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Preview: Recent additions | BoardGameGeek

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Thread: Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures:: General:: order of the cases played

Fri, 23 Jun 2017 22:48:58 +0000

by JimABassPlayer

I just received my copy today, and before I even consider beginning play, I want to make sure I don't start in the wrong place and ruin the game.

I know chronologically, the White Chapel cases (1-4) occur first. I heard (from some reviews I watched) that newspapers from previous cases may sometimes have clues for subsequent cases. (At least that's what I thought I heard somewhere; I could be mistaken.)

If that's the case, does it matter in which order I tackle the cases?

I would prefer to keep the Jack the Ripper scenario (cases 1-4) for last, and play the "lighter" stand-alone cases first.

Is that okay, or will it mess up the game? Also, does case #5 (of the stand-alone cases) have to be done before case #6, and so on?

As each case can only be played once, I certainly don't want to mess up the game by starting in the wrong place.

Thank you.



Thread: Krosmaster Arena 2.0:: Rules:: Which Demonic Reward tiles get replaced from 1.0 and expansions by 2.0 tiles?

Fri, 23 Jun 2017 22:44:59 +0000

by quietcorn

So, question. I know the demonic reward powerups in this edition of the game are supposedly more balanced than the ones in 1st edition. The question is, do the tiles in this completely replace all previously released powerups?

I think I saw there are no 12 cost ones in this version for example.

Also, I'm wondering about the specialty ones from Krosmaster: Arena – Frigost and Krosmaster: Arena – Season 1 Alternate Terrain and Demonic Rewards Tiles or any other specialty ones that came along in expansions between season 1 and now. When playing on those maps, would I just replace the 1.0 base game tiles, and keep the map specific ones, or would they all be replaced?

I'm not a super minmax intense player, so up until now I've just been mixing them into a big pile with everything, which is probably incorrect of me.



Thread: Eldritch Horror:: Rules:: Lucky Cigarette +Derringer

Fri, 23 Jun 2017 22:41:35 +0000

by velhart

Hello everyone,

Can you use the Lucky Cigarette and the Derringer on a single die to add +2 to the die result?

I have some doubts about it. Both says that you may add 1 to the result of 1 die. Is stacking in this case allowed?

Greetings,
Rienk



Thread: The Great War:: Rules:: Hits--

Fri, 23 Jun 2017 22:41:20 +0000

by anciengamer

OK-- So I'm kinda dense, but I need some help with the protocol for creating hits. I have read it over several times, and I am stuck in a loop. So here goes.

In the following examples, the other dice are irrelevant

[Blast] = one hit

[Blast]+[Blast] = two hits

[Blast]+[soldier] = two hits

[Blast]+ [soldier]+ [soldier]=3 hits

[soldier]+[soldier] = no hits

Thanks in advance for the help.



Thread: Sword & Sorcery:: Rules:: Spear Emporium not stash

Fri, 23 Jun 2017 22:40:31 +0000

by Incarnadyne

For those finding things too easy at the moment.

Confirmed by Simone in the Eagle Totem thread



Thread: Assault on Doomrock: Doompocalypse:: General:: Can you play the without the terrain effects?

Fri, 23 Jun 2017 22:36:39 +0000

by Blustar

It seems that many think the terrain makes the game too fiddly. Can you play with the expansion and exclude terrain altogether?


Does anyone enjoy the terrain effects enough to not ever play without them again?


thanks

Alex



Thread: Sword & Sorcery:: General:: My immortal storage solution for a quicker setup time.

Fri, 23 Jun 2017 22:35:22 +0000

by Gorkar Hi there. I just wanted you to know how I stored all this immortal goodness. Most of the items I bought at Smiling Monster Games' shop, which is the german supplier for Swan Panasia sleeves. Without further ado:Lower level big box.Enemy scrolls in tarot size Swan Panasia thick sleeves. First 3 sets of enemies. Dice. Werewolf miniature. Crit tokens in bag. Doors & chests. Plastic stands.Upper level big boxRest of the miniatures (the other 9 groups.)Top level big box.Token boxesToken box with all post-setup tokens.Token box with setup tokens. Note: contents of boxes have since been slightly rearranged to have a true setup-only and another post-setup box. Contents of white box.Boss monsters, all components that are superfluous for immortal backers, like 4th door & chest, blue companion minis, cardboard coins, cardboard doors. Note: might add some padding for boss minis.Top level small box: Books and game aids.Middle level small box: Dungeon Tiles.Bottom level small box: Lots of boxes ;-)Each character along character card, power cards, miniatures and special tokens in his own box (all boxes are labeled with a Dymo label maker). 3 boxes for all non-character small cards. All small cards are sleeved with Swan Panasia thick sleeves. Character tableaus. Boss scrolls. More dungeon tiles.Some detail shots of the character boxes:And last but not least I marked one blue and green mini of every monster group with a small skull. The corresponding enemy cards are marked with one or two wax sigils. I use the skull minis for the two-sigil cards.Setting up from nothing for a five player game is still a nightmare. But it is a bit faster now. Also you can use the character boxes to "save" characters between games.Feel free to ask any questions.Regards, Gorkar [...]



Thread: Dragonfire:: General:: Usability issues

Fri, 23 Jun 2017 22:33:53 +0000

by Chabster

Played SR:CF a lot. It is my favorite tabletop game.

There is a big usability issue that bothers me again and again - mission sheets. They have too much text on them, text font is way too small to be easy readable. Most of the time we played new missions wrong, I would read the text aloud and then put the sheet away, so there is always something we missed/forgot while playing.

I wish designers made mission sheets bigger (two times bigger) and replaced tonn of text with illustrations and iconography system. So it is easy to look up what has to be done when important game events happen (start of new round, end of scene etc.).

I would also like a standee for mission sheets, so we could put it somewhere on the table and look at it to help ourselves.



Thread: Destination X:: General:: How does it compare with...

Fri, 23 Jun 2017 22:28:00 +0000

by Kadorus

Spyfall?

Theme seems very similar to although it appears to reward knowing more about parts of the world (description says no, but it's not clear).

I can see it being a better option instead of Spyfall - curious to know more!



Thread: The U.S. Civil War:: Rules:: CSA Winter production

Fri, 23 Jun 2017 22:27:12 +0000

by charlesklein

If the CSA has a enough production in winter (say 11 sp) to over come the 10 sp winter penalty do they get to build those extra sp (1 in my example)?



Thread: The Football Game:: General:: Common tactic cards

Fri, 23 Jun 2017 22:24:02 +0000

by Steve99

This is a simple to implement variant that adds a little more tactical planning to the game.

Create a line of four face up tactic cards in the middle of the table. Only use all green "Matchday" tactic cards and discard any others.
During any match day the left most tactic card will apply to every players score.

At the end of each match day:
1) discard the used tactic card on the left
2) slide the remaining 3 cards to the left
3) Add a fourth Matchday card to the right.

There tactic card on the left will apply to the next Match day for everyone.

You can now see 4 matches ahead and perhaps shape your team based on that.




Thread: Xia: Embers of a Forsaken Star:: Rules:: Economy Board and Unlawful Trading

Fri, 23 Jun 2017 22:23:33 +0000

by TaylonMoon

After commenting on another post, then going back and examining the rulebook more closely, perhaps there has been a change / improvement that I missed in the beginning.

At first I thought Loath and Smuggler's Den didn't effect the Economy Board, it was trading that was done completely off board ... but maybe I am wrong.

Because I noticed in the rulebook for Embers, on page 3, under the supply description it says you must take a cube from the supply board.

But the "Squander" section only deals will selling and producing things on the supply board.

So am I assuming correctly in thinking that buying goods on the black market effects the economy board, but selling them does not because they are squandered?



Thread: Clank!: Sunken Treasures:: General:: Expansion reprint coming soon?

