the end of the first game, not realizing that you can keep it all after the first game. Players were taking the content on the top right corner of the assistants when buying them. Other small mistakes were made. I realize some of these issues have already been ironed out in the FAQ, but there seems to be a lot of ambiguity for that FAQ to be so large.



Thread: Firefly: The Game:: Variants:: Peregrine Class Ship Card (FFO)

Tue, 23 Jan 2018 01:37:36 +0000

by JediKep



Next up in my FFO series of ship cards, the Peregrine Class.

"Fast ship? You've never heard of the Meridian Falcon?"

Here is what is written about it, "Slightly larger than the Kepler, the Peregrine-Class Light-Bulk Transport is a premium vessel from the artisans at Bellestra Shipwrights. If you ever wondered what a Firefly might look like if it came in a sport model, Ballestra has you covered!"

This ship was named by popular vote submitted by those subscribers to Firefly Online. This was a completely original ship design and they celebrated it by allowing the FFOlks to christen her.

A few extra hold spaces compared to the Kepler class and a few extra abilities. Being fast and agile, its Drive Core is the Xunsu Whisper X1 (locked in) ship upgrade from Blue Sun. That gives it a chance to evade Alliance or Reavers.

It also has a special rule for movement. Up To Speed: If you draw 2 "Big Black" Nav Cards in a row while Full Burning, you may move one extra space without drawing a Nav card. Limit once per Fly Action.

Also, while thinking of a name and realizing that Peregrine's are Falcon's and mixed with a love for (pre-Disney) Star Wars...well...I had some fun and the Meridian Falcon was born.

I'm sure the price is off somehow as I do not have the new ship calculator yet.

What else do the roving editors at large see that needs attention? Think it's a piece of junk? Hey! It's the ship that made the Kerry Run in less than twelve parsecs!

Enjoy.




Thread: Forbidden Stars:: Variants:: Assets for homebrew races (Tyranids, Tau, IG, and Necron)

Tue, 23 Jan 2018 01:30:15 +0000

by thehivemind5

While we wait patiently for Hanny to release to the official super-nice versions of these factions, I took a stab at some graphic design and put together assets for these 4 homebrew factions myself. I did a fair amount of templating work in GIMP for these so I thought I'd post both the final products in case people want them, and also the GIMP xcf files for others to use however they want.

Because I made these for my group internally and have now much later decided to release them, there are a handful of changes I've made from the V2 versions described by stevenmathers in the various faction threads:

- I've changed the wording on various cards to things that were clearer for my group of players. Hopefully these will help others as well.

- I couldn't find good images for the names of some cards, so some card names have been changed or reassigned. In particular, Bullgryn became Veterans for the IG, and the names of Termgants, Hormagaunts, and Spine Gaunts were rearragned for Tyranids, with the name Hive Guard replacing Spine Gaunts.

- My group didn't like the cases of starter cards having only unit abilities, so Genestealers and Pathfinders were changed to general abilities. This may make Pathfinders too strong, but we haven't found Tau as a whole to be too strong so we're reserving judgement.

- We thought it'd be fun to insert a little variety into the IG starter cards, and so added a totally new card Sanctioned Psykers. The original starter card we replaced (Heavy Weapons Team) is still in the bag for the faction if you don't want the new one.

The tabletop simulator mod is here, and also includes a bunch of scripting I've done: http://steamcommunity.com/sharedfiles/filedetails/?id=127860...

All the assets are uploaded here: https://s3.amazonaws.com/forbidden-stars-assets/FSAssets.zip (warning, large file!)

Hope this helps anyone else out there looking to put together their own factions, or who just want to play with the most up-to-date versions of the new ones!

Feel free to use these assets for anything and everything you might want.

Here are some examples of the cards for each faction:








Thread: Space Empires: Close Encounters:: News:: Reprint now on P500

Tue, 23 Jan 2018 01:25:36 +0000

by Jim Krohn

Close Encounters has been sold out for a little bit. With Replicators shipping this week, GMT put CE back up for reprint:

http://www.gmtgames.com/p-687-space-empires-close-encounters...



Thread: Space Empires: 4X:: News:: Close Encounters Reprint is now on P500

Tue, 23 Jan 2018 01:24:58 +0000

by Jim Krohn

Close Encounters has been sold out for a little bit. With Replicators shipping this week, GMT put CE back up for reprint:

http://www.gmtgames.com/p-687-space-empires-close-encounters...



Thread: Nemesis:: Rules:: Intruder death

Tue, 23 Jan 2018 01:24:34 +0000

by WookieeLove

I'm reading the rules now as prep to play the prototype on Tabletop Simulator, but I have some questions about Intruder death. Ironically, the "Intuder's Death" section in the rules doesn't answer this.

When an Intruder dies, what happens to their figure and corresponding token? The fact that you can drag an Intruder body to the lab to analyze it would seem to indicate that at least the figure would stay on the board. If that's the case, is it indefinitely? There's nothing that would remove a dead intruder body? And I'm assuming it's corresponding token would also stay on the Intruder board and not go back in the bag. Or are you supposed to put the token back in the bag and "resurrect" the Intruder and take it's "dead" figure and place it somewhere else on the ship when a token is drawn again and you have no other figures left to populate that token's appearance?



Thread: Dust 1947:: General:: Dust Boot Camp - Episode 00 - Introduction (PODCAST)

Tue, 23 Jan 2018 01:24:34 +0000

by marwan_marwan


I just came across this, and wanted to share it with all of you:
https://www.spreaker.com/user/skirmishsupremacypodcast/dust-...

I just found out that the Imperial Japanese Navy (IJN) will be an independent and unique block. Also, the IJN troops that everyone mistakes as school girls are based on actual Japanese cadets.

(image)



Thread: Castle Panic: The Dark Titan:: Rules:: Can support tokens only move in one direction (if moving two spaces)?

Tue, 23 Jan 2018 01:24:12 +0000

by Mordegast

Or can they move 1 forward, and one left (for example)?

Thank you



Thread: Star Wars: Imperial Assault:: General:: Why 4 Shapeshifters in HotE?

Tue, 23 Jan 2018 01:15:56 +0000

by Thuddeus

It seems strange that HotE came with 4 of these when they deploy individually. Any thoughts?



Thread: Flash Point: Fire Rescue – Tragic Events:: Rules:: Reshuffling the deck

Tue, 23 Jan 2018 01:15:10 +0000

by PeterM2158

So when a fire deck card instructs you to shuffle the fire deck discard pile into the fire deck draw pile does that include the card itself, or does that become the start of the new discard pile?



Thread: Gloomhaven:: General:: Quick general only minor spoilery question about the Cthulhu class

Tue, 23 Jan 2018 00:58:53 +0000

by Shadrach

I am just curious since my wife is choosing a new class, it is my personal quest, and we nominally play 2p, is it more magey or fightery?



Thread: Techno Bowl: Arcade Football Unplugged:: General:: Average Scores

Tue, 23 Jan 2018 00:57:41 +0000

by Lemonpips

Can anybody offer some of their experience with scores? What are typical scores in 7v7 games? What are typical scores in 8v8 games?



Thread: War and Peace:: Rules:: Minor state production

Tue, 23 Jan 2018 00:49:55 +0000

by androklis

Hello!
I am a bit confused with the building capacity of the minor states.

Minor state groups can only build SPs from one component country each turn. OK I got that.

The question is, do minor state groups receive the sum of production points from each component minor state and then only build from any ONE component minor state in the group?

For example, in the Italian group, does the group receive 4 production points (Italy, Naples, Dalmatia, Switzerland) and then build something in any ONE of the four minor states?

If not, how do minor states build their cavalry?



Thread: Empires of the Void II:: Rules:: Where to retreat defeated units ?

Tue, 23 Jan 2018 00:48:00 +0000

by Mickski

The rules state :
1- [...] The loser must, instead, retreat. They immediately move all of their units from the region to the nearest region containing one of their control cubes [...]

2 - [...] If there are multple regions to which the loser can retreat [...] then the loser chooses where to retreat. [...]

1 - This means that you can potentially retreat quite farer than where you came from for battling ? For example, if I came from an adjacent Orbit region to battle a Surface region but my nearest controlled planet is on a planet on the opposite side of the board, my units retreat to this planet, no matter is the distance between the two planets ?

2- Do units retreat as a group like for Movement ? Or in case of equidistant retreat regions, can retreated units be splitted among these regions ?

Thanx.



Thread: Rising Sun:: General:: Kickstarter vs Retail version

Tue, 23 Jan 2018 00:44:47 +0000

by lostpike

So I'm seeing Kickstarter versions pop up online for sale. How much do the Kickstarter exclusives add to the game play?



Thread: Gloomhaven:: Rules:: LoS clarification

Tue, 23 Jan 2018 00:44:17 +0000

by atomheartmother

Does the scoundrel have LoS of the two Living Bones?

Also, unrelated: what do the almost imperceptible dots next to abilities ok ability cards mean? What are they there for? Places for enhancements?





Thread: Dead Men Tell No Tales: The Kraken:: General:: Models ...

Tue, 23 Jan 2018 00:37:29 +0000

by lylith82

Are there any plans to do this expansion without models in the future? To me the models (especially without upgraded pirates) seem a bit out of place (especially as I can't paint models anymore), when the could have been tokens / punchboard representing them. I like the idea of the expansion, but paying more than what the game cost me mainly for models doesn't really seem that great. Standees / meeples / tokens / larger token would have been ideal really.



Thread: Star Wars: X-Wing Miniatures Game:: Rules:: New FAQ to Nerf NymRanda Final Form

Tue, 23 Jan 2018 00:36:00 +0000

by lanewalkerx

Plus it answers some other questions about the Harpooned condition card.

FFG made this effective immediately.

FFG FAQ 4.4.1



Thread: Endangered Orphans of Condyle Cove:: General:: "Do You Speak Orphan?" pledge - Game content

Tue, 23 Jan 2018 00:32:39 +0000

by Malabarista123

Hi there!!!

I hope you can help us out.
My friend just got a copy of this game, apparently the pledge "Do You Speak Orphan?" in Spanish.
The thing is that he is getting the cards (base + 3 boosters) in Spanish… but nothing in English (not even the rulebook)

According to what I see in the KS campaign, the guy who is selling it, should give him the full base game in English + the cards in Spanish + the booster packs in Spanish
Am I right? Or is there anything I´m missing out?

Thank you!!!



Thread: Concordia: Aegyptus / Creta:: General:: Why is there an "A" on Gavdos?

