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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Gato Leader:: General:: Need Type votes

Sat, 22 Jul 2017 00:41:06 +0000

by ncree

Just noticed this game is not categorized with a Domain, ie. Wargames. It needs to be voted in. To vote, click the little bar graph under Type in the Classification box of the game page header. Usually just takes a handful of votes.

Thread: Arkham Horror: The Card Game:: Rules:: XP from an Interlude

Sat, 22 Jul 2017 00:35:47 +0000

by Masquerade

If you get XP from Interlude I in Dunwich Legacy, can you spend it immediately, or must you wait until the end of the next scenario? Is the answer different in regard to spending it on cards and spending it to play a side quest? I'm leaning toward that you cannot spend it on deckbuilding as that seems to come at the end of a scenario, but that you could spend it to do a side quest like Curse of the Rougarou. Your thoughts?

Thread: Firefly: The Game:: Variants:: Patience: I have a rule.

Sat, 22 Jul 2017 00:35:25 +0000

by JediKep

And I'm wondering if the Game has the same rule or if someone created a variant based on said rule.

Those who know Firely know the line spoken by Patience : "I have a rule. I never let go of money I don't have to."

Now, I'm sure someone has a house rule that covers this or someone created a rule for this in the game, right?

Something like...

"Every time You complete a job for Patience, odds are she won't pay. Roll a die. If it is an odd number, Patience won't pay.

Don't complicate things!
[Fight] 8

Roll 1-4 Kill a crew, No Payment.
Roll 5-7 No payment. "You got the money back. No need for killin'."
Roll 8+ Get paid. "I do the job, and then I get paid."

What do you think? I think it fits her character.

*waits for everyone to show him links to previous discussions*

Thread: Unicornus Knights:: General:: Meet a Villain! Chancellor Kostov!

Sat, 22 Jul 2017 00:30:53 +0000

by rsdancey

Another challenge for those brave souls in Unicornus Knights, is the ever annoying Chancellor Kostov. This dignitary of the evil empire is waiting in the wings to seize power from the Emperor, and even if you defeat the Emperor while Kostov is alive, the empire will not be broken. He must be defeated as well! Should Kostov be placed in a distant hex during set up, it may well prove difficult to support the Princess and take him out during the game.

However, should you turn him to your side, his immense connections will provide you continual resources turn after turn.

Unicornus Knights will be on sale everywhere the same week as GenCon!

Thread: The Masters' Trials: Wrath of Magmaroth:: General:: The Masters' Trials is coming this November

Sat, 22 Jul 2017 00:26:50 +0000

by rsdancey

The Masters' Trials take the engine of the popular Dice City and uses it in a co-op fight against deadly enemies! Combine your various skills and abilities as you customize your board, help your companions alter their rolls, heal their deactivated cards, and ultimately attack the enemies to save the world!

The Masters's Trials will be on sale in November, with a special preview release at Essen Spiel!

Thread: Cosmic Encounter:: Rules:: Bride – source of the wedding ring?

Sat, 22 Jul 2017 00:26:28 +0000

by SpaghettiToastBook

When Bride marries me, from where can I choose the ship they take? Which of these could I choose?:
• a ship in the hyperspace gate
• a ship in the warp
• a ship researching a tech card
• a ship that was removed from the game
• a ship in a Fungus stack (if I'm not the Fungus)
• a remote on Remote's alien sheet
• a ship used as an owner ID (Pack Rat, Emperor, etc.)
• a ship on the cruise liner token
• a ship Alien has captured

Thread: Wargames:: General:: Oregon Laminations C006 2mm - The Rolls Royce of Corner Cutters

Sat, 22 Jul 2017 00:25:34 +0000

by Symphonic5

For any wargamers that clip the corners of your chits, the perfect tool has arrived. Rather, it's been here all along, and you just didn't know it yet.

The Oregon Laminations C006 2mm version does an amazing job at rounding the corners of your counters. I find it the right size for both 1/2" and 5/8", but for those who prefer a rounder edge for their larger counter, the tool also comes in a 2.5mm and 3mm version.

My biggest hesitation in ordering was some so-so reviews about the quality of the unit. I can say that the unit I got is solid and sturdy. I can't see it failing in either the fulcrum or blade area. The blade is straight with no gaps or chips. Once I got into a rhythm, I was able to round the corners of 3 ASL armies in one night. And my hands didn't even get tired!

Do yourself and your games a favor and pick one of these up. At $45, they aren't cheap, but it is top quality and will last you.

Thread: Lovecraft Letter:: General:: Lovecraft Letter Artists Diary has been posted!

Sat, 22 Jul 2017 00:22:26 +0000

by rsdancey

The artist who did the amazing illustrations and graphic design for Lovecraft Letter has posted a diary about the process!

Lovecraft Letter went on sale this week!

Thread: Cthulhu Wars:: General:: Share your game pictures

Sat, 22 Jul 2017 00:14:05 +0000

by Talae

I would love to see some pictures of epic sessions.

Here is a picture of the game ready to go for eight players at Crit Hit Con on a custom Uniquely Geek table.

Thread: BattleLore (Second Edition):: General:: how many copies?

Sat, 22 Jul 2017 00:06:59 +0000

by bestiaestinta

I have 1 x for the base game and for every expansion. In your opinion is better to have multiple copies in order to build more war lists?

Thread: Fleet Commander: Genesis:: General:: Admiral Pledge error and lack of comms from Capsicum

Sat, 22 Jul 2017 00:00:53 +0000

by Khula

I am missing both expansions from my Admiral pledge, so over the last few days I...

emailed Capsicum on both of their email addresses.
Messaged them privately on Kickstarter,
Posted in the KS comments section,
initially posted in this forum on BGG.

So far I haven't even received an acknowledgement of my issue - much less a reply with a solution.

I wouldn't mind but I even offered to ship back the extra copy of the base game they sent me by mistake. But no communication whatsoever from Capsicum is an extremely poor show.
I've been polite, patient and tried all communication avenues. What else am I supposed to think other than 'Not good enough'?

If you are missing any components, I hope you have better luck than I.

Thread: Advanced Squad Leader: Starter Kit #3:: Rules:: Very Confusing Rule

Fri, 21 Jul 2017 23:52:06 +0000

by Dubarnik

ASLSK #3, Rule 7.8, third paragraph, third sentence: "A vehicular MG may attack another vehicle's crew if they are CE but may target another AFV as ordnance only if is the vehicle's MA."

IMHO, this clearly states that an AFV with a gun for an MA may not even attempt to fire it MGs at another AFV if the target is BU. Any TCA/VCA must be solely for the gun MA to fire at the enemy AFV.

This has ramifications for my previous post about CA DRMs. I had the idea that I could do a TCA/VCA, fire my MGs at an enemy tank while paying the CA DRMs, and then fire the MA with no CA DRMs thereby increasing my TH chances. But the sentence above indicates that this is not allowed because the MGs can't target the enemy tank if my tank has a gun MA.


Thread: Mombasa: E1/E2 Company Track:: General:: Any way to get this expansion

Fri, 21 Jul 2017 23:48:31 +0000

by ermd

Any way to get this?
Or the cooked books one?

Thread: Widower's Wood: An Iron Kingdoms Adventure Board Game:: Rules:: Buzzard Beetle Q

Fri, 21 Jul 2017 23:35:09 +0000

by TwoDeeSix

Text on card says every character with another figure makes a hazard roll. So, do enemy models test too? And if it's just a clump of villains, does each take a test?
Really liking this game so far.

Thread: Advanced Squad Leader: Starter Kit #3:: Rules:: Help de-conflict these two rules

Fri, 21 Jul 2017 23:33:24 +0000

by Dubarnik

In the "To Hit Example" on page 10 of the rules, there is this statement:
The Gun now Intensive Fires at the 6-6-6. The CA change DRM no longer applies." I couldn't find clarification of this in the ASLSK #3 rules, but found this in the Decision at Elst Rulebook, rule section 3.2.4, page 11, first sentence on the page "These penalties apply only to the first shot after the CA change."