Fri, 23 Jun 2017 22:20:47 +0000

by rickert

I have just gotten into Clank but have noticed the expansion is out of stock the first handful of places I checked. Anyone know if a reprint is coming any time soon?



Thread: This War of Mine: The Board Game:: Rules:: Location Exploration

Fri, 23 Jun 2017 22:14:27 +0000

by MKUltra

If I scavenge a location and spend the 2 cards for the "look around" action, can I do it again on another day? Narratively, it seems like you shouldn't be able to, but the rules basically say "take the explore/trade actions whenever you want".



Thread: World in Flames:: Rules:: Picking produced units question

Fri, 23 Jun 2017 22:12:03 +0000

by Cohen

Greetings,

In a game ongoing it came out different knowledge of production.

I know one first declares what they produce and then pick the units (ie: I call 2 INF, 2 PIL, 1 FTR2, 1 LND3) and then pick them out at random.

My opponents (3 player game!) went always by that you produce a unit and you fish it, then move on with the production.
That allows you to see if you got let's say the MIL or the Air unit that you wanted (a good one like!) and decide then if to go on (produce more of the same til you get the desired result) or move on another unit type.

Thanks in advance.



Thread: Wargames:: General:: Wargames translated to German

Fri, 23 Jun 2017 22:11:40 +0000

by Ticketautomat

Hello everybody, so rules of english wargames are usually to hard to understand for me, I'm searching for german translations of wargames, especially wargames about german history. Can anyone show me a list with available games or which german wargames you can recommend me?

Best
Heiko



Thread: Terrene Odyssey:: General:: Terrene Odyssey 2017 level 99 games?

Fri, 23 Jun 2017 22:02:48 +0000

by Dbriner31

I saw in a recent email that Terrene Odyssey is one of the projects level 99 games is doing this year on Kickstarter. Not sure what is different besides art though.



Thread: By Order of the Queen:: General:: Got the Playmat!

Fri, 23 Jun 2017 21:57:39 +0000

by Desferous

The playmat arrived today.

I didn't realize they were shipping yet.

Maybe the playmats were made and shipped by one company, and the game is being completed by another?



Thread: Sword & Sorcery:: General:: Bjorn mini different from picture

Fri, 23 Jun 2017 21:53:41 +0000

by Sajuuk Khar

My Bjorn mini does not look like the mini shown on the kick starter page. It is standing on its hind legs.

Is this normal or did I get a wrong mini?



Thread: Sails of Glory:: General:: Can we Get a New Starter or a Starter Reprint??

Fri, 23 Jun 2017 21:43:36 +0000

by Crimso

Trying to get into this game, but prices for the now long out of print Starter have creeped up and I'm priced out now. It's not long Wings of Glory where there was a separate rules and template pack to get started without a starter set. What is being done about this? Anyone know anything?? Very interested in the game and like Ares products, but this one is heading out of my reach.



Thread: Gloom of Kilforth: A Fantasy Quest Game:: News:: Second Print Run Coming Soon!

Fri, 23 Jun 2017 21:42:12 +0000

by ninjadorg

Hi guys, just a quick note to let you know that a second print run is coming soon, almost certainly to Kickstarter. The reception of the game has been absolutely fantastic, the reviews have been insane, Esdevium have oversold, I can no longer keep up with the emails, posts, PMs and requests for copies from people who missed out, and it makes no sense to delay the inevitable.

We're close to the end of the Kickstarter for my second card game and once production on that is in hand my attention will be back on Kilforth. And yes, there will be something in it for returning fans of the original game.

Stay tuned for more info!

(image)



Thread: Lisboa:: Rules:: Possible House Rule - Both Public Buildings available? Vital?

Fri, 23 Jun 2017 21:40:36 +0000

by gamesgalore

I was fortunate enough to acquire this wonderful game at Origins last week and also participated in a "learning" game with Vital himself. He did a great job teaching us the game!!!

Since then, I've played two more times...a 2 player game and another 4 player game. Both went very well.

Here is my question/variant - in our 4 player game, the individual who was fourth felt as though he was at a significant disadvantage for being 4th throughout the game. I'm not so sure about that, but it was his first play. One complaint was the randomness of the "public buildings" and the fact that you could only build one of the two available on the board, even though you could see the next two of each color that were coming. During our 4 player game, at least two of the players thought that it would be fair if both green and both blue public buildings would be available.

Vital, did you attempt that in the playtesting, and would it be a valid variant to allow both visible public buildings for green and blue to be available?

Lyle Rhodebeck
gamesgalore



Thread: The World Council:: Rules:: Steal used land tokens?

Fri, 23 Jun 2017 21:35:25 +0000

by Kosacki

Is it possible to steal land tokens that is already used in a buildn
ing? If so, what happens to the building?



Thread: Sentinels of the Multiverse:: Variants:: Custom Hero: Templar

Fri, 23 Jun 2017 21:34:35 +0000

by AvalonXQ

Templar
HP: 25
Planned Pilgrimage
Power: One player may discard two cards to search their deck for a card and add it to their hand.

Incaps:
-Each hero target regains 1 hp.
-Shuffle up to two cards in a trash back into their deck.
-Reveal the top card of the Environment deck. You may discard it.

Equipment, Limited (x10)
Shield of the Order (x2)
Reduce damage dealt to Templar by 1.
Reduce damage by 1 from sources that have deal damage to Templar since the start of your turn.
At the start of your turn, discard a card or destroy Shield of the Order.

Balm of Gilead (x2)
Whenever a villain card is played, up to 2 targets gain 1 hp.
At the start of your turn, discard a card or destroy Balm of Gilead.

Damascus Saddle (x2)
Power: Up to 2 other heroes may use a Power now.
At the start of your turn, discard a card or destroy Damascus Saddle.

Crusader's Standard (x2)
Whenever a hero could play a card, they may gain 2 hp instead.

Spear of Remorse (x2)
Power: Deal a target X melee damage, where X is the number of incapacitated heroes.

One-shot (x15)
Divine Mandate (x3)
Until the start of your turn, target hero is indestructible. Damage dealt by and to that hero is irreducible and cannot be redirected.
You deal that hero 3 radiant damage.

Saints Preserve Us (x3)
All hero targets gain 1 hp. All heroes shuffle their trash into their deck.

Moment of Respite (x3)
One hero may draw a card and one hero may gain 1 hp. Repeat this H times.

Gracious Guide (x3)
Destroy an Environment card. Draw a card.

Righteous Denial (x3)
Destroy an Ongoing card. Draw a card.

Ongoing (x9)
Vigilant Escort (x3)
When this card comes into play, place it next to any target.
Redirect damage dealt to that target to Templar.

Hospitaler (x3)
At the end of your turn, if you discarded at least one card since your last turn, draw a card.

Resilient Blessing (x3)
Limited cards are indestructible.
At the start of your turn, destroy Resilient Blessing.

Ongoing, Limited (x6)
Bracing Guard (x2)
Reduce damage redirected to Templar by 2.

Strength in Suffering (x2)
Whenever Templar takes irreducible damage, gain 2 hp.

Living in the Past(x2)
You may play cards from your trash as though they are in your hand.
At the start of your turn, discard a card or destroy Living in the Past.



Thread: Kingdom Builder: Marshlands:: Rules:: Question about Temple Bonus Action

Fri, 23 Jun 2017 21:31:30 +0000

by jurney85

My wife and I were playing this last night and had some confusion about the Temple Bonus Action tile and couldn't make sense of the example that was in the rule book. The rule states that "you may build the first settlement of your mandatory action in a hex not adjacent to one of your previously built
settlements." In the example it states that After the first, "you must build his 4 other settlements adjacent to his previously built settlements." This rule isnt stated anywhere else and seems weird that such a big rule would be in the example. Furthermore, the image shown doesnt seem to line up with what is being said in the example. If the 4 other settlements were required to be built adjacent to previously built settlements, wouldnt the 5th settlement need to go in the empty grass space in the graphic?