Tue, 23 Jan 2018 00:29:25 +0000

by 1qwerty

As far as I can tell you do not put a good there. And do not put a colonist there. So why the A?



Thread: Catan: Der Aufstieg der Inka:: General:: Any Info?

Tue, 23 Jan 2018 00:29:22 +0000

by zach66827

Anyone know any info about this? Is there a board? Release date?



Thread: Indonesia:: Rules:: A Few Questions

Tue, 23 Jan 2018 00:27:48 +0000

by trianglemoon

1. When you merge 2 shipping companies, does the new company have a capacity of the combined values of the previous companies?

2. Must a shipping company expand adjacent to a current zone it occupies? Or, can they be placed anywhere?

3. I saw a response to a question that suggested that a company cannot expand outside of its own province. Is that accurate? If so, why all the arrows connecting different provinces, if not for expansion?


Very pleased with how easy the rules are to understand otherwise. I think these questions aren't game-breakers, but thought I'd ask for other opinions.

Thanks!



Thread: Escape the Dark Castle:: Rules:: Applying traits.

Tue, 23 Jan 2018 00:27:43 +0000

by sylas1

There are items that allow you to apply a named trait (e.g. Wisdom) when you need it. Does this affect the result of your die roll or is it in addition to your die roll? As in, if the roll was Might, when I apply the item effect, do I end with Might AND Wisdom or do I turn the Might into a Wisdom result?



Thread: Legendary: A Marvel Deck Building Game:: General:: Storage solution using just the boxes the game came with.

Tue, 23 Jan 2018 00:27:31 +0000

by DoesItQuest

With the insert inside the main box I can no longer hold all my cards in one box. I own Base, Dark City,X-men,PTTR,75th Cap and FF. I was wondering what a good cheap storage solution would be. Ideas would be remove the insert in the main box. Then I need to figure out how to separate the row. Idea 2 is put heroes in the main box and villain items in the Dark City box.



Thread: Pocotaligo 1862 & 1864:: General:: Available for Purchase from GMT

Tue, 23 Jan 2018 00:23:32 +0000

by team_bonnie

According to the January 22, 2018, GMT Games email newsletter, they have received the final 200 copies of this game from the designer's family. Available to purchase at the GMT website.



Thread: Where Eagles Dare:: General:: Identity of german officers

Tue, 23 Jan 2018 00:20:56 +0000

by wayne lewis

who are the 4 german officer command counters found on Countersheet 10 2nd and 3rd rows from bottom right-hand side.they have emblems but no names.



Thread: Star Trek: Ascendancy:: General:: Ordered the "Escalation Packs" from Miniature Market...

Tue, 23 Jan 2018 00:18:22 +0000

by Jatta Pake

I ordered the "Escalation Packs" from Miniature Market to get an order over $99 for free shipping. I've actually seen the "Escalation Packs" in the wild at a game store in December so I didn't realize these were a "Pre-Order" item at Miniature Market.

Since these are a Pre-Order item, they are holding up my order for stuff I actually want in the next couple of weeks. Question: Should I break up the order and pay the $5.99 shipping for the stuff I want?

Have any online retailers received the "Escalation Packs" yet? If it's going to be 12 months before these show up like the Cardassian/Ferengi debacle, I will just cancel.

Weigh in with your thoughts!



Thread: Steamroller: Tannenberg 1914:: Rules:: Firepower combat allowed across Major Lake hex side?

Tue, 23 Jan 2018 00:14:41 +0000

by srugge

Starting to work through the game and another question has come up. Can a unit conduct firepower combat across an Major Lake hex Side? (It is adjacent...)



Thread: Redvers' Reverse: The Battle of Colenso, 1899:: Rules:: assault at a drift

Tue, 23 Jan 2018 00:14:23 +0000

by Fabvier

Can the British move to a drift area occupied by a Boer unit in view to assault it? There ia a one unit stacking limit in the end of the movement phase but it is not clear if its per side or in total. I have a Boer unit in retreat from the upper frontline area Hill and currently in the drift to cross the river.I can shoot it down into pieces with the +2 favourable DRM but i was thinking it might be quicker if i could assault and dislodge it rather.Thanks in advance



Thread: Gaia Project:: Strategy:: What tec trees synergises?

Tue, 23 Jan 2018 00:05:05 +0000

by Niiai

Hi. I am wondering what tech trees synergises?

From first impression I would say there is a strong syngergy with:

Teching pure techonology. Tech gives tech, just focus it down.

Industry (the money and ore one) with terraforming (the settle one). This would be for exspansing.

Most noteably terraforming is at odd with the gaia project (the one with the ufos) as that bypasses the terraforming.

Also you would need to either tech exploration range, or juggle the green cubes. I do not think you need both?



Thread: Flash Point: Fire Rescue – Tragic Events:: News:: Its out at Retail! :) (US)

Tue, 23 Jan 2018 00:05:03 +0000

by Kermit2005

For those that missed the Kickstarter, like myself, its out at retail!


https://www.amazon.com/Indie-Boards-and-Cards-Tragic/dp/B075...



Thread: The Others:: Rules:: Controller

Tue, 23 Jan 2018 00:03:07 +0000

by ecliptica

Hello,
May be I have missed it, but is there any specific rules about The Controller ?
Or do we just have to play it like the other Monsters ?

Thanks,



Thread: Where Eagles Dare:: General:: id of 4 german officers

Tue, 23 Jan 2018 00:00:57 +0000

by wayne lewis

question;

who are the 4 german officer counters on Countersheet 10 2nd and 3rd row from bottom righthand side.they have symbols but no names.




Thread: Hanafuda:: General:: Hanami Hanafuda kickstarter?

Mon, 22 Jan 2018 23:55:55 +0000

by Vonderbread

I just barely missed the kickstarter. Does anyone know how I could get my hands on a deck of the Hanami Hanafuda deck from this kickstarter. The creator does not appear to have any form of contact they monitor closely. Thanks!

https://www.kickstarter.com/projects/iws/hanami-hanafuda-and...



Thread: Western Legends:: General:: The Women in Western Legends: Stagecoach Mary

Mon, 22 Jan 2018 23:52:15 +0000

by katiesgamecorner


Today, we're talking about Stagecoach Mary.

Before I discovered Western Legends, I wasn't actually aware of Stagecoach Mary so doing a bit of research on her was quite educational for me and I was surprised with what I found.

Mary Fields, also known as Stagecoach Mary, was the first African-American woman star route mail carrier in the United States.

She was not an employee of the United States Post Office's; the Post Office Department did not hire or employ mail carriers for star routes but rather awarded star route contracts to persons who proposed the lowest qualified bids, and who in accordance with the Department’s application process posted bonds and sureties to substantiate their ability to finance the route.

Once a contract was obtained, the contractor could then drive the route themselves, sublet the route, or hire an experienced driver. Some individuals obtained multiple star route contracts and conducted the operations as a business.

Fields obtained the star route contract for the delivery of U.S. mail from Cascade, Montana to Saint Peter's Mission in 1885. She drove the route with horse and wagon, not a stagecoach, for two four-year contracts: from 1885 to 1889 and from 1889 to 1893.

Once the tough, six-foot-tall Fields arrived, she discovered the mission in disrepair. She organized a team of men to make repairs and improvements. One worker resented a woman telling him what to do and backhanded her across the mouth. Just as he went for his gun, Fields shot a bullet at the man and scared him away from messing with her again. Despite her nearly 10 years of service, the altercation led to her being asked to leave the mission.

Fields proved a woman could do anything a man could do in the untamed territories beyond the Colorado Rockies. Among her many admirers were actor Gary Cooper, who knew her when he was a little boy during visits to Cascade from his family’s ranch in Helena. Another fan was cowboy artist Charles M. Russell, who included her in an 1897 pen-and-ink, A Quiet Day in Cascade, that shows a hog knocking down Fields and spilling her basket of eggs.

Fields was a proud, independent woman who never wanted to be an inconvenience to her friends and neighbors. When she became seriously ill in 1914, she snuck off to a tall, grassy area outside her home and lay down to die. Children playing in the area found her, and she was taken to the Columbus Hospital in Great Falls, where she died of liver failure shortly after, on December 5. The numerous townspeople she had befriended escorted her casket to the graveyard.





Thread: Gloomhaven:: Rules:: Living Bones Self Heal and Retaliate sequence

Mon, 22 Jan 2018 23:51:51 +0000

by frenzer

Hi Guys,

I've been running trough The Black Barrow's last room and got in to a situation when I am not entirely sure how to play the following sequence:

Got Cragheart's retaliation card up
Living Bones' Monster card is Move -2; Attack +0; Heal 2 self

Cragheart's initiative is lower than the one of Living Bones

How does this plays out?

Example 1:

Living Bones Hits for X -> Retaliation occurs -> Living bones self heals

Example 2:

Living Bones Hits for X -> Heals for 2 -> Retaliation occurs



Thread: Through the Ages: A New Story of Civilization:: Rules:: Architecture card not working in the app?

Mon, 22 Jan 2018 23:49:20 +0000

by Lezard

Hi,

I just ran into a problem, I have the technology card Architecture, i'm in age III. I try to upgrade drama which have a cost of 3 to a movie which have a cost of 9. Since I have Architecture, should it cost me 4 instead of 6?

Same thing happens when I build a lab or temple, it cost me 3 instead of 1.

Is it something broken in the app?

thanks



Thread: Dice City:: Rules:: All in

Mon, 22 Jan 2018 23:48:30 +0000

by BIgLatinDude

I can't seem to find markings that distinguish one set of cards from certain expansions to the other. I'm gonna go ahead and assume, let's just all bunch them up.
Is there anything against this?
I'm talking royal decree, crossroads and all that glitters.



Thread: Endangered Orphans of Condyle Cove:: General:: "Do You Speak Orphan?" game content

Mon, 22 Jan 2018 23:48:00 +0000

by Malabarista123

Hi there!!!

I hope you can help us out.
My friend just got a second hand copy of this game, apparently the pledge "Do You Speak Orphan?" in Spanish.
The thing is that he is getting the cards (base + 3 boosters) in Spanish… but nothing in English (not even the rulebook)

According to what I see in the KS campaign, the guy who is selling it, should give him the full base game in English + the cards in Spanish + the 3 booster packs in Spanish
Am I right? Or is there anything I´m missing out?

Thank you!!!