But this sentence, in both the ASLSK #3 and the Decision at Elst rulebooks, seems to contradict. Rule 7.8, about halfway through the first paragraph, "Additionally, once a vehicle fires any turret-mounted weapon, any of its other turret-mounted weapons must pay the same CA penalties."

One way to read this is that if I swing my turret around to fire at a target, I pay the CA DRM penalty for both a CMG shot and an MA shot. If I then fire the MA again as Intensive Fire, then the penalty is gone. Do I have this right?

Thanks in advance for clarification!

Thread: Enemy Coast Ahead: The Dambuster Raid:: General:: Camparison to RAF?

Fri, 21 Jul 2017 23:27:07 +0000

by ron42na

How does this game compared to RAF: The Battle of Britain 1940?

I really like RAF because it feels like I'm making meaningful decisions the whole time.

Thread: Summit: The Board Game:: General:: GenCon

Fri, 21 Jul 2017 23:23:24 +0000

by Skeezy

Hello, do you have a picture of where I can find your booth at GenCon this year?

Thread: Absolute Victory: World Conflict 1939-1945:: Rules:: Utterly confused by Delay Markers. Please help.

Fri, 21 Jul 2017 23:22:53 +0000

by bwietharn

Holy Moley, I'm lost. Ben please explain how this is supposed to work. It is 1940 and the Axis is moving along nicely. They draw an event card knowing that this is usually helpful to them (WC 40-9). The card declares Britain's Royal Navy seizes an American freighter provoking an international fracas. The player is instructed to place the US Delay Marker in the next game box. Why would such an insulting incident between Britain and the US (on an Axis event card) bring the US into the war earlier? I feel like I must be misunderstanding the delay rules, as this seems very counterintuitive. Can the UN bring the US into the war as an ally the next turn due to this incident?
Thanks for the help. I'm enjoying the game, but this just seems odd.

Thread: The Lost Expedition:: Rules:: Use card and health to pay for expertise

Fri, 21 Jul 2017 23:22:34 +0000

by Archidelic


Can I use 1 expertise + health to pay for a card with 2 expertise symbols?

For example:
I have a "Monkey(51)" and I need to pay the red box that gives me advance on the "Lost(34)", so I spend 2 health from Roy and the "Monkey(51)" card. Is this possible?

Thread: Clank!: A Deck-Building Adventure:: Rules:: A couple questions.

Fri, 21 Jul 2017 23:18:42 +0000

by CyberKlown28

1) When you first put out 6 cards into the dungeon row, do you activate the arrive effects?

2) Do you refill the dungeon row after player 1's turn, again after player 2's turn. Or just at the end of player 2's turn?

Thread: The U.S. Civil War:: Rules:: coastal hexes

Fri, 21 Jul 2017 23:18:16 +0000

by Calxx55

Does this mean the battery from Charleston can river transport to Hatteras inlet?

Thread: B-17 Flying Fortress Leader:: General:: 305th and 385th Bomber Groups - Counters vs. Cards

Fri, 21 Jul 2017 23:10:43 +0000

by bdavis506

Setting up my first scenario - the short scenario and came across this errata. I search and didn't find it here in the forum, or in the updated rulebook list of errata.

I noticed that the for the 305th and 385th Bomber Groups, the card and counter artwork differs. The 305th card shows a B-17F model and the counter shows a B-17G model. For the 385th it is just the opposite.


Thread: By Order of the Queen:: Rules:: Event Reward

Fri, 21 Jul 2017 23:10:22 +0000

by khinners

Seems like a simple thing, but there is little in the rulebook about Event Rewards. Are these given when the card is drawn? Who gets the reward? First player? Each player? Decision by the team? It is as if these were added late in game development, but the rules were barely updated.

Thread: Gloomhaven:: General:: Impact of Gloomhaven on the Overall Industry

Fri, 21 Jul 2017 23:04:53 +0000

by bk375

Just curious if people think Gloomhaven will impact the overall industry in any way. Are there certain impacts you believe the game will (or hope will) have on how the designers and/or publishers view the market? I recognize its only one game, but it has made it extremely high on the BGG rankings, generated a lot of buzz and had an extremely successful follow-on kickstarter. I guess it's only fair I throw in my two cents worth.

Change I believe will happen:

1. I think designers will stretch into games with longer, deeper campaigns and just deeper overall design in the dungeon crawl space and other tangential spaces. Not just this game, but others have shown there is a real market for a highly substantive board game experience. I hope this inspires designers with an amazing vision to make it a reality.

Changes I hope will happen:

1. More use of standees. I like miniatures fine. What I don't like is that having miniatures results in limited monster variety because of the prohibitive molding costs. I loved the enormous monster variety and really believe that this game would not have worked nearly as well with monster miniatures that would have required 75%+ of the monster variety to be eliminated. Just would not have held up. I realize miniature games will continue to come out at a massive pace, but hope designers, especially those with a really deep game, will see that standees can be a commercial success in the dungeon crawl space and will use them as a way to add depth and variety to their game.

2. Less acceptance of the 80/20 rule in dungeon crawl design. If someone asked me the single thing that stood out the most about this game, I would say it's that the design is very tight, well balanced and the rules and most elements work very well and no corners were cut. People may disagree, but design corner cutting is my biggest ongoing issue with dungeon crawls as a genre. I really just think many designers can't or don't fix all the design weaknesses. I think this game shows that no matter how much content there is, the rulesets and design can be tightened up such that it all works very cleanly. Even good dungeon crawls like Descent have some surprisingly fundamental issues like player count balance and enemy reinforcement imbalance. Not so good games come out without understandable line-of-sight rules and cooperatives with broken strategies that make the game almost impossible to lose. I really hope designers see that the extra effort can pay off in this genre in terms of both critical response and sales and I really hope that consumers hold games to a higher standard. I know I am after this wonderful experience.

Thread: 1960: The Making of the President:: General:: Different background colors on cards

Fri, 21 Jul 2017 22:40:05 +0000

by Dapperghast

So just sleeving up my cards and I noticed that Swing State and Give 'Em Hell Harry have a pinkish tinge for the middle color, while the rest have the usual gray, just wondering if anyone knows the reason for that.

Thread: Pocket Mars:: Rules:: Can't lose at solo play?

Fri, 21 Jul 2017 22:38:22 +0000

by Shawn_Solo

So I just tried the solo game and I just never used a DA prep module card or used the action to take a colonist from Earth, which discards a card from the DA prep module. Thus the DA never activated. It seems that with this method you can never lose. Am I missing something?

Thread: Glen Drover's Empires: Galactic Rebellion:: Variants:: My variants for Galactic Rebellion

Fri, 21 Jul 2017 22:36:21 +0000

by SeerMagic

Great game with some changes. Here is the list of all the variants we played with. The best thing about these is they required no actually changing of cards/board/ or anything. You can teach it to newbies like this and they wouldn't know it's variants or changes.

Trooper ~ +1 MS cube fighting other players
Diplomat ~ Breaks ties for area control
Scientist ~ For each scientist during scoring: +2vp for 1st place. +1vp for 2nd place
Smuggler ~ Upon death in galactic war, remove an opponent's MS cube
Count towards area control, breaks ties in their favor
Are +4 MS cubes during the game. +7 in Galactic War and an additional +3 if they have area control.
Covert Missions:
All 3 can be done a turn, in turn order. You can pass or choose not to do the action but score the VP.
Minimum cost of 1
Galactic War:
Everyone on a planet puts all their MS cubes in the bag. Pull 3 as usual. Winner kills the other color as normal. If tied, pull 1 at a time from the bag until there is a winner. Sentinels will kill in area control order if they have multiple targets. Players kill Sentinels first if able, if not they get to choose. Continue this until there is no Sentinels left as normal. If a player is eliminated, their MS cubes no longer matter at that planet.

It's a fairly simple change to Galactic War. But it's faster, funner, gives player choice, and is way the hell more fair.