Can I place down my first settlement on any space that is the same terrain type and then build my other mandatory settlements next to the first? Can only the first settlement be built non adjacent to other settlements and the other 2 (or more from the Temples) be built next to adjacent settlements if possible? Is the graphic and or example wrong? HELP!






Thread: Lords of Hellas:: Rules:: Hoplites movement

Fri, 23 Jun 2017 21:26:17 +0000

by rems38

Hello,
With for example a leadership of 2, may I move only up to 2 hoplites on the whole Map or may I move as many hoplites as I want but not more than 2 hoplites in any region ?
Hope my question is clear enough...



Thread: Catacombs Conquest:: General:: Kickstarter Starts in Early July 2017

Fri, 23 Jun 2017 21:22:37 +0000

by fastbilly1

For those who are not in the know. Catacombs Conquest is a smaller version of Catacombs made for competitive versus play that is headed to Kickstarter soon.
(image)

From what they have showcased the game is a streamline version of Catacombs and Castles with generic carroms and no board to reduce cost. The biggest difference from the traditional Catacombs gameplay that Elzra has mentioned is that the five obstacles are moved by the players every turn. By having moving obstacles the game will be fast and deadly.

Despite owning an early Catacombs and waiting on my Catacombs and Castles full version (everything but the Resurrection packs) I will be backing this early. A VS dexterity RPG title that I can design teams for and carry in a bag, that is like a gaming dream come true.



Thread: World in Flames:: Rules:: China attacking Partisan in Indo-China?

Fri, 23 Jun 2017 21:20:44 +0000

by Cohen

A Partisan appeared in French Indochina. In Hanoi, to block the resource.

Can China attack the Partisan despite it being in France territory?



Thread: Lisboa:: Rules:: What happens to discarded ships?

Fri, 23 Jun 2017 21:16:47 +0000

by geigersplat

If you upgrade a ship with a better ship, is the lesser ship discarded out of the game or returned to the shipyard for another player to build?



Thread: Immortals:: General:: Too random

Fri, 23 Jun 2017 21:16:41 +0000

by eateasse

I wonder if the cube tower isn't too random to determine batte outcome in a 3 hour game...



Thread: Lisboa:: Rules:: When Visiting a Noble, which Noble(s) can be visited?

Fri, 23 Jun 2017 21:15:31 +0000

by geigersplat

When you play a noble card to the Royal Court to visit a No le, must you visit the Noble pictured on the card you played? Or may you visit any of the three nobles?



Thread: The Oregon Trail Card Game:: Rules:: What happens when no trail card can be legally played?

Fri, 23 Jun 2017 21:14:50 +0000

by thepompano

Our play group had a situation where we got all the way to the end, and then we found out that nobody could legally play a trail card. The game basically "blue screen of death"-ed on us.

Is there an official ruling on what's supposed to happen in this situation?



Thread: Undermine:: Rules:: Solo play questions

Fri, 23 Jun 2017 21:13:57 +0000

by snake2shake

Hi, maybe I am playing it wrong... When playing with Hogg, why should he ever win "when he can no longer collect a diamond"?

He always places one on Diamonds and two on Miner. For that he receives 2 (from Diamond) and +1 income during the collection phase. So he invests 3 and gains 3. It's a loop. Unless he can no longer invest two diamonds when there are no more Miners in the common supply. But I didn't find a passage in the rulebook stating that you cannot place diamonds on an investment card with an effect that can't be used.

When will Hogg ever use his 3. option "Opportunity" other than in the first round? Since he can use investments that I already used, he can never be blocked by me and thus can always use 1. and 2. And he can't use more than two investments per round, right?

Where do I play it wrong?



Thread: Win, Place & Show:: Rules:: Bonus Number creation

Fri, 23 Jun 2017 21:13:08 +0000

by miles444

How is the "Bonus Number" created for each horse?



Thread: The Resistance:: Strategy:: 5p Resistance No Expansion Info Gain on Passed M1?

Fri, 23 Jun 2017 21:11:02 +0000

by VirtualAlex

If mission one goes to the hammer, and the result is a successful mission. Do you feel you have gained any reliable information for mission 2?

For example if M1 is a fail. You know that at least one of the the two players on it where spies. This is a fact.

But do you gain any good info if it is a success? (I am thinking no... Although without any reason to doubt, it does make sense to send the same two people again).



Thread: Zombicide: Green Horde:: General:: To back or not to back...

Fri, 23 Jun 2017 21:10:15 +0000

by Matt8987

I can't get past the thought of the blank stares I would get introducing this Zombicide to our neighbors: "We find ourselves in terrifying undead orc-infested lands, desperately trying to survive and complete our quest of 'retrieving the button I lost from the shirt I borrowed from my cousin's friend Marty' (image) ... Our heroes are: The Artist Formerly Known As Prince, dwarf Wolverine, Muhammad Ali, old Princess Leia, King Ragnar, and Kelsey Grammar..." (image)

For me, the highlights of this campaign are: the dragon, the Black Knight, the Killer Bunny, and the 10 equipment and vault cards (I could possibly get on board with the companions expansion) - everything else is pretty meh. This project seems to be very erratic; makes me concerned about the final product. $120...uff...(image)



Thread: Century: Spice Road:: General:: Increase max number of players?

Fri, 23 Jun 2017 21:09:51 +0000

by FlavioSousa

Is it possible to combine 2 copies of CENTURY: SPICE ROAD and double the max number of players (10 players instead of 5)?

I'm really hyped up about CENTURY: SPICE ROAD but I'm a high school teacher and I need games for large groups, 5 players max is not enough for me.

Thanks in advance!



Thread: Sword & Sorcery:: General:: Painting and Rules Tutorial Up!

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

by bumyong

Worked hard at getting enough minis painted up for a tutorial, although I didn't finish them yet:






I thought this video was going to be short but it ended up being over an hour so I had to break it up into two. The first one is a walkthrough of the beginning of the introductory quest and the second is going through miscellaneous rules. I know I didn't cover everything and I missed some rules. This game requires keeping track of a lot of stuff!
Youtube Video

Youtube Video

Tell me if you see any wrong things so I can post corrections in the video.



Thread: Clank!: A Deck-Building Adventure:: Variants:: A noise tweak to better balance the chance of dying?

Fri, 23 Jun 2017 21:05:10 +0000

by flowercita

I'm just looking through the comments and noticing a few notable people mentioning that yes the game has a bunch of luck and that is fine, but maybe the worst of it which can kind of spoil it for someone comes when you are close to escaping, make a slight noise and have dreadful luck pulling from the bag and WHAM you are dead.

I see there are many tweaks proposed here in the variant section for this or that but none addressing this issue

Would it be possible to tweak this aspect?

I'm thinking to have it a little more fair, that the bigger the noise, the more chance you should have to have an undesirable bag pull and/or a worse overall pull. A little noise, should have less chance, and be less severe (So there could be two bags to pull from for example as a simple solution)

Note I have not played yet, just thinking out loud here and wondering about these possibilities and curious what people who have played will say here

Cheers



Thread: Sword & Sorcery:: Rules:: Dual wielding weapons

Fri, 23 Jun 2017 21:04:59 +0000

by KingRalph111

My question is: Outside of a character having a specific power that allows him or herself to attack a second time with the other weapon, is there a reason to have an offhand weapon equipped? I understand that it gives you the ability to choose which to use in any specific circumstance but I've found that weapons that sport the offhand are relatively weaker than their counter parts. And unless specifically countering a "resistant against weapon type" aren't very valuable. On the other hand (pun intended) can we apply lightning bolts or stars we roll with the strong hand to the weak hand abilities as long as they are equipped? Example: Ryld the bard has the guardian and greedy sting equipped. If I happened to roll two stars could I apply both the guardians ability: until next time phase when defending, +1 AND/OR Greedy stings ability: if the attack kills the enemy, it drops an extra "bag icon". Also, if you CAN'T use both how do you apply offhand bonuses like the Elven harps reroll ability or the hunt whips roll a gremlin and take a wound effect? Only if you last used that item? Why would you ever even buy the fighting cape at 30 gold the attack is terrible and you don't even get a defense for having it? Long winded but definitely curious.