(image)



Thread: Onitama:: Strategy:: Tiger can win games in 2 moves

Mon, 22 Jan 2018 23:47:43 +0000

by tedstriker99

I just got this game and although I read the instructions, I wonder if I've misinterpreted them because it seems that in circumstances where a player has the first move and the tiger card, he can win the game in 2 moves.

Move 1 - 2 squared forward.

If the opposing player doesn't have a card that allows 2 moves forward, they can't protect the master or their temple. If they move their master 1 square forward then Player 1 could take the temple by moving 2 squares forward again.

The way I understand it, you can leapfrog any pawn on the board.

Is Tiger too overpowered or am I missing something?



Thread: Xia: Legends of a Drift System:: General:: Modding Starship Files

Mon, 22 Jan 2018 23:45:47 +0000

by Mojobacca

Are the files for the Starships on Far Off Games' website the ones that are in the game itself or are they a different style?



Thread: Star Wars: Imperial Assault:: Play By Forum:: Fais-le, ou ne le fais pas. Mais il n'y a pas d'essai.

Mon, 22 Jan 2018 23:45:38 +0000

by n3ige Welcome to my Play By Forum campaign!This campaign will be in french, and is reserved to friends of mine. If I fell comfortable enough, I will conduct other campaigns for bgg users who have subscribed to the SWIA PBF Wiki.Si vous avez des questions à propos des règles, vérifiez en premier lieu dans le guide de référence ou la FAQ (voir le site officiel de ffg: https://www.fantasyflightgames.com/en/products/star-wars-imp... ). En cas de doute, n'hésitez pas à demander avant de jouer.Règles Personnelles● Je n'indiquerai que les récompenses de mission obtenues. Je ne dirai pas si une récompense optionnelle a été manquée.● Limite de carte Agenda en jeu (en main, ou révélées dans la zone de jeu, exceptées les missions): 4. Cela n'empêche pas de piocher de nouvelles cartes, mais des cartes en main/en jeu seront défaussées pour revenir à cette limite.● Lors de la séquence d'amélioration rebelle, la moitié des cartes des tiers concernés est piochée.● En cas d'erreur:- Mauvais dé(s) lors d'un lancé: on ignore le(s) dé(s) en question, et on complète le lancé avec les dés qu'il faut.- Mauvaise quantité de dé lancé: seuls les derniers jets seront pris en compte.- Action invalide: le joueur refait une action valide, comme si la précédente n'avait pas existée (en refaisant les tirages aléatoires si besoin).Liens utiles[article=23060260]Playing One-Off Mission[/article]Playing One-Off Mission[thread=1560112][/thread] VASSAL: Imperial Assault - Campaign[thread=1631857][/thread] Ability Resolution order during attacks[thread=1319188][/thread] What are some crazy or common rule-breaking mistakes your group made whilst learning the game?[thread=1373530][/thread] FFG unofficial answers to rules questions thread - read first post for instructionsStrategies for the Empire: http://www.boardgameresource.com/imperial-assault-strategies...Attack Reference Sheet[ImageID=3458198original] Imperial Assault Play By Forum ForumStar Wars: Imperial Assault Play By Forum BannersPBF Dice RollerRebel Character Cards ReferenceImperial Deployment Cards ReferenceRandom Supply DeckItems ReferenceSWIA PBF WikiSymbols[microbadge=296] - [microbadge=296][microbadge=9204] - [microbadge=9204][microbadge=28697] - [microbadge=28697][microbadge=32926] - [microbadge=32926][microbadge=33754] - [microbadge=33754][microbadge=32913] - [microbadge=32913] - [imageid=2477003 original inline] - [imageid=2477036 original inline] - [imageid=2477040 original inline] - [imageid=3384218 original inline][microbadge=33753] - [microbadge=33753] - [imageid=2503568 original inline] - [imageid=2625358 original inline] - [imageid=2877693original inline] - [imageid=2877695original inline] - [imageid=2877696original inline] - [ImageID=3787108original inline] - [ImageID=3787109original inline] - [ImageID=3787110original inline] - [ImageID=3787111original inline] - [ImageID=3787112ori[...]



Review: Advance to Boardwalk:: Advance to Boardwalk: Simple Review

Mon, 22 Jan 2018 23:39:45 +0000

by musicalanarchy If you like Monopoly but would prefer it without all the thinking, friendship ruining, and endless play, then Advance to Boardwalk might be a game for you. There isn't a lot to it, but you still get that rousing experience of buying some property that Monopoly gives you.First, a quick overview.All you have to do is roll 3 dice each turn. Yupp. Two are regular dice and one has colored squares and a "W" (for wild) and "F" (which let's you draw a Fortune card) on it.The regular dice give you money which you immediately use to buy spots to build your hotels on, and they will go on the respective space for the color you rolled. You build up hotels until one player either runs out of pieces, or reaches the end of the board. There's a few more mechanics, such as playing the Fortune cards to steal property or gain some other advantage, but in general, that's it.I went into this game worried that it would be very similar to Monopoly, a game I do not care for, but Advance to Boardwalk managed to surprise me...well, a little. The game play is simple in both concept and execution, so it's definitely a "lighter" game, meaning it requires little to no strategy or heavy thought throughout. This can be a better or worse feature depending on how hardcore you get about your board game playing.The rules are clear-cut and simple, on top of being few, so it is just as quick and easy to learn as it is to play. While most games of Monopoly last forever, usually due to playing the game incorrectly, Advance to Boardwalk doesn't allow for such foolishness, which I have to appreciate. With the absence of silly auctioning and the ability to usurp others' properties, it is easy to be the person who either runs out of pieces or reaches the board's end within twenty minutes, thirty at the most! The game also provides opportunities each turn for changes in the lead player and often allows for a surprise in the winner by the end of the game, which is nice compared to other games where an early lead means an automatic win.Though simple and at least somewhat entertaining, Advance to Boardwalk has it's downsides. I don't want to say it's a game for children, but that's kind of what it ends up boiling down to. There's just not a lot to it so at best I can call it "Family Friendly," which is really just the nice way of saying it's for kids. Besides that, it's a little unbalanced depending on players. What I mean is, the box says "2-4" players, but it means 4 players. Playing with only two doesn't allow for enough options to steal property, and makes for a slow start because there are too many empty options available on the board.Ultimately I would recommend this game to a family for their weekly game nights, or some beginners just getting into playing games to dip their toes in before getting acclimated to the wide world of board games. For some pictures and [...]



Review: Dungeon Crawler:: What does this game make me feel when I play it.

Mon, 22 Jan 2018 23:39:34 +0000

by jbeerdev First impressionI bought Dungeon Crawler 4 months ago, driven by some of the fans here in this forum. I enjoy playing LOTR LCG and I normally play alone. The idea of having a similar deck building game, that plays good solo, sold me. After getting the game, I opened it, inspected the components, read the rules, and give it a try. Ouchh... I gave up after 10 mins. The rules were confusing, the tokens annoying and I was overwhelmed with the keywords, the "melee, reach, throw and range" rule, the damage types and the quests looked dull to me. I put it away for another time. Second and Third try. 3 weeks ago, I decided to give it another change, but this time I got help. Watched the some videos like: https://boardgamegeek.com/video/99785/dungeon-crawler/analys...https://boardgamegeek.com/video/10437/dungeon-crawler/dice-t...Those videos, the flash tutorial on the official website, the Solitaire rules of reference (https://boardgamegeek.com/filepage/101555/solitaire-play-glo...) and the Solitaire Glossary (https://boardgamegeek.com/filepage/101555/solitaire-play-glo...) helped me to understand the mechanics. I was still annoyed with the tokens, so I added some of the colourful tokens of Mistfall to the mix. It took me 2 gameplays to realise how amazing the game is. How it feelsI love Mage Knight, and the puzzle that brings in to the table... but I need a lot of table to play it. Dungeon Crawler brings me the same feeling, solving encounter after encounter with the deck on my hand, with a smaller footprint. I can just, 30 mins before making dinner, shuffle the dungeon cards, the crawler cards, put my adventurers on line and go for a run (I DO love shuffling, I have all the cards sleeved, it adds extra satisfaction).I like having options, making decisions NOW. Playing LOTR LCG is fun too, but the mechanic of only to draw a card per turn kills me. Give me more!! Dungeon Crawler allows me to draw more cards, and discard them if I don't like them. Of course, I am making my crawler deck thiner and If I can't get more cards from it, I lose. A risk I have to take... The resources, I was confused with this mechanic, but worked well. I can feel the oppression when my resources low because some of my heroes perished. And when the first hero falls... I know that I am doomed, but I keep going. I still have hope. Normally In other games I would just give up. The tension of what is coming now. The Dungeon deck is full of nasty things and challenging combination of cards that could take you out in a blink. I do enjoy revealing the new cards, putting them in line and evaluating the new threat and puzzle I have to solve. The quests are very generic, but I found them (after the initial frustration with them) good enough and they make their job. "Put a unique character in the grave" -> "Go through the dungeon and kill the[...]



Session: Pacific War:: Battle of the Coral Sea AAR (Battle Scenario #2, illustrated)

Mon, 22 Jan 2018 23:37:32 +0000

by M St My next PW game against Neville was the next Pacific War Battle Scenario, Coral Sea. Here is the setup:The Japanese are the Operation player. Japanese task forces sail from Truk, Rabaul and Shortlands, steering south and east. Vague intelligence reports are received on some of them. With 'Intercept' Operational Intelligence Condition, the US stops the Contact Phase after 3 movement steps. Two lone Allied TFs set sail from Australia and New Caledonia to oppose them.The Battle Cycles begin with Day PM (Battle Cycle 1/Day 1, US Advantage.) The Allies start the battle with an air attack on Lae, the bombers from Australia escorted by the Port Moresby fighter. The air unit at Lae is Alerted, no planes are lost in the air combat, but the airfield is interdicted! As a result, in the Disadvantage Air Mission Phase, the planes from Lae do not fight. A Japanese airstrike from Rabaul hits Port Moresby. The strike is not detected, and the US lose 2 air steps. One Japanese 1E step is lost to Flak.A Japanese task force is detected at the northern end of Bougainville but with inconclusive information about its composition. The easternmost Japanese TF has reached the latitude of Santa Isabel.At Dusk (Battle Cycle 2/Day 3, Japanese Advantage) a Japanese Task Force reaches Guadalcanal and unloads troops on the island. The Americans realise that they cannot eject the Japanese from Guadalcanal at this point. Neither side launches any air strikes around New Guinea; the dusk landings seem too risky.After Night has fallen (Battle Cycle 3/Day 5, Allied Advantage), the Allied carriers proceed into the Coral Sea on a more westerly course. The Japanese ships retreat from Guadalcanal westwards.The next Day AM (Battle Cycle 4/Day 7, Allied Advantage), the Allies do not launch any airstrikes, waiting for the Japanese task forces to be identified. The Japanese launch an airstrike on Port Moresby. Again, the strike is undetected, and the Allies lose an air step. The Japanese also move a task force to Woodlark Island. It is detected by the Allies, but only consists of one ship and does not merit their attention. Their other task forces mill around the Solomons, obviously trying to stay out of effective Allied air search range. One Allied TF is detected by Japanese air, but no air strikes ensue.Not much happens at Night (DR 0, Battle Cycle 5/Day 9).The next Day AM (Battle Cycle 6/Day 11, Japanese Advantage), Japanese aircraft attack Port Moresby, and remain undetected for the third time in a row! Heads will roll over this. Again, a hit is scored on the airbase and 15 aircraft are lost. A Japanese LRA transfers to Woodlark Island. [Not sure what happened to the TF at Woodlark, presumably it slipped and we replaced it, it's back in position in the later photos.[Night falls without further action (DR 1, B[...]