Review: Run Bunny Run:: Run Bunny Run – Cute idea, doesn't work all that well

Fri, 21 Jul 2017 22:33:45 +0000

by msaari Run Bunny Run is a new title from Mayfair Games that was originally published in Finland by Peliko in 2015 as Runny Bunny. I got a review copy of Runny Bunny back then from Peliko.The game: Run Bunny Run by Dennis Merkx and Kees Meis, published by Peliko in Finland in 2015 as Runny Bunny and Mayfair Games in US as Run Bunny Run in 2017.Elevator pitch: Kids' version of Star Wars: X-Wing Miniatures Game Game, played with only a bunch of cards.What’s in the box? A small pack of cards: movement cards for the bunny and the wolves and couple of cards to act as obstacles and scenery.The original Finnish box was way too big for the cards; hopefully Mayfair will use a better box. The box art is much better than in the Finnish version, hopefully card art is also improved, as it looked boring.I have not seen the Mayfair version except for the cover, so I can't comment on that.What do you do in the game? One player is a bunny and tries to escape the wolves. Wolves try to work together to eat the bunny.All movement happens with cards: one card is on table and shows where you are. When you move, you choose a card from your hand, place it on the table overlapping your current card and that's where you move.Wolves don't turn fast: their cards can be played exactly one way, and offer little flexibility. The bunny can play new cards on any edge of the current card, allowing very rapid changes of direction and plenty of surprises.A round goes on until wolves reach the bunny or the bunny can make it to the rabbit hole. Points are scored by the winner, and then a new round is played, until everybody has been the bunny once.This is simple, fairly clever, but – given how fast the bunny is, the wolves are going to have really hard time catching it. Bunny never tires, it just goes on and on, and should always be able to escape the wolves, at least with one or two wolves against it (I haven't tried the four-player game). That means the game is likely to end up in a draw: everybody should win their round as the bunny.Lucky or skillful? There's no luck involved, as all cards are always available, and you have full control over what you do. Some luck might be good for the wolves.Abstract or thematic? The theme makes sense, mostly.Solitaire or interactive? Highly interactive: all the other players are actively chasing the bunny.Players: 2–5. At least with two or three players the bunny should always be able to escape. With more wolves, things might get harder for the bunny if the wolves play well together, but there are more rabbit holes, too.Who can play? Age recommendation is 8+, which is nice. For kids, the game isn't as obvious, as playing the bunny well requires a bit of thought. This is probably best as a game for kids.What’s to like: Fresh idea; small footprint.What’s not to like: Balancing the game requires work; playing the game isn't much fun, in the end.My verdict: Run Bunny Run has a good idea and some potential. As it is, the balance issues make the game quite anticlimatic: ending the game in a three-way draw is never very exciting in a three-player game.There's something that can be done to balance the game, for example adding obstacles for the bunny on the course, but that's work I'd prefer the game developers do, instead of leaving it for the players.I haven't seen the Mayfair [...]

Thread: Adamastor:: General:: Difficulty Levels - Official Update

Fri, 21 Jul 2017 22:30:32 +0000

by orlopesdesa

Hi everybody,

Just wanted to keep you up to date about a change I'm officially making in the game difficulty levels.

After receiving a lot of feedback, I decided to update the difficulty levels that are described in the rulebook. Before I update the rulebook, I wanted you all to take notice of these changes, since I don't know when I will update the new version of the rulebook.


Easy Mode: 3 Map Cards (2 Regular + 1 End)

Normal Mode: 4 Map Cards (3 Regular + 1 End)

Hard Mode: 5 Map Cards (4 Regular + 1 End)

So, here you have. I encourage you all to try this new setup, since it will made oficial with the new edition of the rulebook.

Thank you all for the interest in Adamastor (image)

Thread: Spirit Island:: Strategy:: Which spirits do you think are the best?

Fri, 21 Jul 2017 22:30:04 +0000

by Siviral

Since I got this game I played it every free hour I had and of course the question emerges which spirit to chose.
I am not motivated enough to justify my choices, but my group tends to really like "A Spread of Rampant Green" and "River that Surges in Sunlight". We don`t like the fear spirits or the Thunderspeaker. But maybe this will change?

What do you think? Which spirits lead the others to victory? Which are the best of the best?


Thread: Bloody Dawns: The Iran-Iraq War, 1980-1988:: Rules:: Supply - timing questions

Fri, 21 Jul 2017 22:27:42 +0000

by Strategos

11: Does the rule mean that only The active player checks supply status of his units? Wording is ambiguous (it feels like only the active player does it but it reads "every unit on the map")

9: sequence of play mentions removing isolated markers if supply is reestablished. Is Supply reestablished only at the end of all offensives? Or is supply immediately reestablished (in which case a unit could move from isolated to normal and attack at full strength in the same offensive segment)?

Thread: Battlestar Galactica: Pegasus Expansion:: Rules:: First Game with Pegasus--Any Advice?

Fri, 21 Jul 2017 22:24:43 +0000

by fbsfbs

Hello all,

I plan on playing the game tomorrow with Pegasus for the first time. I do not plan on using New Caprica.

Any advice for this first play with this expansion?

Thread: Dead of Winter: The Long Night:: Variants:: Raxxon stuff too broken?

Fri, 21 Jul 2017 22:19:49 +0000

by Matt620

I'm trying to modify my playstyle on this game: I love the unique Raxxon monsters, but the stuff in the Raxxon deck is a little too broken. I'm planning on just having the area location (where survivors and zombies can be housed) but having nothing in the deck other than the fuel cards that come with it and a few, not-so-broken items.

Since that makes the game harder, does anyone have an idea as to what player boost might compensate for this? I was thinking of adding one extra survivor at the beginning of the game.


Thread: Kingdomino:: Strategy:: Crown strategy overpowered?

Fri, 21 Jul 2017 22:15:02 +0000

by p4warrior

It seems to me the strategy of collecting lots of crowns and putting them in large areas is overpowered. Has anyone been able to counter this?

Thread: Sword & Sorcery:: Rules:: Prologue / event deck question

Fri, 21 Jul 2017 22:10:44 +0000

by ScrewTape

We flipped the ... Anti Magic event (I forget the name) which caused some monsters to spawn. We then did the story event 1 which covers the "anti magic" event.

We thought that the anti magic (since it was now covered by S.E 1) was no longer in play.

We also thought that on the next turn (when S.E. 1 was moved to the discard pile) we would then spawn more monsters from the anti magic event.

Was that correct?

Thread: Champions of Midgard:: General:: Stickers?

Fri, 21 Jul 2017 21:55:07 +0000

by 1qwerty

What is the talk about stickers in the new expansions? I did not have any in my box, and I can't see where I need them.

Thread: Bob Ross: Art of Chill Game:: General:: It's no mistake...

Fri, 21 Jul 2017 21:54:58 +0000

by Nivanor

This game looks so bad but I must have it because I love Bob Ross!

Buying this is no mistake, just a happy accident.

Thread: Solarius Mission:: Strategy:: General strategy?

Fri, 21 Jul 2017 21:52:22 +0000

by telos81

I played SM for the first time yesterday. The winning player absolutely destroyed me and another player. We were all playing for the first time. This was, in part, due to a lucky commercial hub he had surrounded - but the other loser and I knew he was winning even before that happened. The winner was last in turn order during the first round. The entire game he seemed 1-2 turns ahead of me. He built a space station first, got out 3 Outposts first to release his second set of outposts. Though I can figure out exactly how he did this. What could I have missed? Is there a general strategy that works in this game? What's the most important thing to get a decent score? Should you specialize in a certain tech or spread out more? Are there 1 or 2 specific things you need to get done in the first game round to be competitive?


Thread: Fury of Dracula (third edition):: General:: So how serious is this "Dracula on the ocean" problem?

Fri, 21 Jul 2017 21:50:18 +0000

by ebridge

I've read several reviews and comments that say Dracula can just stay at sea to drag the game out. Is this a real problem/defect with the game? If so, is there an easy solution, like making him take increased damage?