Thread: Beer Empire:: General:: Video Request

Fri, 23 Jun 2017 20:51:58 +0000

by jtkirk86

Hey Guys who have received your copies already of this game. Would anyone be willing to do a 'first impressions / review' type video of this game. Been dying to get my hands on it, still hasn't shipped yet, and would love to see an unboxing, or component review of the final quality or gameplay or a video review. Anyone? Thanks for reading the request (image) .

Can't wait to play it myself (image) .



Thread: DC Comics Deck-Building Game:: Rules:: Flash, defending and drawing at end of turn

Fri, 23 Jun 2017 20:48:27 +0000

by Navarone

Just got in to the game and would like some clarification

Scenario
Flash is the Super Hero, the Super Villain was defeated.
New hand is drawn that contains Super Speed. Draw 2 or DEFEND discard and draw 2
New super villain is revealed
If Flash's effect hasn't been triggered this turn, would Defending with Super Speed trigger Flash?

My friends and I initialing played with Flash being triggered here but after reading the rule book again we went with no.
It seems the player's turn is over once their new hand is drawn which is before the reveal of the new Super Villain.
Is the end of turn procedure the following?

draw new hand, turn ends
DC DBG's maintenance turn begins, refill line-up, reveal Super Villain, resolve attack, turn ends
next player's turn begins



Thread: Championship Formula Racing:: General:: Questions concerning the track values

Fri, 23 Jun 2017 20:48:14 +0000

by Berthold

Does anybody have an idea how the track values that are used for the Historical Drivers were determined?
What does a high or low track value mean? Why do Monte Carlo and Silverstone have a track value auf "laps/2", Nürburgring a track value of "laps" and Monza "0"? Monza is very fast with few corners, but what do Monte Carlo and Silverstone have in common?

The track values are relevant for the choice of strategies of the Historical Drivers.
I would like to create some new drivers using this tool: http://lucidphoenix.com/sc/hist/byod.asp
But I do not know how to create a reasonable strategy choice in relation to the track values.



Thread: Flatline: A FUSE Aftershock Game:: Rules:: Can you use Under Control between rolling the Emergency Dice and resolving them?

Fri, 23 Jun 2017 20:46:09 +0000

by mathgrant

If so, then I just won 3p for the first time, methinks. (image)



Thread: The Networks: Executives:: General:: Will there be demos at Dice Tower Con?

Fri, 23 Jun 2017 20:44:58 +0000

by steckman

This is one of my favorite games from 2016 and I would love to check out the current state of the expansion!



Thread: Mr. President:: News:: New InsideGMT Article

Fri, 23 Jun 2017 20:42:10 +0000

by GMT Games

Hi everyone!

We have Part 1 of a new InsideGMT article series up today to give you a peek inside the newest version of Mr. President. Here's the link:

Three Presidents for the Price of One: A Look Inside the New Version of Mr. President

Feel free to post any questions/thoughts you have. I'll be happy to answer/clarify as needed.

Enjoy!

Gene



Thread: Asking for Trobils:: News:: Preorder Available Now!

Fri, 23 Jun 2017 20:41:10 +0000

by krakengames

You can preorder Asking for Trobils now before its release at GenCon!
https://breakinggames.com/products/asking-for-trobils



Thread: Sword & Sorcery:: Rules:: Kroghan 2 attack actions

Fri, 23 Jun 2017 20:40:24 +0000

by KingRalph111

So at Soulrank 3 Chaos Kroghan gets a second attack action. Which is amazing considering his innate ability of forcing enemies killed by him to drop additional soul points. My question is, can I use an attack action, use a move action and then use an attack action? I know you can't interrupt a move or attack action with one or the other but I don't feel like this is interrupting as they are two separate actions. I have been playing him as though I have to do both attacks consecutively but would love to give him something other than a spear to work with to kill multiple enemies.



Thread: Rallyman:: General:: Rallyman.fr - World Championship It is not!

Fri, 23 Jun 2017 20:34:28 +0000

by sardonic wolf Some of you fine folk may follow the “World Rallyman Championship” over on Rallyman.fr. Well, I’m hear to tell you to avoid it! A community is not (unless you are French and don’t win - no offense to my many awesome French friends). Also, my posts and replies never get approved on the forums over there, whenever I try to respond to the acquisitions I’m about to discuss..Does anyone want to have a guess why?I and Paul animal, have been playing for two years, we’ve raced almost religiously entering our times and trying to get to the top. Last year we placed about mid-table, this year the “World Rally” has dropped to about 20 members (from nearly 40?), and we’ve been placing near the top, even first a few times. But it must mean that we are cheating! Of course last year there was a secret set of rules that only the top FRENCH players played with, nothing was ever done and of course, they all won by minutes. We even took Rallyman to our game group and got folk to math out some of the times they posted and nobody could get close! But alas they were not cheating, simply playing “secret rules”, this year they were made available to everyone. But now We’ve been accused of cheating, posting impossible times, having multiple runs of a track to get the best time. Although other “top” players sit and work out the likely trajectories with different dice, tires, and gearboxes, this isn’t cheating? But beating them occasionally is. So now that we’ve won a few rally’s, we, of course, must be playing the game wrong!? We’ve played it the same way for the past two years, we’ve learned of course but we play it the same we always have done. We both play honestly, I’ve submitted one time wrong (which I posted up to correct), and re-ran a rally because I used a pit stop when I shouldn’t have, otherwise I one shot a rally the same as Paul. I sit down and just go, I don’t math it out in advance, the most I’ll ever look is a corner or two up the road. But I still somehow “cheat”. But if it’s cheating simply because we are ahead, then I am more than happy to hang my hat up and call it a day. The way I see it, we’ve been accused of cheating:So our options:a) We present time sheets etc (evidence) but it would likely be deemed circumstantial or faked. b) We continuei) we suddenly have a bad rally or two - We must, of course, be cheating and changed because we wanted to avoid the flakii) we continue to roll as we have always done, and we place highly, our victories would be deemed unfair or cheating. So as far as I see it I’m done, anybody want to buy Rallyman and Dirt expansion? Because a community has soured my taste for yet another one of my favourite games[...]



Thread: Gloomhaven:: General:: Proxy minis due to missing components

Fri, 23 Jun 2017 20:28:16 +0000

by Rogan7

Hi Folks,

So my 1st wave shipment is missing ocmponents and I've contacted the designer but he has not responded to me as to how to resolve it. My situation is, I'm missing the punchouts for certain enemies like the Bandit Guards, Living Corpse and etc...

In the meantime, hopefully this resolves and I get what I payed for, if I use proxy minis, ie. for the first mission, would this be possible or do the actual numbers from the punchout figures on the bottom actually matter?

I only have one archer and 3 bandits for the first mission.

Thoughts please?

Thanks!




Thread: Steamers:: News:: Imaginarium?

Fri, 23 Jun 2017 20:27:56 +0000

by adamredwoods

Did the name change? Coming from Bombyx:


source:
https://www.facebook.com/studiobombyx/



Thread: Nemo's War (second edition):: Rules:: Rising Action

Fri, 23 Jun 2017 20:25:37 +0000

by dcapozzi1

Part B of the "A Hollow Explosion" card has me adding a ship to the Nautilus' current ocean and fight it. What do I do if that ocean, and all adjacent oceans are full? Would I just complete as much of the card as I could? That is, can I still discard red ships per part A of the card, yet avoid fighting a red ship?