Thread: Aeon's End: War Eternal:: General:: The Nemesis Power Cards Rule Confusion: Rahdo's Fault or a Deeper Issue?

Mon, 22 Jan 2018 23:37:11 +0000

by NorthernPolarity

I've recently fell victim to what appears to be a very common rules confusion in the game, where I executed the effect on the Power X cards every turn as opposed to only when all counters have been removed on the card. I believe that this happened because I watched Rahdo's let's play and he made the same mistake, but looking at the sheer number of cases where this issue has occurred, I can't help but think that there's a deeper underlying issue.

Thinking about it some more, I believe that one potential reason for this is because the use of the term "Power X", which is misleading. "Power X" implies to me that the nemesis is performing a power each turn, which may cause players to have this rules issue. A term like "Countdown X" may have been clearer, since that better describes the intended effect.

Anyways, I'm just curious what other players thoughts are on this. Am I just salty that I fell victim to this mistake? Is Rahdo actually just the root cause of this problem? What potential solutions could there be in future editions to prevent this from happening? A change like Countdown might be too backwards-incompatible, but I'm sure that there are smart ways to prevent people from falling into this trap.



Review: A Tale of Pirates:: Best Play Recommends: A Tale of Pirates

Mon, 22 Jan 2018 23:36:28 +0000

by glennbot Original post with images and video here: https://www.bestplay.co/best-play-recommends-tale-pirates/TL;DRWhat is it? A real-time game of co-operative fun as you and your friends crew a pirate ship in chaos across a swashbuckling campaign.How many people? 2-4How long does it take? 30 minutesWho is it for? Those looking for a game that keeps evolving each time it comes to the table, perfect for couples or small groups.Why we recommend itIt is often said that one of the biggest hits of dopamine a board gamer can have is first opening that box. It’s the ultimate in consumerist joy, to finally lift off that lid and see what you’ve won.A Tale of Pirates will have all of your synapses firing because this game is a smorgasbord of great elements we’ve seen in other games:The 3D train of Colt Express becomes a trusty pirate ship,The Mechs vs. Minions folders become packets of buccaneering joy,An app reminiscent of that for One Night Ultimate Werewolf keeps time and helps you set up,And the feeling of real-time chaos, echoing the style of Escape: Curse of the Temple, makes for some super fun gameplay.That might feel like a lot but the game is actually relatively simple, which makes us happy as those that love being able to get into a great game without having to spend hours reading a rule book.In brief, you and your friends are the crew of a pirate ship. You’re going to have to fix it up, steer it, load the cannons, look out for sea cops (or whatever they’re called) and obviously fire at them.To do anything, you have to put your sand timer on the action and wait. You’d think that would make the game feel very stop start but everything is happening so fast and the situation keeps changing that there is always a lot of commotion.Because you have a plan: you’re going to steer the ship so your crew mate can fire the cannon. But someone else had another idea. They speed the ship up and now it can’t turn. You curse at them, but there is no time and you have to pick something else to do, quick! You panic and just slam your timer into the cannon reload, hoping someone will need a refill soon. They don’t.Even if you do manage to execute on your ‘perfect plan’, it might be scuppered by the cannon backfiring or rocks smashing against your ship. You have to be constantly reactive and quick at communicating, otherwise you end up with a Pirate Twister as you tangle each other up.There’s great satisfaction to be had from finding your cadence and knowing how to optimally play and communicate with your crew. Just as you have that down though, it’s on to the next mission.With each mission you open up a new packet of goodies. They add new cards, pieces and rules to the game, changing the shape of each mission. Sometimes you[...]



Session: Runebound (Third Edition):: The Red Death: The Fall of Jonas the Kind

Mon, 22 Jan 2018 23:35:29 +0000

by elem3ntary This is written as a rebuttal to those who believe this game's story is slight or nonexistent. The game plays at the level of your imagination.Don't JUST look at the cards. Find inference in them, and weave your tale accordingly. (Note: Yes, this is long, but I hope I did the tale justice. It's taken me several hours to write, but I'm happy with it. I'll edit it later to see if there are any jarring errors. For those who spend the time to read it, thank you.)The remnants of Suvar's Rest stood above Jonas in the morning light. The ancient standing stones, mostly spread out like an upended and broken wagon wheel, cast long shadows across the ground. He didn't like how it looked. Those dark splotches reminded him of tombstones. Heaven knew he wasn't afraid of anything, but this place, this crumbling forgotten shell, unsettled him, like a bad reading from a fortune teller or an ill omen while hunting. Jonas frowned and shook his head. He was tired. It had taken him several days of hiking south to reach the shrine, and now that he was here, confusion set in. What was to happen next, he had not been told. "You will find a true purpose there," Master Jhong told him before he left, "One that will ease the memories of your past and purify your spirit for a new future. Mind, though, that if you fail this test, more than your own life will falter and fade."Maybe it was a dragon he was to slay, or a despot, or maybe a chief of a band of giants. He would need to use all his strength for his task, more than this pole of ash wood given to him at the monastery. Quickly he spun and struck his staff against a standing stone. The contact produced a loud crack that reverberated through the dead shrine and out into the lands beyond. Yes, the staff was a good, solid weapon. He wasn't afraid of anything flesh and blood.A shadow crawled from beneath a rocky shelf of a fallen obelisk. It bore a human shape, but not a healthy visage. Boils, broken and oozing, covered its reddened skin, and the eyes, red rimmed and bloodshot, emanated pain and suffering. "Help me," the man's voice cracked. "It's everywhere. It's spreading. Tamalir is dying." Jonas stepped back. The desire to aid the man conflicted with the fear of this virulent disease before him. Before Jonas could decide, the man released a low wheezing breath, then fell silent. His eyes glazed.It came to Jonas now, and he knew, focusing upon the corpse that already gained the attention of several exploring flies, that the Master had meant this. He was to defeat not a beast or a man, but something far worse. He had been taught healing during his long sabbatical, been shown books, and herbs. And in these lessons he had learned abo[...]



Thread: StarCraft: The Board Game – Brood War Expansion:: Strategy:: Overview: Strategic Breakdown Theory for StarCraft Brood War the Board Game

Mon, 22 Jan 2018 23:34:51 +0000

by Calixtus Overview: Strategic Breakdown TheoryAt a glance, it is hard to tell which race is superior, but one thing is for sure, the races have been balanced pretty well, with the teeming swarm of the Zerg encouraging a more aggressive play, which fits their nature very well. If we were to have an overview of the game, the mechanics encourages and rewards offensive play, and given the strategic direction of the Zerg, they are the most aggressive of the races, which they need to be. It seems in light of this, the position of the Zerg makes them the best race in the game. This is not exactly the case, but a breakdown of the three races shows some very elegant and synergistic mechanics.Being the aggressive race fits the Zerg's nature and playstyle very well, especially given they require numbers to overwhelm and win with force. To support this concept, the Zerg thematically has a "Mass" or "Swarm" Reinforcement Card that appears in the Combat Deck from the start. This feature is meant to boost the theme of aggressive Zerg play right from the start, and it fits the nature of the Zerg as relying on numbers, and at the same time having excess units for sacrificial fodder. In this case with the Zerg, it is all about numbers, which is encouraged by the "Swarm" Card being applicable only if there is at least 1 Supporting unit in that Skirmish. There is one last point to note: you usually need to outnumber the enemy to defeat and wipe them out from the contested area, which again works with very well with the Zerg's aggressive playing style as an advantage, given they will naturally be encouraged to possess higher numbers than other armies.Now, for the Protoss. Right at the other end, the most technologically superior race in the game is as well the most defensive, with their playing style more defensive than even perhaps the Terrans, as encouraged by the Reinforcement Card, "Shield", which provides +1 Health. This again is a very synergistic theme, given that the technologically advanced Protoss' units are expensive and precious to lose, which is why it is important to have cost-effective ways of preserving their survivability. You want your Units to last and not succumb too easily. The fact that each Tier unit for the Protoss is individually more powerful than their counterparts in other races, and at the same time more expensive, further emphasises this. As Zerg will usually outnumber your army, your staying power, superior individual stats, and advance technology are required to outlast them. The lives of every warrior counts. That said, in the long run of attrition, the Zerg will usually lose out, so Rushing with the Zerg is encouraged.For Terrans, the race's strategic tangent is i[...]



Review: Qwixx gemixxt:: Short review of Qwixx gemixxt

Mon, 22 Jan 2018 23:33:54 +0000

by Si Fei

Qwixx gemixxt ("Qwixx mixxed") is an expansion for the dice game Qwixx.

Qwixx is an (IMHO) excellent, fast dice game that has just the right ammount of luck vs. push-your-luck vs. basic strategy.

Qwixx gemixxt offers two variants to play, both of which are variants of the base game. Both variants consist of a pad of game sheets, which are arranged differently from the base game.

The first variant has the numbers in the colour rows in an irregular, mixed progression. For example, the red track goes 10, 6, 2, 8, 3 ... etc.
The game is played just like normal Qwixx. The only difference is that the numbers are harder to find.

The second variant has the numbers in normal progression, but the colours change in a single row. For example, one row goes yellow 2, 3, 4, blue 5, 6, 7, green 8, 9, 10, red 11, 12.
In this variant too, the game is played just like normal Qwixx. Numbers are easy to find, but cross-referencing which colour is where and what number is what colour in what row is hard.