Interested in the game, but concerned if the game turns into this all the time.


Review: Rick and Morty: Total Rickall Card Game:: Captures the spirit of a cult cartoon

Fri, 21 Jul 2017 21:43:11 +0000

by Poins If you’ve never heard of Rick & Morty, this game will probably be meaningless to you. Go and track down the Rick & Morty cartoons on Netflix. Watch a couple of episodes. Get hooked. Watched them all. Then come back and read more about this game.If you are already a Rick & Morty fan, or if you’ve just followed my recommendation and discovered them, you will be champing at the bit to play this hidden identity card game. Bizarrely, this is a card game based on a single specific episode of the Rick & Morty cartoon (the fourth episode of season 2 to be precise). In that episode, there seems to be a growing number of guests and extended family members in the Smith household - some seemingly ordinary and some downright bizarre. It turns out that the house has been invaded by alien parasites who propagate by implanting themselves in cherished memories… Rick and Morty Total Rickall is a card game that recreates the pandemonium of that specific episode. The game can be played as a fully co-operative game where all the players are ‘real’: a tableau of character cards is laid out equal to twice the number of players. Underneath each of the character cards is placed a facedown identity card that will indicate whether they are real or a parasite. The identity cards are randomly selected but the ratio of parasite to real identity cards is 3:1. Players each maintain a hand of three action cards and they use these to try to gain information as to which of the characters are real and which are parasites, and to shoot characters that they believe are parasites. When a majority of players believe there are no parasites left in the tableau, the game ends. The characters’ identities are revealed. If there are no parasites, the players have won. If there is even one parasite remaining, the players all lose. If, over the course of the game, four real characters are shot, then, again, the players lose. To add to the mayhem, players simultaneously select the action cards they are going to play but they resolve the actions in turn order. The upshot of this is that the situation may well alter between you selecting an action and it being resolved.Advanced Mode is broadly similar but, in this version, each player also has a character and a hidden identity card. This means that one or more of the players may be a parasite and will be rooting for the parasites to win. There are action cards too that have the effect of switching a characters’ allegiance during the course of the game… Though players' characters can be shot when playing the Advanced Mode, players are not eliminated from the game. That is a big plus for Rick & Morty Total Rickall that scores it above many other hidden role games, where elimination means sitting out the rest of the game. In Advanced Mode, the game ends with a final ‘dinner table’ round where the players who are real have a last chance to shoot those they think are parasites. Rick & Morty Total Rickall perfectly captures the madcap science fictio[...]

Thread: Champions of Midgard: Valhalla:: Rules:: Ullr's Berserker Cry

Fri, 21 Jul 2017 21:40:05 +0000

by chuckm1961

"Add 1 Berserker die from the supply to this combat and roll immediately. Return your Leader die to your longhouse."

1) Do I get to keep the Berserker die after this combat, if he lives? Or do I have it only for this combat?

2) What does it mean to return a Leader die to my "longhouse"? Do I have the die in my possession to roll in my next combat, or do I put it back in the supply and have to do an Instant Valkyrie Blessing to "heal" my leader and get it back?

Thread: Temple Run: Danger Chase:: General:: Thrift copy with no running tiles

Fri, 21 Jul 2017 21:35:19 +0000


Hi. I recently bought a thrift copy of Temple Run the board game but there were no temple tiles,start tile or path rules. Can someone who has this game please scan the tile images for me so I can make my own to complete this game? Thank you!

Thread: Star Wars: Rebellion:: News:: July 21 update - combat and unit changes

Fri, 21 Jul 2017 21:35:08 +0000

by Nginear

Lots to be said here. Combat gets an entire makeoever. Also it would appear that they are raising the hit point values of the capital ships (a new tactic card for the DS deals 5 damage to a Capital ship).

Comments...and go!

Thread: Fleet Commander: Genesis:: Rules:: Asteroid Field Question

Fri, 21 Jul 2017 21:32:27 +0000

by Pitsbrgparatrpr

Question on the Asteroid Field please. It says that you cannot be targeted in a Asteroid Field. Can a special weapon such as Vortex Missiles which say they can hit a single target "in any square of the combat zone" override that?

The reason I ask is, they specifically state you cannot use Special Weapons out of it, as in they make a point to add that, but it does not say special weapons can't shoot into it.
Gas Clouds say you can only be hit by a standard attack if within?


Thread: Mythic Battles: Pantheon:: General:: The draft becoming pointless with many units?

Fri, 21 Jul 2017 21:26:11 +0000

by Uthin

One of the interesting bits of the game is the “pre-game” of the draft. This is where all players watch each other, and try to at once pick units that will help their own chosen strategy and also prevent opponent(-s) from getting units that help them in theirs. So there is analysis, deduction and possibly a little bit of bluffing.

But if we allow all the units that were unlocked in the KS and/or all the units from all expansions to be a part of the draft, do we not make the draft as a “pre-game" largely pointless since there will be no shortage of substitute units that can be chosen?

How to deal with this?

My own thoughts on this are:

- If playing with a big expansion, use the core box units, the big expansion units, and at most one small expansion.
- If playing without a big expansion, use the core box units and the units from at most 2-3 small expansions. And it will probably be a matter of trial and error on how to figure out the “worth” of the small expansions in order to not ruin the draft as a “pre-game”.

What do you think? Is this a problem? If so, how would you solve it?

Thread: Gears of War: The Board Game:: General:: Tokens missing. I need help!

Fri, 21 Jul 2017 21:26:09 +0000

by scruffy_nerfherder

Hi folks.
Last week i bought a copy of Gears of War at a fleemarket for a more than reasonable price. As you can imagine, i was pretty excited.
But that schouldn't last for long. When I was setting up the game, i noticed that tokens are missing. All of them.
Unfortunately, the german distributor of the game couldn't help me out as the Gears of War/Fantasy Flight Games -license has expired.
So I turn to you folks, hoping that some gentle fellow gamer who owns the game could scan in each kind of token and kindly mail the scans to my, so i can build my own tokens.

Help me boardgamegeek-forums, you're my only hope!

Thread: First Martians: Adventures on the Red Planet:: General:: Oh my God; I love this game! Gotta tell SOMEONE

Fri, 21 Jul 2017 21:26:09 +0000

by Antares Rangers

I was playing Make Yourself at Home on Hard difficulty. It was looking grim. At the start of sol 7 (last round) I had all three backup Facilities built and 2 green status markers in the farm (with optimum growth set at 55%).
Okay, 1 action round left with a healthy engineer. Send my geologist to optimize the final red cube and simply have my engineer tweak the O2 and Energy markers on the Farm.
I can do this!

Then an overlooked event bit me square in the ass. "Lose 1 energy spare part and some (2?) energy in the resource track." I look at my cargo bay. "Shit, that was my last energy spare part...OMG, I don't have any oxygen spare parts either, I forgot them!!"
My geologist could optimize the red cube, but I don't think there are any 45% research cards in the fracking Research deck. I can't win!!!

About ready to quit, I suddenly remembered: "At the start of the action round, you can exchange any green cubes for spare parts and place them in the Available space. This does not count as an action!"


I cannibalize my Med Lab of energy and oxygen parts. I put an energy and O2 spare part in my cargo hold, available and ready to go.

My trusty geologist (me, if I were female) optimized the 3rd red status marker and draws a 35%...Okay 85%...almost there. C'mon, you bastard engineer! He has the Autonomous Logistics success on Build...with baited breath he draws a 30%. ONE HUNDRED PERCENT. (The second engineer action is unneeded, but he finishes his final tweak Build dice roll just to make sure an Adventure like the Earth crashing into Mars doesn't kill everyone, and he succeeds.

Ohh, wait: count the fracking broken parts in the HUB...the threshold is 6 ... I GOT 5! I WIN. Take that, Mars!(image)

Thread: T.I.M.E Stories: Under the Mask:: General:: Is this a good one to introduce someone who hasn't played time stories yet?