Thread: One Night Ultimate Alien:: Rules:: Does the Oracle Alien wake up with the Aliens?

Fri, 23 Jun 2017 20:24:53 +0000

by colormage1

I don't think so.

Because it probably only starts with players who go to sleep as Aliens. I just want to make sure.



Thread: Outlive:: General:: Info on Retail Version

Fri, 23 Jun 2017 20:23:01 +0000

by gerraldo

Here is a component list:
1 Main Board
1 Convoy Board
4 Individual Shelter Boards
16 Meeples (4 per player)
4 Radioactivity Tracers
100 Survivor Tokens
90 Supplies Tokens (30 Meat, Water, Canned Goods)
90 Materials Tokens (30 Wood, Metal, Microchips)
30 Munitions Tokens
30 Wild Game Tiles
12 Event Cards
10 Leader Cards
20 Search Tiles
40 Equipment Tiles
12 Standard Room Tiles
38 Advanced Room Tiles
1 Algae Token
1 First Player Token

You can find the rules (several languages) here: http://www.laboitedejeu.fr/catalogue.php

+ you can find the Solo Mode PnP files on the same page (Retail version is for 2-4 players only!)

Retail version is Survivor Pledge reward + all unlocked non-exclusive stretch goals, but w/o Solo Mode mini-expansion (downloadable as PnP).

Any KS backers willing to trade/sell their Exclusives? Please PM me... (image)



Thread: Lords of War: Weather and Terrain Expansion Pack:: Rules:: How to place terrain

Fri, 23 Jun 2017 20:17:54 +0000

by dagaff

I understand how weather cards are placed (draw 2 pick 1) but how are terrain cards placed? Is it the same format, or pick 1 before game starts. Not really clear on how you set up the game with terrain cards...



Thread: Escape from Colditz:: Rules:: What if both solitary areas are full?

Fri, 23 Jun 2017 20:17:34 +0000

by Benjamin Maggi

I thought I saw the answer to this in the forums for the older version of the game, but not the new (2016) version. If both solitary areas are full, does the POW get arrested but another one is automatically released? If that is the case, who determines which POW is released?



Thread: Escape from Colditz:: Rules:: German removal of Escape Marker during successful escape

Fri, 23 Jun 2017 20:14:00 +0000

by Benjamin Maggi

Haven't played it yet, so it might be a dumb question...

The rules allow the German player to remove any Escape Markers from the board belonging to a nationality that just successfully escaped. Does that happen at the end of the escaping player's turn, or immediately? It is possible that multiple POWs of the same nationality will escape on the same turn, so would removing the other markers make it impossible for a dual escape? Or would the other POWs already be clear of them and thus not affected?



Thread: This War of Mine: The Board Game:: General:: First play (no spoilers)

Fri, 23 Jun 2017 20:10:38 +0000

by Rakafeth

I just completed the first turn. With setup, it took around two hours, but I also took care to get the rules right, including looking things up online. The rulebook is actually very good, it just takes time to get used to it and accept that you're not supposed to know everything from the start.

One character died during the first day. None of the others cared enough to let it get to them. A gruesome thing happened during scavenging. The two remaining characters are hungry, tired and miserable, and I get the distinct impression they don't like each other. But they're stuck in this house together.

What an amazing game. Completely unlike the other games I own. It's not exactly fun - but definitely exciting. It's also impossible not to get caught up in the story of these people.



Thread: Covil: The Dark Overlords:: News:: Update #10 Another Board Unlocked and a new Overlord: Lord Zoltar!

Fri, 23 Jun 2017 20:04:51 +0000

by Vesuvius Media

18 Stretch Goals Unlocked!

You managed to unlock the new game board!
(image)


At the same time, our Brazilian publisher (Mandala Jogos) informed us that they have pre-sold 100 copies which added another $3000 to the pot. This means that a new overlord Lord Zoltar has also been unlocked!
(image)


Coming up next... stickers for ALL meeples! You requested them as a bonus in our last campaign (Dwar7s Fall) and everyone loved it, so of course we are back with more really great stickers!

Since the initial goal was $40K, but we added $3K because of the Brazilian pledges, we changed the goal to $37K.
(image)


Let's unlock those stickers!!!



Thread: Napoleon's Last Gamble:: Rules:: Is there a Glossary for the Series ?

Fri, 23 Jun 2017 19:56:37 +0000

by Berlin Bear

unfortunately i can`t find one..

For example: How is a formation (a corps, a division or less than that ?) defined to distinguish it from a force (a unit, a stack or more than that ?)?

Take for example Mode Card No. 1 (Road Column): "Pick one Friendly Force." What exactly do i have to pick ?

Tnx,
Chris



Thread: Family Plot:: Rules:: Baby * father time

Fri, 23 Jun 2017 19:56:01 +0000

by Kosacki

Baby + "father time", is the sex i choose permanent? Brother or sister.



Thread: An Infamous Traffic:: Rules:: Draft of the Living Rules

Fri, 23 Jun 2017 19:55:47 +0000

by Cole Wehrle

Hey folks,

So, after some delay, I'm happy to present a draft of the living rules to you all. I went through the forums and all the emails I received and tried to put in every ruling I made and to provide clarification where folks seemed to struggle.

Additionally, there has been one rules change. Previously the rules about expanding/contracting demand were spread throughout the rulebook and there was some debate about precisely when dice were added or taken away from each region. No more. Now, after each player's action, they should check the board to see if dice need to be added or taken away from each region.

In practice the result is almost the same, but this is a lot easier to remember--and to explain!

Here's the link to the rules:
https://www.dropbox.com/s/vhqs3q0timhgdiy/AIT%20Living%20Rul...

Changes are in red.

Let me know here if you have any further questions and I'll try to answer them quickly and update the rules as needed. After about two weeks I'll post the living rules here on bgg and send the file to Tom and Mary.

And, of course, I owe a debt of gratitude to all of the players who offered feedback on the rules over the past few months. It's been wonderful to see this game get so much support.



Thread: Nemo's War (second edition):: Rules:: Ned Land and Professor Aronnax

Fri, 23 Jun 2017 19:54:17 +0000

by Everett

I haven't been able to locate the rule that explains the notoriety symbol in the bottom right corner of these tiles. I suspect it means that if I expend them for their printed benefit Nemo gains 1 notoriety? Similarly, if the First Officer is expended does Nemo lose 1 level?

Thanks for any help on this, and apologies for missing a relevant rule. Just received the game yesterday and am laboring through my first play. It looks fantastic.



Thread: T.I.M.E Stories:: Rules:: Location 12?!(spoilers)

Fri, 23 Jun 2017 19:49:08 +0000

by lugiber

Great game!
But now I'm at encounter 12.
And I have no idea on how to interpret that card.
There are no stats check. Nothing to indicate what to do...



Thread: Batman: The Boardgame:: Rules:: Line of Sight

Fri, 23 Jun 2017 19:44:54 +0000

by PoDGO

I played this at UKGE and won as Bane (yes I beat the Batman), so enough evil cackles, but relating to the recent[geekurl=https://www.instagram.com/p/BVsH7tbn6DD/?taken-by=monolithboardgames]Instagram post[/geekurl], if villains are a room and Red hood stands in front of the door and shoots with the mini-gun into the room and has spill over damage can it hit thugs in the rest of the room if he only has sight on the thugs in the door and not those in the room or does it stop there. The answer seems obvious, but I would like to clarify.