Well... All that is of course not actually "hard", but it is cumbersome to do.

All the scoring sheets are the same for each variant, so one could, in theory, remember the progression of the numbers. And there might be a slight change in strategy, as the "good" numbers (statistically (5), 6, 7, 8, (9) are much more likely than the other numbers) are in different places.

But is it worth it? - for me the answer is no.
Both variants in this pack have the problem of being way too chaotic. There is no logic to the progression of the numbers (and colours) and this makes it very hard to look up what number might go in where. All this makes for a slower and clunkier game then vanilla Qwixx. And I cannot see what is gained by that.

If I was asked to find something positive about this expansion, it would be that
1) it is still Qwixx (and still relatively quick)
2) it is different from vanilla Qwixx, interesting change of pace

But 2) is already a rather weak point to make.

Qwixx gemixxt is inexpensive, so maybe try it if you like Qwixx.
But I would say that you lose nothing if you do not. Basic, vanilla Qwixx is the better game.



Thread: Mythic Battles: Pantheon:: General:: Painting My Minis (Advice Appreciated)

Mon, 22 Jan 2018 23:33:28 +0000

by Drewbag84

So I haven't painted miniatures in 15+ years but I REALLY want to give my models a paint job to lift them from the standard grey plastic.

I've toyed with a few ideas but I'm leaning towards a gold (Gods)/silver (Heroes)/bronze (Troops)/green (monsters) effect for my models. Nothing complicated. Essentially a base and wash combo and it'll keep the unit types in unison with their dashboards.

I've been researching online and come up with the following suggestions from Games Workshop

Gods: Retributor Armour Spray / Reikland Fleshshade Wash
Heroes: Leadbelcher Spray / Nuln Oil Wash
Troops: Screaming Bell / Reikland Fleshshade Wash

Monsters: Undecided... Death Guard Green Spray / ? Wash

As you can see, using this method I'm struggling with the monster option. Death Guard Green seems a viable base for the monsters but I don't know which was would work. I don't want to make them look too dark.

The original idea I had was a simple white base/prime for all models with various washes over the top. I found a thread on BGG regarding painting Blood Rage models in this way:

https://boardgamegeek.com/thread/1503056/easy-fast-way-paint...

Which gives a nice, simple effect but I'd probably have to sacrifice the gold/silver/bronze combination for more standard colours but at least I'd have options for all the unit varieties.

Of course, only having a God Pledge the only Titan I own is Atlas who I'd probably just do in the same style as the Gods. Again, perhaps a blue spray/wash combo would be better but I don't know where to start.

Little help?



Thread: Dixit: Harmonies:: General:: Anything special about the first printing?

Mon, 22 Jan 2018 23:30:57 +0000

by Mashpotassium

Just wondering if there's anything special about the first printing, such as bonus promo cards (image) Thanks!



Thread: Kingdom Death: Monster:: Rules:: Killing LvL1 Butcher - and then?!

Mon, 22 Jan 2018 23:27:52 +0000

by Braz

Hi,

we just killed the Butcher in the base campagne.
When looking at the story board there will be a lvl 2 Butcher later on and a level 3 Butcher even more later on.

Although after killing the LvL 1 Butcher the LvL2 Butcher is coming, correct?!
Storywise he should have been dead....

Regards
Mario



Thread: Tiny Epic Zombies:: General:: Concerns and ?s

Mon, 22 Jan 2018 23:26:26 +0000

by ivangamer84

First, let me say, I own, love, and kicked TEK and TEQ. I've watched Man v Meeple, Rhando Run through, and John gets games videos for this as well as the kick page...but I'm having some issues, help me out

1) The Zombie Konga line doesn't seem like a strategic mechanic for the zombie player, I wish thematically they could cluster. I DO like how the Z players can "plant" search cards like traps though

2) Trying to explain to someone "you searched for this, but can't have it yet". Seems obtuse. Also the deck isn't so varied and almost entirely positive, that could change with stretch goals though

3) The items don't "wow" me mechanically like TEQ items. They mostly play off the die roll instead of allowing for different gameplay. I was underwhelmed by the chainsaw and handgun from what I saw.

4) Melee isnt threatening enough. It almost feels like there is just as much a chance of a wound as there is going again. If shooting actually puts you closer to death technically why not risk melee. Seems counter intuitive and counter thematic

5) off that idea, the concept of "death meets in the middle" seems hard to explain to other players.
Ex: "So you're saying I'm unwounded, but bcs I ran out of ammo, I just die?"
I don't get why these tracks aren't independent like TEQ other than to put pressure on the survivors not to shoot their way out

6) as for shooting/moving, again, explaining LoS, especially with the Rifle (2 rooms away) seemingly through walls and how the survivors can "jump/cut" corners but zombies can't and single file in. They went through the trouble of drawing the rubble holes, it can't just be because because its hard to make every permutation of doors lining up make sense.

7) not sure if surviors are hindered passing through zombies or not

It absolutely feel like a Tiny Epic Game, quality pieces, lots of replay out of the box, great price. Maybe I'm unfairly comparing it to my other zombie games: Last Night on Earth and Dead of Winter and Dead Panic, but some of the design choices I'm struggling with. Hopefully someone can explain why some of these things are the way they are. Am I wrong?




Thread: The Others:: Rules:: Controller

Mon, 22 Jan 2018 23:22:53 +0000

by ecliptica

Hello,
I just want to know if Controller has to be played like any other monsters ?
Or is there any specific rule for the Controller ?
Thanks



Thread: 2GM Tactics:: Rules:: Support Card HARDENED

Mon, 22 Jan 2018 23:16:24 +0000

by DocGuillaume


— Can Airplanes be affected by HARDENED ?
— Can a FIGHTER be deployed next to its HQ with a Promotion marker with HARDENED Card ?
— Can GOLIATH Card (= a Unit) be deployed with HARDENED ?



Thread: 2GM Tactics:: Rules:: Support Card DECOY

Mon, 22 Jan 2018 23:13:28 +0000

by DocGuillaume



— Weapons that are at range of DECOY MUST fire at it (opponent can not choose not to fire, specially with arrow weapons, but he chooses the order of the weapons). Weapons that are not at range of DECOY can choose their target as normal ?



Thread: Runebound (Third Edition):: Rules:: Question about passing

Mon, 22 Jan 2018 23:12:59 +0000

by CrimeanBogdan

Imagine that Zila has a token of tactics, strike and shield, and the monster has not spent any token and he does not attack. Zila can not make an attack or use a skill. In the next action, she could use her tokens, but she can not use it in this action.

What she should do: skip an action with saving tokens or make a pass, because she can not take any action and drop all the tokens, except shield?



Thread: 2GM Tactics:: Rules:: Support Card DISABLED

Mon, 22 Jan 2018 23:11:48 +0000

by DocGuillaume



— this Support Card can remove any Equipment Support Card (Bag Icon) like : Accuracy, Ammo, Bayonets, Counter-Attack, Cut Supplies (as soon as deployed by the enemy), Entrenched, Goliath, Loaded Weapon, Paratrooper… Correct ?
— What about if my Opponent deploy a PARATROOPER Card with an Infantry Unit ? Can DISABLED cancel a PARATROOPER ? Same with CONFLICTING ORDERS that can cancel PARATROOPER ?



Thread: 1817:: Rules:: Taking on Loans From a Sale

Mon, 22 Jan 2018 23:09:06 +0000

by Roundhill

Question from our last playing - can a company take on more loans than normally allowed during a sale?

For example, can a 5-share company with 3 loans purchase another 5-share company with 3 loans without paying off any loans?

Our interpretation was no because the company in this example can only have 5 loans, no matter how the loans were acquired.



Review: City Tycoon:: City Tycoon - A restricting game where 1/2 the time the only move is discarding tiles to save up money

Mon, 22 Jan 2018 23:08:59 +0000

by Eisenkreuz City Tycoon has an 'Among the Stars' feel of playing a hand of tiles and spatially playing these tiles out on the table, but without much building-type diversity and the whole city is shared among all players. Most of the tiles in City Tycoon are very similar with minor point variations and I'm not entirely convinced on the need for drafting (which I generally find to be a slow mechanic). I think an experienced player will trounce a newbie, but on what to draft vs discard is not straightforward and all somewhat tedious (as tiles all very similar).Scoring is done in the pick-up & deliver phase and money is tight - so tight! What I found most frustrating about this game is that the game really restricts what you can buy and do and there's lots of time when your only play is to discard again to accumulate more cash. Other games you have options on your turns, but in City Tycoon it's a lot of waiting, passing on great tiles beccause of cost. 7 Wonders has this to some degree, but also has zero-cost cards, money-paying cards and the ability to chain on top of prerequisite builds. None of this exists in City Tycoon and sometimes I would have to burn 3-5 tiles each stage (i.e. round), just to save up to buy the 1 or 2 tiles I really did want to play this stage and still ensure I had enough left over to buy electricity and water in the PU&D scoring phase. For example, some Stage IV tiles cost between $16-22, but discarding will only earn $5 each. There are so many components (Agricola-level), so lots of pre-game sorting and sifting. The iconography and tiles themselves are good, table footprint manageable, but the futuristic art is jarring and the theme didn't come through all that well (you do not play as a 'tycoon'). The rulebook has some vagaries and several questions came up. As well, I felt we needed some marker or better method to indicate whether a tile has been utilised or not (we used leftover player tokens). With 4 players, it got a bit slow, especially in the latter rounds where people are trying to maximise delivery scoring (as scores are tight) on the abusrdly large scoreboard. I did like that buildings power-up in the later stages, but this means most of the scoring (though not tile placement) in earlier rounds is then irrelevant. Turnover becomes crucial in the latter rounds and there's not much benefit for collecting certai[...]



Thread: 2GM Tactics:: Rules:: Support Card ACCURACY

Mon, 22 Jan 2018 23:06:25 +0000

by DocGuillaume



— Theorically, this Support Card can be deployed onto a ground Unit but also onto a FIGHTER an a BOMBER, correct ? Even if Airplanes are discarded after use, that makes a bad use of « Permanent ».



Thread: 7 Ronin:: Rules:: Reason for ninja going back to the mountain?

Mon, 22 Jan 2018 23:02:35 +0000

by Joshx

I was wondering if anyone (or the designers) could shed light on what the purpose of the Ninja Player losing a ninja every round after round 4 is?

That seems to make it impossible for the Ninja Player to win because of running out of reserve ninja.