Fri, 21 Jul 2017 21:24:36 +0000

by Rstever88

I've played every time stories game except this one. Which one of the games is good to start with with a new guy?

Thread: The 7th Continent:: General:: Any plans for a 2nd kicker?

Fri, 21 Jul 2017 21:19:05 +0000

by DayinDaLife

Any plans for a second kicker so people who missed the 1st can buy the full game?

Maybe some expansion tiles.. but also an option for the core set?

Thread: Dice Forge:: General:: This game is helluva FUN!!!!

Fri, 21 Jul 2017 21:10:18 +0000

by Mythologem Well it's been ages since we had so much immediate fun! We're at - no less than 7 games now, some with 4 (kids included) but mostly with 2 people (wife & myself). In 2, now we play a complete game from furnishing to put it back, at around 25-30 mins.Best "selling points":- joyful: artwork is vivid, monsters have a "french MMORPG/Dofus" style vibe, and all the icons are extremely clear and easy to catch (gold is a yellow nugget, sun crystal is orange, night crystal is blue, VPs laurel oak green... it's all clichè)- easy to learn: the leaning curve is almost flat, rules are ultrasimple. Roll the dice, gather resources, go shopping - spend 2 specific resources for another go. At the end sum it up - the most VPs wins. Classic!- random: at the end of a hard working day - and it's summer - you only want to relax; no need to setup a brainburner where you're ploddingly thinking "oh IF ONLY I HAD... did that rather than this..."; here you "simply" roll dice and adjust your strategy accordingly- not too much random: wanna some more meat? Pick the card that gives you a resource of your choice; or forge your die with a "x3" multiplier (!), or craft some more combo... the mix-and-match is pretty wide open! (For example, she bought the storage extension but I have not)- dice click-clack: let's face it, our generation grew up with Lego(TM). The sheer fact that here you pick up little plastic pieces, and stick them onto plastic dice to roll... is awesome. Sometimes I buy some face just because it's so cool. (Also because there's a card that gives you 1 VP per face forged...!)- fast but satisfying: in 2 players, when we hit the 7th/8th round we ALWAYS groan "nooo, it's going to end soon!!!" - and that's a good sign, you had fun but the game lasts just the right amount of time. It's like eating and get up from the table with a healthy touch of hungry belly.... Also, now I can say that I like it too, because finally I managed to score 133 points against wife's 117, winning this cursed game for the very first time, arrrr! (Me I'm the black bottom, she's the green top)Discovery of the summer! Excellent family game, totally a keeper. Only con? Maybe a bit abstract, it's a straight engine-builder for VPs - very euro, although nicely masked. But very, very good nonetheless [...]

Thread: Absolute Victory: World Conflict 1939-1945:: Rules:: Yugoslavia Units

Fri, 21 Jul 2017 21:00:19 +0000

by Huger

What are the (D-shaped) symbols at the top of two of the Yugoslavian units? And on a related note am I right in thinking there is no spot where all the symbols are gathered up? There are some on the Red Card, but certainly not all.

Thread: Crowdfunding: Kickstarter:: General:: Balzie the cat -

Fri, 21 Jul 2017 21:00:00 +0000

by Ecano

Hey guys! I'm here to introduce you to our new game that's live on Kickstarter now. It's just launched couple of days ago and the campaign will end on August 16, 2017.

Very briefly, it's a game where you can practice your mind reading, telepathic and poker face skills along with some others.. Game consists of 51 cards; every player is trying to get Balzie's shattered organs together all while tryin' to keep his balls away! Check out our links for more details;



Thread: Arcadia Quest:: Rules:: Spike Question

Fri, 21 Jul 2017 20:59:13 +0000

by aunzbraz99

His ability say 'if you roll critical on defense he deal 1 wound to attacking' but I curious if I can roll critical,The attacker can roll defense on that wound or he take it immediately??

Same question for amulet of Retribution.

Thread: Guns & Steel:: Rules:: Military Strength when attacking

Fri, 21 Jul 2017 20:58:22 +0000

by Jake11Simon

When defending you add both attack and response cards together. When attacking, do you do the same with all the military strength in your played cards, or just the red attack ones? Thanks for help. (we played that you also add blue response and red attack when attacking).

Thread: The Captain Is Dead:: Rules:: Rules questions

Fri, 21 Jul 2017 20:48:20 +0000

by dante2010xxx

I just setup the game and read through the rules. I have a few questions before first play.

1) As long as the teleporter is online, it can be used by anyone from anywhere? If YES, then teleporting would really be the default "move" action as long as it's online. Why would you ever use the regular move action while teleporter is available?

2) How do you get the upgrades in the science lab? Is it the action / skills listed on the back of them?

3) Computers - when this goes offline do you take the entire skill deck and place it in the discard pile? When it's back online do you right away take the entire discard skill pile, shuffle and put it back as the skill draw deck?

4) Internal Sensors - When do you replenish the skill cards in this area? As soon as one is taken do you draw a new one from the top of the skill deck?

5) Do items go in your hand until you choose to use them? Or do you just put them in front of you with side A showing to start?

I think that's it for now.


Thread: A Game of Thrones: The Card Game (Second Edition):: General:: Custom Cards

Fri, 21 Jul 2017 20:44:40 +0000

by CynicalPatsFan

Hey everyone, im working on some art to make alt art card prizes for my local meta. Does anyone have any templates for 2nd edition cards I could use to over lay the text boxes and such? Does anyone have experience making their own cards? Should i buy paper and print off my own cards? If so what are the proper dimensions? Should i send the art in to a shop and have them print them?
Im looking to keep it as cost effective as possible. They dont have to be perfect as they will just be local prizes at the shop up town, but if I can make some that look nice and don't cost a ton I would love to trade for other local art at Tourneys. These will NOT be sold in any way, just looking for good ways to help grow the local meta and make some beautiful art.
Thanks in advance!

Thread: Middle-Earth:: Rules:: Use of Palantiris?

Fri, 21 Jul 2017 20:43:02 +0000

by Ahzrab

Meccg newbie here, I got a comprehension question. Palantiris can only be used via Saruman or "Align Palantir", is this correct?

Thread: A Game of Thrones: The Board Game (Second Edition):: Variants:: 4 or 5 Player Overlay: No Greyjoy

Fri, 21 Jul 2017 20:42:45 +0000

by tektrikz

My group has been playing this game for a number of years and were looking for an alternative 4 or 5 player game setup (4 player if using the first edition southern map). We came up with the overlay included below which removes Greyjoy from the game, and reduces the mustering potential around Ironman's Bay to prevent Lannister becoming overpowered. This is achieved by:

1. Removing Pyke and Riverrun from the game,
2. Merging the sea areas of Ironman's Bay and the Golden Sound,
3. Slightly altering the Sunset Sea to be in contact with Lannisport, AND
4. Reducing Seaguard from a stronghold to a castle.

This effectively makes the mustering potential around Ironman's Bay the same as the Sea of Dorne (i.e. one stronghold and three castles). Any comments and/or suggestions would be appreciated.

A printable PDF overly can be found at:

Thread: Near and Far:: General:: if campaign player misses a map...?

Fri, 21 Jul 2017 20:38:40 +0000

by mrranch

What happens if you start the campaign mode with 4 players and after the 3rd map 1 player can't make it to game night. Are you to hold the game until all are present? Is that player out of the running (score-wise) for the rest of the campaign if we continue? Do you replay that map?

Thread: Beowulf: The Movie Board Game:: Variants:: solo play???

Fri, 21 Jul 2017 20:27:25 +0000

by shanks2002

Any ideas for a solitaire variant?

Thread: Mice and Mystics:: General:: Future Expansions?

Fri, 21 Jul 2017 20:25:28 +0000

by rasmussen81

I know that people probably don't know anything about this, but has anybody heard of other expansions coming for this amazing game?! My kids are just getting to the age where we'll be able to play through everything I have (which is everything available so far) and I'm hoping there are still plans and ideas for more expansions to come out.