Thread: Thunderstone:: General:: Giving away original cards from the reprinted sets

Fri, 23 Jun 2017 19:43:04 +0000

by imjodokast

Since Into the Abyss and Worlds Collides reprints Advance versions of older cards, I'm setting on a large stack of cards ranging from the original base set up to Thornwood Siege + Promos. So if anybody wants to pay for the shipping, i'll mail them out. I should have the dividers and randomizer cards as well. Otherwise they will just go into the trash. PM if interested.



Thread: World in Flames:: Rules:: Choose Naval Combat with Surprise

Fri, 23 Jun 2017 19:36:27 +0000

by Cohen

Pasting from rules:

[quote]The choice
Both sides will fight the same type of combat. You make the choice according to this priority:
1. You may choose the combat type if you spend 4 surprise points. If you choose a combat type that doesn’t involve any combat (e.g. air-to-air combat with no aircraft included or sub combat with no cps included) go back to step 2 in the combat sequence (see 11.5.1);
2. You may choose to make it a naval air combat (active side decides first) if you have an aircraft or undamaged CV (CVPiF option 45: with a carrier plane) included and the weather in the sea area is neither storm nor blizzard;
3. If it is not a naval air combat, you may choose to make it a submarine combat (active side decides first) if you have a SUB included and your opponent has any convoy points included; or
4. If it is neither a naval air nor a submarine combat, it is a surface combat.

You may choose a combat type that won’t produce a combat. For example, you may choose a naval air combat (priority 2 above) even if you only have an FTR and your opponent has no aircraft present. You might do this to prevent an unfavorable combat type occurring.
[/quote]

It came the situation where SUBs were committed, but got found by CLs in the 3 and 4 box.

The doubt that rose was if the CL owner may use the surprise points to call for Submarine combat; as it would serve better his purpose.
The rules though mention - in contradictory way - that it cannot be chosed submarine combat where no CP are involved. (Underlined in rules above - just to note it).

Though for what I remember Surprise points can be used to call for Submarine combat where the Subs fight but waste (in RAW8 a part of) their hits on CPs (as there are no CPs involved).

Either the rules need some rewriting there - since just above (Put in BOLD in the rules.)

Thanks in advance for the help.



Thread: Yokohama:: Rules:: Church and Customs Boards Setup for 2-Player

Fri, 23 Jun 2017 19:35:47 +0000

by rockstar379

How many "dummy" assistants do you place on the board for 2-players?
A: Do you just put 1 out on each board on the 2p marked spot? Leaving 7 church spots open and 6 custom spots open.
B:Or do you block off that spot plus every spot to the right of it? Leaving 3 church spots open and 3 custom spots open.
C:Or do you block the spots to the right of the 2p marked spot? Leaving 4 church spots open and 4 custom spots open.
D: Or do you place 1 dummy assistant on each board on the 2p marker, but consider every spot to the right of them block off for the game?

Option A seems right but after continually rereading the rules I'm not sure.



Thread: The Cousins' War:: Rules:: What if both players have no cubes on the battlefield at the start of battle?

Fri, 23 Jun 2017 19:32:16 +0000

by russ

What if both players have no cubes on the battlefield at the start of battle? Believe it or not, this was almost very relevant in a game we just played. (image)

The rules address the case of only one player having cubes very clearly, but I can't find anything about the case of neither player having cubes.



Thread: Smash Up:: Rules:: Playing a Titan

Fri, 23 Jun 2017 19:30:27 +0000

by Mervil

The new rulebook for Big in Japan says this about Titans:
"Titans may be played on a base when
a card — including the titan itself, says
you can play them. Playing a titan is
optional, but if a card in play lets you
play a titan it must be done immediately
or not at all. “Instead of your regular
minion play” means instead of the
normal minion play allowed during your
Play Cards phase. Titans are not played
as, and do not count as, extra cards. If
you play a titan, you control it even if
you do not own it
."
(Italics added)
So does this imply that anybody can play anybody's titan, as long as the criteria are met?



Thread: Descent: Journeys in the Dark (Second Edition):: General:: Roleplay and my second solo Seeds of Corruption campaign

Fri, 23 Jun 2017 19:25:43 +0000

by ThatGuyMontag

My goal is to head back in for a corruption campaign to follow on from the saccharine yes-men that made up my novelty short heroes first campaign. I'm looking for a wisdom of the crowds argument for which heroes and classes you think would make the most sense in a corruption campaign.

For reference, I have all the expansions up to Nerekhall (big and small box), Crusade of the Forgotten and Crown of Destiny. My first pass for a possible team traded a warrior for a scout, so I'm not opposed to an unbalanced party. Only caveat is that I'm inclined to field the Necromancer or the Hexer: Necromancer as I've just finished painting a Runewars Miniatures reanimate to play her familiar; Hexer to just give it a go as it's a somewhat unloved class in my group.

Feel free to go as overboard as you like telling the story of your proposed group.



Thread: Smash Up:: Rules:: Cards that others can see?

Fri, 23 Jun 2017 19:24:30 +0000

by Mervil

The new Big in Japan rulebook states,
"When a card that others can see goes to
the hand, deck or discard pile, it goes to
the one belonging to the card’s owner
(i.e. the player whose deck the card
came from), no matter who played or
controlled it."
What is the significance of the addition of the "that others can see" text, and what exactly does this address/ change?



Thread: Runebound (Third Edition):: News:: United Against the Swarm

Fri, 23 Jun 2017 19:20:48 +0000

by jsesta84

A bit of a deeper dive on one of the scenarios in the new expansion. Excited for some more Runebound in a couple months!

https://www.fantasyflightgames.com/en/news/2017/6/23/united-...



Review: Summoner's Isle:: Summoner's Isle Review from Board-Meetings.blog

Fri, 23 Jun 2017 19:16:37 +0000

by Cpt_Rawz There is only one way, and there is only one place, where you can go to become a true Summoner; you must prove your mettle, your cunning and skill on Summoner’s Isle. Only those who are able to balance their energies, and wise enough to harness the powers of the land can ever hope of becoming a Summoner.Summoner’s Isle is an area control game, pitching equally matches forces against one another across a small, interconnected map. Energy is the only commodity in this game, used to determine the winner at the end of turn nine (or when someone reaches thirty-six) and also used for Summoning, and as the game title suggests, you’ll be doing this quite a bit. In this game you’ll be looking to completely control Territories, doing so will grant you a little Energy bonus as your Summoner is more directly connect to that area of the Isle. You’ll also want to make sure you have a few Sprites in each Territory, as these little magical creatures also buoy up your power. Creatures are Summoned and perform their actions in a strict order: Wryms –your Energy-draining powerhouses, Trolls – the stalwart core of you magical little force and Sprites – that are really only very good if you have loads of them. Each has a different cost to Summon, each has a different amount of actions it can take, and each has its own attack/defence modifiers. Attacking is obviously pretty good for you, as it stops your opponents controlling too many territories, and in vanquishing an opponent’s creature you’ll earn a little energy for your troubles. This also makes losing each battle fairly costly.At the end of each round, each player, in turn, adjusts their Energy, first depending on how much energy they have they’ll gain a little more, or even lose some. After that their Sprites grant a little bonus before finally, the Island itself grants the dominion bonus. Managing your Energy expenditure is a very tricky balance to master, and the whole tracker and bonus system works wonderfully to create a very neat economy. You need to spe[...]



Thread: Street Masters: Rise of the Kingdom:: General:: Pledge Manager and Other Questions

Fri, 23 Jun 2017 19:15:22 +0000

by onecarter

- Will there be a pledge manager after the campaign?

- Are there any plans to allow late backers?

- Will backers be able to upgrade from a "Street Masters Tier" to "The Champion Edition Tier" after the campaign, if they want to?

- Will backers be able to add any of the optional buys to their pledges after the campaign is over?