Thank you.



Thread: 2GM Tactics:: Rules:: Support Card COUNTER-ATTACK

Mon, 22 Jan 2018 23:02:18 +0000

by DocGuillaume



— It seems that this Support Card should be deployed during opponent’s turn, when my opponent fire at my unit ?
(notice that it would make no sense to play this card when my unit is wounded by a Reaction Fire during my Assault because my react will precisely be a fire…)
—Against which Unit my wounded unit will react ? the one that hit it (under condition of Penetration vs Blindage) ? Or can my wounded Unit react and shoot the unit I want ?
— and if my Unit is wounded by a Mine (personal or antitank), can my wounded Unit react ? and against which unit ?



Thread: Race for the Galaxy:: Rules:: my beginner questions

Mon, 22 Jan 2018 23:01:56 +0000

by rickert

My wife and I just started playing. We are only using the base set. I am going to put all of my questions as they come up in one thread so as not to clutter the forums.

My first one is about the IV phase. If you pick the Consume Trade card, you must sell one and only one good from a world for a number of cards according to the color of the world (regardless of whether it is from a windfall world or production)? After that you can use sonsume powers that you have in your tableau for whatever that consuming card says? If you pick Consume VPs then you can only use the consume powers on cards in your tableau and any VPs given on those powers are doubled? So Mining Conglomerate would give your 4 points if you chose Consume VPs and the goods came from a Rare Element (brown) World?

I am sure I will have some more. We really liked the game. Our first game ended when we each had 9 cards in play but the VP chips ran out. She had 28 points and I had 23.



Thread: The Others:: Rules:: Rules about Controller

Mon, 22 Jan 2018 23:00:19 +0000

by ecliptica

Hello,
I wonder if I miss something...
What is the rule about Controller ?
Do we have to play it like any other monsters ?
Or is there a specific rule for this character ?

Thanks a lot



Thread: 2GM Tactics:: Rules:: Support Card CONFLICTING ORDERS

Mon, 22 Jan 2018 22:58:18 +0000

by DocGuillaume


—Can be played during my turn AND my opponent’s turn ?
— it can cancel only Support Cards or also Unit Cards (ground and planes) ? Where go the cancelled cards : they return in opponent’s hand or in his Discard Pile ?



Thread: Gloomhaven:: Rules:: Does opening a door trigger a monster again? (Spoilers for Scenario #2)

Mon, 22 Jan 2018 22:56:55 +0000

by Huuuze

Spoiler for the second scenario:

[o]
The Living Corpse has a priority higher than the Bandit Commander. The Bandit Commander triggers his "Special 1" ability, allowing him to open a door, which contains another Living Corpse.

Does that trigger another initiative card for the Living Corpse is room #2?
[/o]



Thread: 2GM Tactics:: Rules:: Support Card LOADED WEAPON

Mon, 22 Jan 2018 22:55:36 +0000

by DocGuillaume


« The unit may perform an out of turn Shot anytime. »

—with any active weapon (arrow) or « * » like HMG* and Mortar* ?
—Then I can perform an out of turn shot during any phase of my opponent's turn ?
This shot can take place during #2 HQ Phase, to try to destroy Supply Line for example ? or just before the enemy shoots during #6 Shooting Phase ?
> when is the best moment to play this card ?



Thread: The Duke:: General:: Range Slide

Mon, 22 Jan 2018 22:54:19 +0000

by JustinRRizzo

I like this game a lot, and the Jarl, but the rules have lots of holes - at least for me.

Could I legally slide my Ranger through those two pieces and hit his Duke?





Thread: 2GM Tactics:: Rules:: Support Card BAYONETS

Mon, 22 Jan 2018 22:53:25 +0000

by DocGuillaume



"This card can be used anytime during the game. »

—This card is normally deployed during the #5 Deployment Phase. But does that sentence mean that the player can deploy this card just before resolving an assault during #6 Shooting Phase ? (so that the enemy did not know that the targeted Unit has a bonus of -1/-2)
—I don’t see any other pertinent moment to deploy this card.
When is the best moment to play this card ?
Any help ?



Session: The Speed of Heat:: At the Pass – a short The Speed of Heat AAR

Mon, 22 Jan 2018 22:51:42 +0000

by Meeduluk This is a brief AAR of a TSoH scenario I recently played as a practice since I wanted to get back into the system. The engagement was General Scenario 1: One-on-One Combat as described on p8 of the scenario book, and a/c were positioned ‘at the pass’. I decided to see how the Grumman F9F-2 Panther would shape up against the MiG-15 bis. The scenario book explains that in Korea the Panther was not a state-of-the-art fighter like the MiG or the Sabre, but usually flew ground support, and meetings between Panthers and MiGs were rare. The Panther’s dogfighting record in Korea was seven MiG kills to 2 losses, which was good considering the Panther’s slow speed and climb rate. All standard and advanced rules were used except snap turning and fuel consumption. The assumption was that both a/c are sighted at the start because they have been flying directly towards each other for a period of time. I had the MiG pilot as a novice and the Panther’s as a regular, to reflect historical differences in the quality of training. I set no duration for the scenario, although the limited ammo of the MiG meant that it would be disengaging as soon as it had used up all of its 3 full shots (!). As will become apparent, the hand of fortune dealt a blow that cut short the scenario and brought it to an unexpectedly early close.Start F9F-2: 550mph, 15 000ftMiG-15: 600mph, 15000ftA singleton Navy Panther from USS Midway is returning home from a bombing mission in Hamgyong Province and is intercepted by a MiG-15 prowling around the coast. Both a/c break at the pass, so beginning the contest.Turn 1Despite being a novice the MiG pilot gains the initiative. The Panther turns right in level flight, knowing he can’t outclimb the MiG. He can however, outturn the MiG in a fight at constant altitude, especially at higher speeds, because the MiG is unstable when flying in excess of 450mph, having a tendency to weave around (reflected by Low Roll Rate). The MiG responds by zooming to 18 000ft in a climbing left turn, aiming his nose into the Panther’s beam.Turn 2F9F-2: 400mph,[...]



Thread: Warhammer Underworlds: Shadespire:: General:: Competitive Procedure to build four balanced decks using the basic Core Box, and one set of cards from each expansion

Mon, 22 Jan 2018 22:50:59 +0000

by ecz67 In the effort to find a way to make possible a mini-tournament with four players using the components of one core set and of the two official expansions, I have designed this simple step by step procedure.CAUTION: no playtest has been done, so I cannot say if this procedure works properly. As always comments and suggestions are appreciated TEMPLATE TO CREATE A FOUR-PLAYERS/BANDS MINI TOURNAMENT When the components are single because only one person owns the game and the expansion, appears necessary create a competitive procedure to build four balanced decks using the basic Core Box, and one set of cards from each expansion.The system is suggest below assumes the availability of one core set; one “Sepulchral Guards” expansion and one “ Ironskull Boyz” expansion and, of course, two double sided extra boards.1 Band assignment: make a random selection. The winner decides the band to pick making the first choice. The runner up player random selected then decides another band and so the third and the fourth in this order. Each player then now has a band. 2 Creating the decks : a) All players secretly pick the Objective Cards and the Power Cards from their specific band deck they like. They then declare how many “neutral” Objective cards and how many “neutral” Power cards need to complete their two decks (12 Objectives and 20 Power cards). At least 6 Objectives and 10 Power Cards must be chosen among those “band specific cards” at this stage. They are keep secret until are shown during the games. b) create two decks containing all “neutral” Objective cards and all “neutral” Power cards. They can be inspected at any time by any player.c) players alternate in a certain number of “cycles” to pick two “neutral” Cards until all players have 12 Objectives and 20 Power Cards. Cards are freely and openly chosen, and players can look all cards remaining in any “neutral” deck. d) the order of choice in each cycle is the same – but reversed – of the band assignment in Step 1. So t[...]



Thread: Ascension: Gift of the Elements:: Rules:: Is 'infest' monster recyled?

Mon, 22 Jan 2018 22:50:12 +0000

by Eriklangemans

Q1: My opponent puts an infest monster into my discard pile. I draw it. I play it from my hand as people imply on this forum (but could not find this in the rulebook, so playing the monster might not be allowed as 'dead cards' are not allowed to be played in some other deck building games).
I have played the card, but at the end of my turn what happens? Does it go into my discard pile again, as my heroes do, or does it stay in play as my constructs do, or does it go into the void as monsters do?

Q2: Is there an official faq about infest monsters somewhere? I see people on BGG claim infest monsters are played like hero cards, but is this a houserule or is there a source where this is stated?



Thread: Deep Space D-6:: News:: January Update (Kickstarter)

Mon, 22 Jan 2018 22:49:52 +0000

by Broshevik

Hello Backers,

I am still working on the files. No hard delivery dates are available at this time. If you need to update your address, the Backerkit form will be unlocked closer to delivery.

Thank you

-Tony



Thread: 2GM Tactics:: Rules:: Support Card BAYONETS

Mon, 22 Jan 2018 22:48:53 +0000

by DocGuillaume



"This card can be used anytime during the game. »

—This card is normally deployed during the #5 Deployment Phase. But does that sentence mean that the player can deploy this card just before resolving an assault during #6 Shooting Phase ? (so that the enemy did not know that the targeted Unit has a bonus of -1/-2)
—I don’t see any other pertinent moment to deploy this card.
When is the best moment to play this card ?
Any help ?



Session: Quartermaster General: 1914:: Germany is taken out to the woodshed the last few games, but we are surprised by the final result.

Mon, 22 Jan 2018 22:47:31 +0000

by Norbert Chan When I arrived, thinking I was the 5th player, Ken had shown up to play a game before I arrived. They were on turn 7. Craig was Germany and had tried to attack Russia (Trevor), and Trevor had gracefully retreated so that he was only earning 1 pt in Moscow. Ken was UK and I believe had the Girl with the Yellow Hands and was able to attack Craig on the western front. Don was France and was earning 8 VPs, as he was left alone: Rome, Italian Alps, Romania, Burgudy, Paris, Picardy and Belgium. He told us he had started the game with all Italian cards. Jean was Austria Hungary and trying his best to earn VPs. But it was clear that the Central Powers were losing, and lost by 10 VPs when the game ended, with Germany reduced to Berlin and Western Germany. Ken let me play as he had to go shortly, and I drew Germany. The latest strategy is for the Entente to triple team against Germany, which is always a good strategy, but sometimes hard to execute. In my overweening pride and hubris, I thought I could play well enough as Germany to avoid Craig’s fate in the game I just watched. Don was Austria Hungary. Craig was Russia, Jean was France, and Trevor was UK. Don builds in Tyrol, Craig builds in Ukraine, I play Prussia Military Tradition to get down Big Bertha and attack in Burgundy. Jean builds back in Burgundy, Trevor recruits in Belgium. On turn 2, Don builds in the Italian Alps. Craig builds in the Caucasus. I play Volunteer Movement (I believe this lets me play the status card Strossupen). Jean builds in Rome. Trevor plays the Grand Fleet to build in the English Channel. The game looks even right now as we are tied 8-8 after the first scoring round. But the tide turns. Jean gets La Revanche on turn 5, and Trevor plays Sydney Reilly and I choose to discard Strossupen. The Central have the edge in territory and the score in the second is Central 21, Entente 18. Trevor has down Girl with the Yellow Hands, and Craig has [...]