Anyone in the know? (image)

Thread: Lords of Vegas:: General:: Why is not this more popular?

Fri, 21 Jul 2017 20:24:31 +0000

by realfen

Why is this game sooo under the radar.Both as popularity and as a bgg score.I watched couple of videos, and it seems amazing.

Thread: Formula D:: Rules:: Changing lanes in turns

Fri, 21 Jul 2017 20:22:39 +0000

by drneau

Am I correct in assuming that, unlike straightaways, there are no lane-change restrictions in turns (other than making sure you adhere to what's allowed by the arrow indicators)?

Thread: DC Deck-Building Game: Multiverse Box:: General:: Any News on Release Dates?

Fri, 21 Jul 2017 20:22:24 +0000

by Sakuyu

Subject title.

Cryptozoic has like a million Cerberus Engine stuff announced, but no solid release dates besides "QX 2017". Any chance we'll get an update soon? My friends and I are way too hype for these, so we're hoping for any news on a time frame or something.

Thread: Talisman (Revised 4th Edition):: Rules:: Suddenly appearing in other characters space

Fri, 21 Jul 2017 20:19:37 +0000

by Usmanov


Kind of new to Talisman, or at least the latest edition. Been playing with some expansions which is cool. But i have a question or two...

When you are teleported you interact with the space you land on even if you've already Done something else, like move, draw adventure card (get teleported and interact with that space) right?

But if you "suddenly appear" in a space through an adventure card or space with the intent of Killing another character, is that attack valid?

For instance, I draw the Pegasus it offers to "take me on a ride" is that instant or is that my next move? And if I choose to ride to a character space; can I attack?

At the wharf in The city, pay one gold, land on any space as your next move. Can I land on a character of choice in outer or middle region and attack?

These kind of situations boggle me. We had the wharf situation arise in a game.

Thread: Monsterpocalypse:: General:: Shout in the dark

Fri, 21 Jul 2017 20:19:32 +0000

by RockstarSuperVillain

So I'm bored and have no life.

Does anyone have any interest in a TTS mod for this?

I've started working on one for myself and a friend.

I can't say the models will look "right" so much as they will get the point across and the stats should be clear and good.

Just wondering.

Thread: Wargames:: Historical Context:: Anyone seen the movie "Dunkirk" yet? Opinions sought here

Fri, 21 Jul 2017 20:18:49 +0000

by remorseless1

I don't mind admitting I like a good war movie, but I'm old enough that I don't want to pay to see history bent all over the place ("Fury"*) or shredded beyond all recognition ("300"*). So just wondering if anyone saw it, and what my fellow wargamers and grognards think of it.

Admittedly, I've seen a few advertisements for it. Seems like it's covering primarily the evacuation, which is dramatic. But I wondered if the lead up to Dunkirk, i.e. the blitzkrieg through the Low Countries and the Ardennes. Or even mentioned the French First Army, which covered the evacuation before being forced to surrender. Also hoping the movie producers didn't paste some Hollywood crapola story ("Saving Private Ryan") onto what really is a marvelous story of human courage, suffering, and madness.

Thanks in advance

*--Watched both of these on Netflix using my oldest daughter's password (I paid her way through college, so it's balanced out). Fun action movies, but brutally ahistorical. Hoplites in thongs -- really? Though the wife liked that part. Or should that be parts?

Thread: Formula D:: General:: Mappuracy

Fri, 21 Jul 2017 20:18:15 +0000

by drneau

I just looked up the actual Monaco Grand Prix course. Wow, Formula D is highly accurate!

Thread: Techno Bowl: Arcade Football Unplugged:: General:: Picking up a loose ball

Fri, 21 Jul 2017 20:10:51 +0000

by Vader813

The QB throws the pass and it scatters because of a bad roll and that would give the "D" a half move since the throw was a failure.

The player that moves for the "half move" can't grab the ball or move under it and pick it off since he only got a half move right?

Hope this makes sense.

Thread: Dark Souls: The Board Game:: Rules:: Question about Chilling Thrust

Fri, 21 Jul 2017 20:10:12 +0000

by batanen

How does Chilling Thrust works in a below situation?

Boreal Outrider Knight has just drawn the card. Warrior has the aggro token and thus is going to be the target. Warrior is on boss' right arc. First what exactly happens in movement step?

Rules say: "When a boss moves towards a specific model on its own node, the boss turns instead of moving to a new node. Turn the boss so the centre of its front arc is facing that model."

So boss turns and then pushes warrior towards the last node. In this case, does the turning cost 1 movement points? Next I assume boss moves towards the last node and warrior is pushed again. Due to the rule

"During a push, if there are no available nodes in that arc due to the tile’s wall, the character can move to any adjacent node touching the wall instead."

warrior may move into back node of the boss.

Question 3: If boss still had movement left at this point, it would turn towards warrior and move towards him, correct?

Finally the attack is handled. Because warrior is still within the range of 1 and having the aggro token, he is attacked. Even if he successfully blocks all damage, he still gets frostbite. If he dodges, he would be able to avoid both damage and frostbite.

Question 4: If boss attack range would have been 0 (which wouldn't make much sense due to pushing, but) there would have been no possible attack target, correct?

Thread: Ashes: Rise of the Phoenixborn:: General:: Would this game work for a 9 yr old?

Fri, 21 Jul 2017 20:08:48 +0000

by Tengmalm

I've been eyeing this gorgeous looking game and checked out several reviews on this site, and am very interested in buying it.

However, I'm wondering how complex this game is for kids, specifically my 9 yr old son. I see the geek age-rating here is 10+ , but with few votes. The reviews suggest the game isn't too complex, but this might be with experienced gamers in mind. We play Mage Wars Academy (he plays that well, and we both love it), and are learning Epic (he likes it, I'm unconvinced up to now...)

I'd appreciate any thoughts on this.

Thread: Star Fleet Battles: Captain's Edition Basic Set:: News:: Lyran Democratic Republic Master Starship Book Now Available

Fri, 21 Jul 2017 20:08:01 +0000

by ADB_Marketing

"Sir! Lyran ship approaching!"

"Load photon torpedoes. Fire all phasers!"

"End simulation. Congratulations, cadets. You just started a war with the Lyran Democratic Republic, a neutral power. Go study your LDR Master Starship Book. Quiz tomorrow. Dismissed!"

The sixth volume in the long-anticipated Master Starship Book series is now available. It includes every LDR ship in Star Fleet Battles, including X-ships and general units that are specific to the Lyran Democratic Republic. The LDR has very specific information because it was such a small empire. There are no Y-ships as the LDR didn't exist in that timeframe. (This book does not focus on ships from the Lyran Star Empire; those are in their own book.)

Every ship is illustrated. All updates, corrections, and errata have been added. The ships are in order (regardless of the product they came from) with the enhanced format listing detailed information in a consistent manner.

This book contains the descriptions of the ships, but no SSDs.

Want it as a PDF? You have several choices.

Warehouse 23:

DriveThru RPG:

Wargame Vault:

It is also in print directly from ADB:

Good gaming to you!

Thread: Circle the Wagons:: Variants:: Hidden goal variant

Fri, 21 Jul 2017 20:06:23 +0000

by tonyro19

Both opponents get a goal card that they keep secret, third goal card is shared and in the middle of the board as normal.

At the end, reveal your private goal and score not just the middle card, but your private goal as well. Maybe even take it further and score all three as normal for everyone after revealing your private goals at the end.

Thread: Orléans:: Rules:: Place tile questions: Gunpowder Tower, Laboratory, Bathhouse

Fri, 21 Jul 2017 20:03:24 +0000

by luiginumber1

Gunpowder Tower: If I want to use the characters on the Gunpowder Tower for beneficial deeds, can I do that in the same action as characters on the Town Hall? I.e. can I send 4 characters (two from Town Hall and two from Gunpowder Tower) to beneficial deeds in 1 action? The rules for Town Hall say "move one or both Character Tiles from the Town Hall to the Beneficial Deeds board," and the rules for Gunpowder Tower say "you can... use them [the placed Character Tiles] for Beneficial Deeds during the Action Phase" without specifying if it was in addition or separate, so my group thought it was ambiguous.