Hopefully, I can get an official word on this or maybe somebody can provide me with a link if these questions have already been answered.



Thread: Space Empires: 4X:: Variants:: Planetary Map Rules With Immersive Land & Space Events

Fri, 23 Jun 2017 19:14:52 +0000

by lumin Planetary Map Rules With Immersive Land & Space EventsI just thought I'd share some of the things I've been doing to my game. I first bought a large HOTZ space game mat for the game to give a far more epic feel. I simply used only the markers for the base game for planets, leaving plenty of open "deep" space. I also purchased some unique marble planets from my local marble factory with stands to help make things pop out more.[PHOTO FORTHCOMING]Deep Space Half-Size Game Mat (34x45 Inches) with 2 inch Length Grain Hexes.I generated some random maps for all of the planets in the game which you can find online (I used this one). The sheets are a 10x4 grid, so they're small enough to sit around the table, but give you just enough space to use some strategy. When a new planet is colonized, the color indicates whether it is a fully breathable "Earth-like" planet, whether it has an atmosphere, but still requires life-support (Mars-like) or if it's completely barren. [PHOTO FORTHCOMING]Habitable Earth-like planet with two research cities and ground combat unit. Ships, and mined resources are placed above, represented to be in orbit.Its features are randomly generated, but typically the barren planets produce more mineral resources and the Earth-like planets allow for more population growth. More population means more ground forces. A planet's general characteristics (ice, desert, swamp, etc) sometimes gets determined after discovering an event on it.[PHOTO FORTHCOMING]A barren (no atmosphere) and thin atmosphere planet. More dangerous planets have more resources, but less population.Planetary and space events can have a HUGE impact on your game, and include "choose-your-own-adventure" mechanics like exploring an alien ruin or handling an alien encounter. Missions will, for example, send a special unit on a covert training mission, uncover powerful artifacts (think the Death Star plans or the "AllSpark"), or unleash a horde of horrific aliens on your colonies that will req[...]



Thread: This War of Mine: The Board Game:: Rules:: Staying fit

Fri, 23 Jun 2017 19:09:58 +0000

by bobgabriels1

The Event 'staying fit' says to draw 2 additional narrative action cards. Does this mean : draw 4 cards and choose 1? Draw 2 and pick one in the event fase, and do that again in the narrative action phase (keep 2 of 4)? Or draw 2 narrative action cards to keep additionally (so keep 3 of 4) ?



Thread: This War of Mine: The Board Game:: General:: Question on miniature - Only if you received your copy

Fri, 23 Jun 2017 19:09:54 +0000

by Ken at Sunrise

I'm thinking of getting Lords of Hellas (LoH), another Awaken Realms game. It's a bit pricey for me so, of course, I wondering abut things like rules, packaging, quality and miniature quality. One of the amazing things about LoH are its miniatures. They look awesome, but of course they are preproduction.

So I'm curious for the people who have received this game. How do the preproduction miniatures compare to what was in the box?

Thanks,




Thread: Wargames:: General:: Kriegsspiel Pieces

Fri, 23 Jun 2017 19:09:11 +0000

by sinum

Hey guys!
I recently purchased the rulebook for Kriegsspiel (highly interesting wargame invented by the prussian army in 1824) and find the rules quite interesting.

My only question however, is that, as I need game pieces (for cavalry, infantry, artillery, etc.) I am kind of at a loss of where to find them.

If anyone (bonus points if you already own kriegsspiel) can help me figure out where to buy/find instructions on how to build, game pieces for Kriegsspiel games (either for the 1824 or the 1862 rulebooks) I would be very thankful.



Thread: The End is Nigh:: General:: Impulse buy at Geekway, glad I did!

Fri, 23 Jun 2017 19:03:49 +0000

by vogelap

I have a soft-spot for entrepreneurs. When I saw the fellows from Mystic Ape Games at Geekway, heard their story, and saw the game, I knew I wanted to support them. So I bought THE END IS NIGH and we've had a blast with it so far! Good job guys!



Review: Pathfinder Adventure Card Game: Mummy's Mask – Character Add-On Deck:: Gaming Bits: The Pathfinder Adventure Card Game: Mummy's Mask- Character Add-On Deck Review

Fri, 23 Jun 2017 19:01:12 +0000

by MillicanDarque The Pathfinder Adventure Card Game: Mummy's Mask- Character Add-On Deck is published by Paizo Publishing. It adds 4 new characters to the base game - Ahmotep the magus, Channa Ti the druid, Drelm the cleric and Mavaro the occultist. It also makes it possible to play the base game with 5 or 6 players. There are lots of new weapons, spells and items, as well as some of the most useful gear included. For more information on the base game and how to play it, please follow the link below. https://boardgamegeek.com/blogpost/65872/gaming-bits-pathfin...COMPONENTSThis expansion adds 110 cards to the original game. Much like the original game, the artwork on these is very nice. I especially like the looks of the new characters as well as several of the different monsters, obstacles and allies. The card designs are the same as those found in The Mummy's Mask. I'm guessing that like with the base game, the art is most likely taken from the original RPG adventure. There are certain elements of this expansion that fit well with the theme, like the Camel. However, I've never heard of some of the things inside this deck and am not sure how they fit the theme. Still, I'm quite pleased with the overall look and feel of this expansion. 9 out of 10RULEBOOKThere is no rulebook included with this expansion. Everything needed to use the cards in this deck are included in the main game.----GAMEPLAYAs I've mentioned in the review of the main game, I really like the Egyptian theme in this game. The cards in this add a lot of new challenges in the form of new monsters and obstacles. The new characters are very cool. I especially like the new half-elf druid included in this one. There's also plenty of new gear included in the deck, as well as new magic and allies. I think that this expansion adds enough new material to round out the base [...]



Review: Epoch: The Awakening:: A Few Testimonials

Fri, 23 Jun 2017 19:01:09 +0000

by Orange Nebula "I needed a breath of fresh air, and this game gave one to me.""From a very strict mechanism situation, the game is fantastic. I really enjoy so many aspects of it...I've already gushed about the malleability of the resource...it's the fact that you're constantly shifting them back and forth, onto the board, off the board, onto a companion, back to you and I just...aww man I just really like that...it feels like you're on this soul-searching adventure..."“I couldn’t have been happier…my gaming group loved it, I really, really loved it…from a strict mechanism situation, the game is fantastic. I really enjoy so many aspects of it.”— Lance, Undead Viking Videos***“This game is wonderful, I really, really like it. I cannot wait to see what this game looks like when it's fully funded…and it SHOULD be fully funded”"This is such a great game, we don't give out a lot of approval stamps, I think the 4 of 5 of us who played rated the game 9.5 (which helps determine my over-all review and approval stamps) So much fun, I'm excited to play again the moment I have a spare day!"— Unfiltered Gamer***"I had the chance to play this weekend and I think you have made a fantastic product top to bottom.”— John Z., Owner, Alderac Entertainment Group (AEG) and Producer of SmashUp, Love Letter, and Mystic Vale***“The game pushes players to adopt separate strategies, and adapt on the fly. You can compete with another player over a common resource, but for different purposes. Both victory points and the ending of the game are themselves gamified and interactable.”—Anthony P., Competitive Gamer, 5-time Playtester***“The game has a nice mix of exploration, power combinations, and resource management…I think what I enjoy the most about Epoch is the way that you can choose your own path to regain ho[...]



Thread: Lords of Hellas:: General:: 3 Kickstarters at once?

Fri, 23 Jun 2017 19:01:08 +0000

by Ken at Sunrise

I was just curious, Awaken Realms has three Kickstarter's going at the same time?

This War of Mine - still shipping
The Edge: Dawnfall - shipping in August
Lords of Hellas - shipping in October

Is this normal? I like the miniatures but I'm curious how many people they have working over there?