Thread: Fog of Love:: General:: Rules Modifications

Mon, 22 Jan 2018 22:43:51 +0000

by BaronVonOberlitzer

Has any one been playing with any alternates to the rules?

My wife and I think that in terms of roleplaying that it would be more interesting to draw more than 5 (to pick 3) for traits, and to give features first. It would likely make for a better roleplaying setting.

We have played about four times so far, and come up with some weird combinations, like a criminal that is clumsy, just because the other features made no sense for a criminal. I guess the thinking is that a sensical character is easier to roleplay.



Session: Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant:: 6-Player: Contrary to Rulebook's Thoughts, Another Newbie Almost Wins with the Faderan

Mon, 22 Jan 2018 22:41:50 +0000

by gmhakim We played this game for the 3rd time yesterday, as a six-player game (my other two plays were an 8-player and a 4-player), and I have to say, six felt right for this game. Four player was great, but trading was much more limited. Eight was amazing and a whirlwind, but there was so much to pay attention to that it would have taken a more experienced SC player to maximize the opportunities in it. But with six, there was plenty going on, but I was still able to keep tabs on most things happening.As has been stated before, the game scales extremely well, adding player count without really adding time to the game. This is phenomenal, especially when you get six people together and are just past the five-player limit of most euro game, but five-player Agricola would take too long anyway. BIG PLUS: the "no downtime" side of Sidereal Confluence is going to ruin me for other games; I can feel it. I love how actively engaged you get at all times. It's a real brain cruncher, and in the best way.Final Scores:D (K't): 49 3/4K (Faderan): 48 5/6Me (Eni Et): 45 5/6P (Caylion): 41 5/6E (Kjas): 29 5/6L (Im'Dril): 29 4/6Let me say that D and K, despite being newbies, are two of the strongest and most experienced gamers in my groups, same as J (not present this time), who last time won a four-player game (his second ever) with the Faderan. One thing I've noticed is that there's something about the Faderan that draws new players in - reading the rulebook's advice and the race sheet makes so many people want to try them out, so much so that because I've been teaching the game every time, I have yet to use them. (In my three games, I've played the Yengii, the Unity, and the Eni Et - all challenging). Also as a side note: in my three games thus far, I've scored 45, 36 1/2, and 45 5/6 - just food for thought. No one has yet to break 50, but D came so close this time.As the Eni Et, I was ru[...]



Thread: Legend of the Five Rings: The Card Game:: Strategy:: Dealing with Lion deck swarm?

Mon, 22 Jan 2018 22:41:46 +0000

by Bodasafa

Got completely overun by a core set Lion deck today. Ridicules amount of free or 1 cost units made me turtle until I was simply overun with my Dragon deck. How do you shut down a Lion swarm?



Review: Street Rod: the card game:: Does Street Rod fire on all cylinders?

Mon, 22 Jan 2018 22:40:02 +0000

by dizne Street Rod is the Latest Kickstarter game from Jan Willem van Dijk with Gaudete Games. It sits 1-5 plays in 20-40 minutes and recommended from ages 10+. If using the WebApp to handle the maths you could get away with younger gamers.Based in the summer of 63 Street Rod sees you acquiring and upgrading cars to race against other players or racers represented by cards in the game. The ultimate aim is to win Becky Sue’s heart by defeating the king.Played over a number rounds this is a card based hand advancement game where you will be upgrading your car with new and improved engines, tires and more, once you have a race worthy ride take it to the streets to challenge the local hot rods. Get to racing by choosing a track, comparing stats and then drawing a card to beat the random bad luck value of, Winning races wins you cars or parts but losing will cost you a part of the car you used in the race.Basic setup of the game is shuffling the deck and dividing equally between all players, players will then choose cars and parts to the total value of $500 forming their hand the remaining cards all get collected to from the deck. Five cards get drawn from the deck to form a shop, players get $200 per round to spend at the shop and can increase their buying power by trading in old cars or parts.Once you have a car and five cards on hand you can challenge an opponent card from the store or another player at the table to a race.To race you add your stats together from your car and compatible parts to work out the best track to race on as different tracks are suited to different cars meaning the performance calculation per track is slightly different. Once you have your stats and have picked a track (when racing another player at the table they have the advantage of select the track) its time to hit the road. Take your calcula[...]



Review: UBOOT: The Board Game:: Second, Third and Fourth Contact with UBoot:TBG

Mon, 22 Jan 2018 22:38:13 +0000

by Cdr Jameson This text is copied from my blog post at http://www.awargamersneedfulthings.co.uk/2018/01/uboottbg-ki... where you can see some more pictures of the game and some handy links, but I'm sure this audience has already digested all of those links...ConclusionU-Boot: TheBoard Game is an innovative U-Boat simulation that allows players of any ability the opportunity to work together in a fun, tense and immersive board game experience. If you like games: that make you think, that require lots of player interaction, that are stressful (in a good way) that are asymmetric, where your actions determine your entire experience, that are based on real military history, then this cooperative wargame from Phalanx Publishing is well worth taking a look at. (Kickstarter Preview page)I don't normally start reviews with my final thoughts, but if you’re interested to see if you’ll like this game, read on. The first thing to mention is that this game is entirely reliant on a mobile app and my review is based on a prototype edition of the game so any art or components pictured, are subject to change. The prototype does, however, feel very advanced and has custom miniatures in 1/72 scale that represent the 32 submariners (2 work shifts of 16 crew) under the player's control. There is also a U-Boat model that serves as a crew position reference as they ‘mobilise’ around the submarine.I will attempt to describe the most significant rules and features of the game to let potential Kickstarter backers judge for themselves whether it’s for them or not.Game summaryIn this game, up to 4 players, take on the role of U-Boat Officers during WWII. Players choose to be either The Captain, The First Officer, The Navigator or The Chief Engineer. Each of these positions has a very different, yet equally impor[...]



Thread: Techno Bowl: Arcade Football Unplugged:: Rules:: Receive hand-off then pass?

Mon, 22 Jan 2018 22:28:11 +0000

by Lemonpips

Can a player receive a hand-off and then pass in the same activation?



Thread: Gloomhaven:: General:: TONS of missing pieces in my second edition copy

Mon, 22 Jan 2018 22:27:02 +0000

by tullj01

I received my second edition copy via retail preorder on Friday, only to open it and take inventory to discover 54 components missing! I am missing

24 plastic stands
6 wood element discs
24 Personal Quest Cards

How does this happen? We are able to play by stealing colored chits from other games for the elements, stands from Descent and Chutes and Ladders(!), and asking reddit to send me photos of the quest cards. But holy smokes, that is a lot of crap to be missing from a $140 game!

So far support@Cephalofair.com hasn't responded to my emails about replacing the components. I know they probably will eventually, but I can't even begin to figure out how long it will take, and I have to continue to improvise for months in the meanwhile. Great game, very disappointed in the publishing.



Thread: Star Trek: Ascendancy:: Rules:: Hegemony with hostile ships in the sector?

Mon, 22 Jan 2018 22:26:38 +0000

by TuringTest

It may be obvious to some, but our gaming group has not been able to find any rule forbidding a hegemony attempt when the sector has defending ships in orbit.

The issue is especially important when playing with the Ferenghi expansion. We found that the Ferenghi tech allowing them to spend production to increase hegemony rolls meant letting them have a ship in a sector would be just too dangerous to allow. Sure it would be easy to house rule but we’d really rather do things right.

So is there a rule that disallows it or is there some other rule we are misplaying?

Richard



Session: Gloomhaven:: [LIGHT SPOILERS (Personal Quests)] The Song of Gloom (& Haven): Peat Journey - Prologue

Mon, 22 Jan 2018 22:25:39 +0000

by Nardran I was the chosen… The one shaped from the shards of our once boundless and prodigious Lavaflow. Though alas, it wasn’t so. Tried as I might, in the end, I failed every test and every prospect that was cast on to me.Rightly so… I was broken, cast out like a rabbit hound, to wander and perish in the oblivion of nothing but the given slang: ‘Peat’.As I aimlessly wander through the wasteland, I’ve heard of a bursting settlement, one that welcomed anyone daring or desperate enough to make a living. One for the likes of me, to find solace in a multitude of species and cultures. And so, gullible and naive, I was brought to Gloomhaven by a con artist, disguised as a traveling merchant and hanged as a cutthroat. Been in this murky den for many full moons, left to fend for by myself. Eventually got a knack for merc work, be it cracking craniums, or doing the hard labor of a dock dog, and found myself tied down in debt to the raucous Sleeping Lion.It seemed the mercenary line of work required teamwork, a notion that I had forgotten entirely in my nomad years. Ultimately though, in between tavern banter and drinking, I got acquainted with this Inox Brute ‘Brutus’… Apt. Given that we are in this multi-species burrow, it’s eerie that this Brute gabbles rather disturbing thoughts about slaying Vermelings or some such psychopath drivel. Nonetheless, for the time being, I banded together with Brutus just to get us through our work with our heads intact.Yet, recently, over hostelry wit and alley murmurs, the news of a remarkable Aesther, capable of granting powers beyond one’s own skill got me pondering. What if that’s the answer to my fallings? [...]



Thread: Four Against Darkness:: Rules:: Four Against the Abyss Question

Mon, 22 Jan 2018 22:24:50 +0000

by DavidRamsey1234

I have a question about Four Against the Abyss.
On p. 4 it says:

"Once all your characters reach 5th level...you'll need to burn 1 XP per character or 500 GP per character in training costs so that the whole party steps into the next tier and becomes an EXPERT party."