Laboratory: The rules for the Laboratory say "the usual rules for Technology Tiles apply." Does this mean it doesn't matter where I am on the Craftsman track when I place my technology tile? For example, if I am on the first space of the craftsman track, am I required to place all the technology tiles from the Laboratory on farmer spaces, or does that only apply to the very first technology tile I get (regardless of how I get it)?

Bathhouse: How does the Bathhouse work if I will be drawing more characters than can fit in my market? For example, what do I do if I have the Bathhouse and I'm also at the end of the Knights track (meaning I will be drawing 8 character tiles in addition to the Bathhouse)?

Thank you all.

Thread: High Frontier (3rd edition):: General:: size of big board

Fri, 21 Jul 2017 20:00:50 +0000

by Stoneage999

What is the size of the large board of the solar system.

Thread: Master of the Galaxy:: Rules:: Where to Discarded cards go? and other questions...

Fri, 21 Jul 2017 20:00:40 +0000

by Midknightwraith

The rulebook seems to be missing this bit of information. It feels like discards go to the bottom of the appropriate deck, but it could also be the case they get removed from play or sit in a discard pile until the deck runs out for a reshuffle. The rules just don't say. How do you track completed conflicts vs unplaced conflicts or is there no difference?

Thread: Pathogenesis:: Rules:: Killed pathogens & discarded cards

Fri, 21 Jul 2017 19:57:38 +0000



A quick question regarding the fate of cards once a pathogen is killed by the immune system: Does the pathogen card, and all the traits, toxins, etc... attached to it end up in the player discard pile? Or are the traits, toxins, etc... placed in the Gene Pool discard pile?


Thread: Pawn Command:: General:: The WiP Thread

Fri, 21 Jul 2017 19:52:37 +0000

by pecaZP

You can check out creation process here (older versions are still linked).

Thread: Zombicide: Black Plague:: Rules:: Escape!

Fri, 21 Jul 2017 19:51:47 +0000

by BIgLatinDude

In the tutorial, if one person enters the "escape" room do we all win or must all of us enter?
also if you declare you have escaped can you still take actions or are younout of the game?

Thread: Cycling Party:: General:: Pimp your game.....

Fri, 21 Jul 2017 19:51:28 +0000

by Slotracer

I have made some 'gates' for the sprints and for the Finish line.

Just go here and download.

You might have to scale it down a bit for this game.

Thread: Time of Crisis:: News:: WBC

Fri, 21 Jul 2017 19:43:02 +0000

by Wray

Brad and I will both be attending WBC starting tomorrow through next Sunday the 30th. Answers during this time maybe delayed.

Thanks, Wray

Thread: Atlantic Wall: D-Day to Falaise:: Rules:: Beginning a "How To" Campaign Game

Fri, 21 Jul 2017 19:41:08 +0000

by Joey or Gunny

I'm putting together a "How To" campaign game that will show how the game is played, historical information, planning tips and what is special and unique about this game system.

Thread: Zombicide: Black Plague:: Rules:: Doors into hallways

Fri, 21 Jul 2017 19:38:18 +0000

by BIgLatinDude

If we open doors into hallways do we still draw zombie spawing cards? I know you must do it for rooms.

Thread: Dungeons & Dragons: The Legend of Drizzt Board Game:: Variants:: Variant if you are interested in playing a more balanced Drizzt hero.....

Fri, 21 Jul 2017 19:35:26 +0000

by GamerFergy

If you are interested in playing with Drizzt as a hero that is more balanced compared to other heroes in the D&D board game system, you can try out my simple variant. This variant is especially useful if you want to play Drizzt as a Drow Ranger in other games in the system (and not overpower the other heroes).

I play that Drizzt only receives his additional attack ability once he reaches level 2. Unlike other heroes, he has no special starting level 1 ability. This variant has worked well for me, making for more interesting games with Drizzt. Obviously, leveling up Drizzt becomes a priority (which is fun too)!

If you are interested in this variant, please try it out and let me know what you think.

Thread: Harry Potter: Hogwarts Battle:: Rules:: Horcrux & Drawing Card Question

Fri, 21 Jul 2017 19:32:29 +0000

by Velourium

If one player had multiple horcrux cards (e.g., the Cup and the Locket), the cards say that a player may discard a card to roll a specific dice.

Does discarding ONE card trigger both horcrux rewards? So I would discard a single alohomora and then get to roll the Slytherin dice AND the Hufflepuff dice? Or must I discard TWO cards (one for each horcrux reward) in order to roll both dice?

This would also get even more complicated with say, the ring horcrux card which allows a player to discard two cards to lose a villain control. Would discarding two for that trigger the locket and cup as well? Or would 4 cards need to be discarded?

We've been playing that you must discard for EACH horcrux reward. So in my above example, I would have to discard two cards to use the locket and the cup. But somebody questioned it and I tried to find the answer here already. (sorry if already been answered before)

Thread: Zombicide: Black Plague:: Rules:: Escape

Fri, 21 Jul 2017 19:31:45 +0000

by BIgLatinDude

How many movement's does it take to move away from zombies? Is there a table somewhere?

Thread: Orleans: Drawbridge:: Rules:: Rules PDF?

Fri, 21 Jul 2017 19:29:43 +0000

by Spatho

I know the tile is pretty self-explanatory, but it would be nice to have some official rules - are there any available anywhere?

Thread: Shadows of Brimstone: Derelict Ship Otherworld Expansion:: General:: Extra B.E.A.C.O.N. Drone arms?...

Fri, 21 Jul 2017 19:28:00 +0000

by Titeman

I am assembling theminis and they each have 4 arms but only 3 places to put them. Is this so you can mix and match? Or am I missing an obvious placement point other than the three?...

Thread: Adamastor:: Rules:: Couple of rules/cards questions

Fri, 21 Jul 2017 19:26:22 +0000

by dannte Hi!The game arrived yesterday (from Artscow) and I was able to play it today.I won, making me think I might have played it wrong so couple of questions:Weather:1) When determining the weather, you inspect the Weather Reference card from bottom to the top, right? So Turbulent Waters are in effect only if there is at most 1 dark cloud? Because otherwise Storm or Big Storm would be in effect instead? If there are 2 dark clouds and a sun, it's Storm and not Cloudy, right?2) How do the clouds on the map cards work? If I have a cloud on my current space, it converts any one light cloud (if available) into a dark cloud? And if there are 2 clouds on my space, those convert any two light clouds into dark clouds, right? E.g. if I'm on a space with 2 clouds and the adventure row shows a black cloud, sun and sun, then nothing gets converted, hence it's Sunny?Morale:3) I'm almost certain I read that in the rules but I can't find it now - what happens when I gain morale? Do I choose any card from the discard or the top one? Do I put it on the bottom or the top of the deck?Land Bonuses:4) When a land bonus tells me to remove 1 trauma, do I remove it from the game or discard it?Skills:5) "Cancel 1 dark cloud" - how does that work? This is a question related to "Weather" part above. Is the dark cloud on my current location cancelled? Or is one dark cloud cancelled when resolving whether it's Storm or Big Storm? Does it basically mean "convert a black cloud to a light cloud"? Meaning the number of clouds stays the same but the number of dark clouds decreases?6) "1 Navigation" - I understand that I get 1 Navigation point each turn but does it [...]

Thread: Zombicide: Black Plague:: Rules:: Engagement

Fri, 21 Jul 2017 19:23:15 +0000

by BIgLatinDude

While engaged (combat), can you trade with other players?

Thread: Shadows of Brimstone: City of the Ancients:: General:: HexCrawl: how did you print this all out?

Fri, 21 Jul 2017 19:22:12 +0000

by Misterpetersen

Just downloaded files And it looks awesome but huge. How did you guys print out all the components? Did you do it yourself at home or get them done somewhere else and pay for it? If the latter, how much did it cost to dry it all printed out? Thanks

Thread: Renegade:: News:: New FLIP-SIDE characters

Fri, 21 Jul 2017 19:21:12 +0000

by ricky2002 One of the first stretch-goals to get unlocked was the flip-side characters, featuring fabulous new artwork from Clark Miller, and 4 new powerful playable profiles with their own unique special abilities, giving even more variability and replayability to your games.Let's take a closer look at them...Angel can protect partitions and push away Sparks without using any actions. She is most powerful when you are up against an SMC which places Sparks in predictable ways; Angel can place her Avatar in key partitions and control the SMC's countermeasures. You'll find all sorts of ways to use her ability to your advantage when faced with Renegade goals that require you to control sparks or protect partitions.Dex is the master of the deck. You can save two cards between rounds and set yourself up for a real nova turn. An extra card in hand is also going to give Dex much more command of the Hack Shack. Versatility in deck management is going to give him the edge in all sorts of situations.The Twins give you the ultimate in co-ordinated play. With TWO avatars on the network, which you control simultaneously, you can pull off some neat combos. Keep these two as far apart as possible to control two areas of the network at the same time, making them the most reactive avatars in the game.Tokyo Black has a vey distinct skill. He will actually reconfigure the network whilst you are jacked-in ! If you can't get reach the partitions you need to control, bring them to you instead ! A great skill to pull off, he can really change up a net-run.Those are your flip[...]

Review: Blood Rage:: Blood Rage Review

Fri, 21 Jul 2017 19:12:45 +0000

by Plays4Days Blood Rage ReviewPlayers 2-4We will discuss the large number of expansions in the relevant section, but it is worth noting that we backed Blood Rage on Kickstarter and snagged all of the add-ons except for the 5 player expansion and, as such, our review will be written from the point of view of owning all of these. We never thought we would be in the review writing position, so it hadn't crossed our minds to actively remove the extra things to be able to judge the game solely for its initial offering.ComponentsThe Board/Play Area Blood Rage is a deceptively large game. You first open up the board and it doesn't feel like it will take up too much space, however when you keep going and start to get the miniatures, cards, player boards, Age Tracker, and so on out of the box you begin to realise you might need a bit more room than anticipated. The design and feel of the boards is excellent, the areas on the map are clearly delineated but don't detract from the aesthetic. All the extras like the player boards, Valhalla, and the Age Tracker are a much thinner card but don't seem flimsy, and they contain a wealth of information on them without feeling crowded.Tokens These are made from a high quality, printed card that should stand the test of time provided you aren't actively trying to destroy them (see: small children). There are plastic alternatives available for some of the pieces that came with th[...]

Session: Fleet Commander: Genesis:: First solo play first impressions

Fri, 21 Jul 2017 19:12:31 +0000

by WayCoolSuperDude Hello all! Finally got to play my first solo game last night and it was great. I played a really basic game: 25 tile battlefield, 12 point, mirror fleets. 1BB, 1CR, 1DE, 3FR each side. No special tiles were used.I started out playing the two fleets differently. Amycles started defensively, rolling 2 shield and 1 maneuver dice while Phoebe started more aggressively with 2 maneuver and 1 attack dice. In the end, the Phoeben fleet won. General observations:1. The game has a relatively small footprint, at least at the standard (5x5 grid) size. All the components are relatively small and can fit quite nicely on a card table.2. Most of the ships stay on the pegs except for the Phoeben frigates. Those might need to get glued on. 3. Speaking of frigates- never count them out! During my end game, I had one Amyclean frigate left on the board (I know, Amycles already lost at that point, but I was having fun)at about half health. With two blue dice and 1 red each turn, he was able to take out a near max health destroyer and 2 frigates. Jump in, shoot, jump out. Repeat. 4. Game length was fairly short. Only took about 30-40 minutes start to finish. Maybe 5-10 minutes extra to set up initially.5. Drones are your best friend or worst enemy. Drones would have been the MVP of the game if not for that last frigate. They almost single-handedly took out the Phoeben battleship. 6. Maneuvering is very important. I know, duh... Don't move into the center of the board early and expect[...]

Review: Haspelknecht:: Cardboard Clash Review for Two - Haspelknecht

Fri, 21 Jul 2017 19:12:22 +0000

by dtwiley Thank you for checking out my eighteenth review. My aim is to focus on reviewing board games and how they play for two people and, on occasion, how they play for one person. Because my wife is my primary gaming partner, a lot of consideration goes into finding those games that play well with 2 players, and we typically prefer to find those games that do not require a variant (official or otherwise) in order to play it with just the two of us.**A copy of this game was provided by Capstone Games in exchange for an honest review.An Overview of Haspelknecht: The Story of Early Coal MiningHaspelknecht is a game designed by Thomas Spitzer and is published by Capstone Games. The box states that it can play 2-4 players and has a 60-90 minute play time on the box.In Haspelknecht, the players take upon the role of farmers with opportunities to exploit the presence of coal in their lands in the southern part of the Ruhr region of Germany.Setup and gameplay for 2 PlayersEach player's board is the same setup regardless of player count. The variance enters in two areas: the development tiles and the resource board.In a 2-player game, there is one single resource board used which is divided into two sections. On the left are two spaces for three discs apiece, which basically provide a preview of the discs that will enter the pool for selection in the following season. On the right are two spaces for six discs each. Taking from the bottom space with your first disc selection wil[...]

Thread: Zombicide: Black Plague:: Rules:: Movements on tiles

Fri, 21 Jul 2017 19:12:10 +0000

by BIgLatinDude

If a tile show no division in a room do you still need to move as if it was partitioned?

Thread: 1914: Glory's End / When Eagles Fight:: General:: WEF: Strategic Movement

Fri, 21 Jul 2017 19:04:42 +0000

by Dawn Raider

Just wanting to clarify SM in regards to reinforcements:

The rules state that all reinforcements are eligible for SM the turn they enter play (as long as limits of course are respected) but then it states that only German reinforcements are eligible for SM the same turn that they enter play.

Does this mean that only German reinforcements can SM the turn they enter or is it just referring to the fact that only the Germans can place their units on railways and not just in cities like the Russians and AH and SM their reinforcements like so and the Russians and AH can also SM as long as it is from cities all on the turn they enter?

Thread: Target for Today:: General:: The 8th arrives in the South East of England

Fri, 21 Jul 2017 18:57:01 +0000

by ThunderCC

Woo Hoo! Target for Today has arrived in the South East of England today, gonna do a few practice flights before the sqdn get stuck into the war!

I couldn't believe there was a mounted map board, that was a nice surprise and everything else looks fantastic! Well done guys in getting this made.

All the best to you all.


Review: Pandemic Legacy: Season 1:: Review: Still fun after ten plays? (And after finishing the campaign?) My pros and (sparse) cons (NO SPOILERS)

Fri, 21 Jul 2017 18:55:18 +0000

by Olafslomp Even though long extensive reviews seem te be the most popular reviews on BGG, I myself just don't have the time or the patience to read those.I prefer quick overviews where I can get some insights into why this game may or may not be attractive to me.So... I'll assume there are more people like this out there, and my reviews will be targeted for that audience, and just consist of my pros and cons coming from:1) First impressions (before playing my first game)2) Impressions after the first game3) Current feelings (after at least 10 plays)Specifically for this game, however, I have added a short section about playing this game after completion of the campaign.First impressions:- In am not a big fan of pandemic. I mostly enjoy that as a solo game on my iPad. It's a solid game, but Multiplayer is too much prone to alpha player syndrome and/or "play by committee" for my likings.+ I really like both co-ops and campaign driven games and was curious about the impact of the legacy concept, which made me willing to give this a tryAfter my first game:++ Already loving the impact of the legacy concept on my gaming experience. Realizing we only have two chances to win the first month immediatly created much more stress (the positive kind); we REALLY want to win every game. Flipping a crucial card actually got my heart racing. I think in about thirty reviews, this is[...]