What does "burn 1 XP per character" mean? In the original Four Against Darkness book it says that XP can't be saved, and that when XP is earned it has to be used immediately to level up a character.

Again, on p. 4 of Four Against the Abyss it says, "Starting on a standard dungeon, your party levels up to 5th level and you accumulate 4 more XP. At this point, you burn those XP and your party is ready."

How do you accumulate XP? The Four Against Darkness rulebook says on p. 5: "Perform XP rolls immediately. You may not save them for later."

I love this game, by the way,

David.



Thread: Wing Leader: Supremacy 1943-1945:: General:: Wing Leader Eagles

Mon, 22 Jan 2018 22:24:28 +0000

by turks1966

The expansion for Wing Leader: Supremacy, Wing Leader: Eagles has just posted on GMT's website for pre-order, although I could not get it to except my order yet, but the link is there. Nice to see more aircraft goodness is coming for such a fun game system. (image)



Thread: Four Against Darkness:: Rules:: Four Against the Abyss Question

Mon, 22 Jan 2018 22:19:55 +0000

by DavidRamsey1234

I have a question about Four Against the Abyss.
On p. 4 it says:

"Once all your characters reach 5th level...you'll need to burn 1 XP per character or 500 GP per character in training costs so that the whole party steps into the next tier and becomes an EXPERT party."

What does "burn 1 XP per character" mean? In the original Four Against Darkness book it says that XP can't be saved, and that when XP is earned it has to be used immediately to level up a character.

Again, on p. 4 of Four Against the Abyss it says, "Starting on a standard dungeon, your party levels up to 5th level and you accumulate 4 more XP. At this point, you burn those XP and your party is ready."

How do you accumulate XP? The Four Against Darkness rulebook says on p. 5: "Perform XP rolls immediately. You may not save them for later."

I love this game, by the way,

David.






Thread: Ancient Battles Deluxe:: Rules:: Bridge Movement/Occupation?

Mon, 22 Jan 2018 22:18:32 +0000

by CaissiaC

Apologies if this is a dumb question. All is clear with a wooden bridge since it occupies a hex, but with a stone bridge or ford these occupy hexSIDES. These 'consume' MP; is this on crossing the hexside and in addition with other MP used for the hex on each side? Or is the bridge/ford terrain held to 'occupy' both hexes?

The bridge/ford also has combat modifiers; is this for the hex on each side or does the ford/bridge constitute a 'virtual' hex that a unit can occupy?



Thread: Escape the Dark Castle:: General:: Card sleeves

Mon, 22 Jan 2018 22:17:16 +0000

by ryesher

Hi, has anyone found any suitable sleeves for the cards? I believe the chapter cards are A6, the item cards A8?



Thread: King of Tokyo:: Rules:: Freeze Ray (Evolution)

Mon, 22 Jan 2018 22:16:13 +0000

by nglamarc

Freeze Ray says:
"When you wound a Monster in Tokyo, give them this card. At the start of thier turn, choose a die face. This face has no effect this turn. Take back this card at the end of thier turn."

Q1: "...wound..." = lose 'Heart'. This means that the power card still counts?

Q2: "a Monster in Tokyo". If I'm playing a game of 5 to 6 players and 2 players in Tokyo. Which players will receive this card?



Thread: Charterstone:: Rules:: Made a rule mistake at the end of game 2. (Spoilers for up to game 2)

Mon, 22 Jan 2018 22:12:36 +0000

by interestingkiwi So many drinks and shots were had, and it was getting late, so forgive me for mucking capacity up this bad.I saw those asterisks on minions and advancement cards, saw one of each type and somehow assumed that meant whatever your capacity was you could keep that many of each type. So at 1 minion capacity, you could have a ghost, golem and chef, etc. At 2 capacity you could have 2 of them each.Yea, looking at how many of each minions there are, obviously that would be absurd, but I'd like to try and fix it in the fairest way, as some people spent the last turn or two grabbing an extra minion or advancement type they didn't have, so that would be wasted actions that possibly cost them the ability to set up better for game 3.I have a few thoughts, for minions give people 2 coins per extra and let them bring the coins to game 3. And exchange the advancement cards they may have last turn grabbed to exchange for 1gold and 1 resource. Just let people carry everything in to game 3, knowing they'll have to lose excess at the end of that game, hopefully people won't feel like they lost opportunity in game 2 for just a one game benefit.Anyone make this same mistake too, if so how did you handle it? It doesn't help that I won the game, and am also only at risk of losing 2 advancement cards if we cut everyone down, where everyone else is at risk of losing more, so I don't want to put everyone down further. How would you recommend remedying this for game 3? [...]



Session: Gato Leader:: AAR: Gato Leader - 1942 - Holding the Line

Mon, 22 Jan 2018 22:12:31 +0000

by cktenhoff Short Campaign (1 Patrol per suStarting Points 30 Spent on Submarines 25 Available Points 5First try of Gato Leader. So plan is to learn the basics of the mechanics and develop tactics that can be used in future games.Situation: The Philippines have fallen to the Japanese. US submarines have fallen back to bases and Australia and will attempt to slow the Japanese advance by attacking merchant shipping supporting the Japanese war efforts in the region.Four submarines are available:USS Nautilus commanded by Lt CDR William Brockman Jr with a Trained Crew and the Searcher special ability.USS Stingray commanded by Lt CDR Otis Earle with a Trained Crew and the Infiltrator special ability.USS Gudgeon commanded by Lt CDR William Stovall Jr with a Trained Crew.USS Tautog commanded by Lt CDR William Sieglaff with a Trained Crew.Strategic SegmentAll submarines are fully outfitted with standard Mk14 torpedoes. As we’ll shortly learn, they are prone to malfunction and will greatly hinder our efforts. Gudgeon is assigned a Recon Mission, with the target in the Philippine Sea. Tautog is assigned a Naval Attack mission with the target in the Caroline Islands. Intelligence assets are operating in the Java Sea to give the submarines operating their extra opportunities to encounter convoys.Operations #1The submarines depart from their home ports. Nautilus moves from Freemantle into the Java Sea. Nautilus encounters Stormy Weather, which causes the crew stress (2 p[...]



Session: Mage Knight Board Game:: My first full solo game, the final battle against the final city (with gory pictures!)

Mon, 22 Jan 2018 22:12:07 +0000

by skutsch So I played the intro walkthru just fine and decided to gear up a day later for the full solo experience (with the Dummy player). Many hours (days? months?) later I came to the final Red City and was triumphant! (I think? Someone can maybe find which rules mistakes I made.)Here I am, having defeated the evil White City (exciting names), and facing the evil Red City, although my way is barred by the evil dragon! (Note: My opponents are all under the impression that I am evil and they are good. This is nonsense. I, Tovak, have laid waste to all the lands before me to prove my goodness. Me, evil? What a silly thought.)This was my tricksy plan (which I hope didn't break any rules). Bend space to walk to the city with 6 movement points (from Ambush and Stamina). The move only cost me 2 points so I have 4 leftover to use with Winds of Night. This means I can totally ignore all their attacks and damage and just kill kill kill kill. ("Where is that cursed Mage Knight and his scurvy minions? I know not, Grrfkdnt, but we are more than a match for him. Wait? I hear flapping wings! Aiiiiiii! Also Argggggghhh and Sneeeeeeee!")I went into this turn with 10 cards, including the Horn of Kick #$$ that I just acquired. 6 cards base, +2 for being next to my keep, +2 for my Motivation skill token.Here are the 3 battles as I broke them down:I personally Ambush the Gunnars with my fearsome Rage of 2 + 2 bonus for Ambush + 2 bonus for cards sideways.My Amotep[...]



Session: Commands & Colors: Ancients:: The making of a wargamer...

Mon, 22 Jan 2018 22:11:45 +0000

by Epicfox BG For a long time, I've been trying to get a good friend of mine to start gaming in my group. He has seen several different games set up mid-play at my house during many of his frequent visits. Sometimes he seems impressed with a various game, others not so much. I have gotten him to play a few games which he seemed to not enjoy, or not be able to cope with the rules. Last year I bought C&C: Ancients (with all expansions) to occasionally play with my son, but mainly as a scenario reference to game my minis with several different rulesets. One day the friend in question came through in the middle of a game while I was playing my son. He watched for a few turns and then I stood up from the table. "Take a seat, it's all you." I said to him. He was reluctant at first but only briefly, my son prodded him on (read: taunted) and he took the commander's chair. He enjoyed it so much I got a surprise visit from him the next day, ready to play again. I could see this was the time to hook the fish and start reeling him in. I immediately set up the first scenario "Battle of Akragas" and we played it out. After going easy on him and yielding the win, I set it up again and we played it a second time. My intentions were to win the second round, but the cards had a different plan.Fast forward a month or so, every Saturday I get a knock on the door. I call it "The knock of the Ancients" as Virgil comes through the door excite[...]



Session: Bios: Megafauna (second edition):: Era 1 playthrough (with a couple of mistakes)

Mon, 22 Jan 2018 22:11:24 +0000

by ronnietucker So, I'm playing a two player game (myself) and here's the setup:Ignore the counters at the top (beside the cards) they're from Old School Tactical.Now, I'm still learning the ins and outs of this, so my tactics are all over the place at the moment. In short: for best results, don't copy me. First turn cards:I'm going with the boxed rules with the first card being the player order:Orange (2 actions) buys a card and populates:Green (3 actions) buys a card, populates, and upsizes:Populating the board:Next turn:Continent shift, some other bits and bobs, but nothing majorly bad. Phew! But all new mutation cards:Orange goes for another card, and an upsize:Green goes for another card, populating, and an upsize:Here's how things look after the population:Next turn card:Uh oh. Laurentia gets a crater... that's where the orange player lives.Lady luck is on their side and the crater is in the water hex:Here's the current state of play:First goof: didn't change the strip from Eden. Oops!Orange gets the first speciation:Oh yeah, the cards. These are for Green to choose from:Green speciates, upgrades a card, and upsizes:While speciating I realise the error of my ways and change the strip:Next card is another shift:I haz a Pangea!!1!!!And a mistake. Didn't put a mountain where they meet, nor made the green dome endangered. Oops!Orange goes for a card, population, and an upsize:Green promotes[...]



Thread: Scythe:: General:: Is this Polania mech a unique design? :-) or not

Mon, 22 Jan 2018 22:09:46 +0000

by Jonathan9461

Just started painting my Polania mechs and gradually came to realise something's a bit odd.



Can you spot the problem? (And it's not that I'm a terrible painter - even if that's true!)