Review: Project: ELITE:: Project: Elite – a tactical report

Fri, 23 Jun 2017 19:01:05 +0000

by Schmergel Project: Elite – a tactical reportAs many videos and text reviews already covered rules and game overviews, I will directly jump into the reason why I write this review. “Project: Elite” is a very special game for me because it is like no other board game I have played. In my maybe quite subjective opinion, there are only two great games that transport the feeling of an ego shooter video/ PC game – “Project: Elite” and “Adrenaline” (what crazy coincidence: the expansion of “Project: Elite” is also called “Adrenaline” …). “Adrenaline” is “Unreal Tournament” gone cardboard with a focus on clever combos and area/ HP control in an environment of a bloody tournament. That is just great when you spend a game night with school friends you have already played “Unreal Tournament” with (good old days of LAN parties…). The sportive competition is still there and an avalanche of trash talk is guaranteed when crazy combos such as “tractor beam, shotgun, flamethrower” are pulled off. “Project: Elite” also suits the very masculine need to just go out, fire some freaking great weapons and blow stuff up. However, there are some important differences: first of all, “Project: Elite” is cooperative. There is only one way to win – complete the mission and return to the landing zone in time – and lots of ways to lose. The most important ones are: if the objective is not fulfilled, all players die which is unlikely but possible or if any alien enters the landing zone. The almost endless onslaught of aliens requires a high degree of teamwork, planning and tactical flexibility. Often the team has to adept to the state of the battle e.g. someone has to run back and kill the alien that is already dangerously near the landing zo[...]



Review: 5ive: King's Court:: "5ive: King's Court" - a conclusion (german)

Fri, 23 Jun 2017 19:01:00 +0000

by Brakus Review-Fazit zu „5ive: King’s Court“, einem wunderbaren Ärgerspiel.[Infos]für: 2-4 Spielerab: 6 Jahrenca.-Spielzeit: 5-30min.Autoren: Greg Scratchley und Luke WilkinsonIllustration/Gestaltung: James RozakVerlag: GameStaxAnleitung: englischMaterial: englisch[Download: Anleitung]engl., dt., frz., holl., span.: https://www.5ivegames.com/how-to-play-5ive-kings-court/[Fazit]„5KC“ fordert die Spieler fünf Karten zu sammeln, um ihren königlichen Beratungsstab zusammen zu stellen, dafür muss von jeder Klasse (König, Königin, Bischof, Ritter, Handlanger) mindestens eine Karte im Spielerbereich ausliegen. Dies zu bewerkstelligen ist eigentlich ganz einfach, wer am Zug ist, nimmt sich eine Karte vom Nachziehstapel, legt eine Karte vor sich aus und hofft, dass diese von niemanden blockiert wird, fertig – es folgt der nächste Spieler im Uhrzeigersinn.Ist dies in den Anfangsrunden meist noch recht einfach und ein jeder versucht erstmal ein gewisses Deck vor sich abzulegen, wird es dann aber doch bald sehr kämpferisch. Denn es gewinnt ja derjenige, der als Erster von jeder Kartenklasse eine vor sich ausliegen hat, also gilt es dies bei den Mitspielern natürlich zu verhindern^^. Da kommen die Sonderfähigkeiten aller Karten ins Spiel und so kann, wie schon erwähnt, die ausgespielte Karte eines Mitspielers geblockt werden, so dass dieser die Karte abwerfen muss – der Gegenspieler muss hierzu eine blaue Block-Karte und eine Karte der selben Klasse, wie der des Gegenspielers, ausspielen. Dann kann eine ausgelegte Karte zerstört werden (mit der roten Karte), was sehr nötig ist, wenn jemand z.B. schon 4 Kartenklassen vor sich liegen hat – dagegen erwehrt man sich auch mit der Block-Karte oder durch mehrfaches Ablegen einer [...]



Session: Commands & Colors: Ancients:: SoloGuy's Carthaginian Campaign Log 2017

Fri, 23 Jun 2017 19:00:57 +0000

by SoloGuy Carthaginian Campaign Log 2017Welcome to my Carthaginian Campaign Log. I am playing all the scenarios in the base game solo and logging my sessions here. Feel free to leave any comments or suggestions as you see fit. Rather than post photos of the gameplay I thought I would take a slightly different approach and kind of just narrate my adventures using some key imagery from random sources to heighten the excitement. I would like to one day do all the expansions in the C&C: Ancients line, but expansion 1 and 5 are a little impossible to get right now. Maybe if GMT reprints them I can finally get them all. Anyway, let us begin and let me know what you think.The Battle of Akragas - 406 BCThe first scenario of the Carthage Campaign takes place long before Hannibal and Hamilcar and is more in the same time period as Alexander the Great, predating his war at Gaugamela. This scenario is between the Carthaginians and the Tyranical Syracusans for control of Sicily. The match itself went a little differently than I had expected. It only took two turns for the Syracusans to get their elite Heavy Infantry into the fight with clever use of Line Command and Double Time orders. Before they knew it, Daphnaeus' men were on top of Himilco's Auxilia Infantry, immediately cutting off the head of the snake with a kill to not only Himilco's men, but Himilco himself with a lucky couple rolls.Shocked by the sudden loss of their general, what was left of the Carthaginian Auxilia responded with ranged attacks but to no avail. The Syracusan Heavy Infantry was too rugged and their javelins (or whatever) just boucned off their shields (bad luck on rolls).Meanwhile General Mago on the Carthaginian right was struggling to get his troo[...]



Session: B-17 Flying Fortress Leader:: Crossbow: May, 1943, week 1

Fri, 23 Jun 2017 19:00:54 +0000

by aikidorat Been a hectic week, finally able to write this up so I can move to the next week!Month 3, week 1. No purchases, going for better bombs.RECON: V06 and V01 - Medium for V06 and Low for V01. Both planes make it back to base.M1: V06: 91st, 385th, 303rd, 92nd BG, 4th FG as top cover. LW response: Average, event is to remove two tactics markers...Target bound, bounced by a 110, for three rounds. 4th FG engaged but all they did was burn gas and expend ammo - no losses on either side, though 3 peal off for base due to low ammo after the engagement.Target zone: FLAK was ineffective (first time no losses to FLAK!). Bomb Run was close enough and did just enough damage to destroy the V-site (by 1 damage point! Thanks to the 92nd rolling two "10's" to finish the bomb run! Go figure. Luck was on our side.Uneventful trip back to base, 4th FG promotes from Ave to Skilled, and 92nd from Green to Average!Month 3, Week 1, Mission 2: V01: 93rd, 97th, 306th, 305h BG and 78th FG flying top cover. 44th BG rests as they are nursing losses from the last mission.Low intel, and LW response is AVERAGE. But a 109 is following us and the response actually is HIGH.. Ugh.Over the target zone 5 bandits bounce the groups - 2 were unable to engage (no bandits), while 3 Bf-109s scream in from the sides. 78th manages to engage the 2 most deadly flights, while the other targets the 306th.. Fighters are in a heck of fight and lose one but splash one of the 109's. The 306th also loses one but shoots down the 109 - made them pay for it. Chutes were seen from the bombers, but the 78th lost a good pilot. After the engagement 3 Fighters head back to base due to low ammo.INtel roll: 1: no penalties[...]



Review: Brass: Lancashire:: Brass: A Quick Review

Fri, 23 Jun 2017 19:00:52 +0000

by jeremylgunter I have to admit when I first picked up the rules for Brass I was a bit intimidated. There are only ten pages of rules, but there seemed to be several easy to forget types. You can do this if this, but not this if that. In reality these are all fairly easy to remember and really keep game play even for everyone. In the end you have a fabulously smooth game that attempts to mitigate any unlucky card draws.In Brass we are attempting to grow our business empires during the 18th century Industrial Revolution, in England. This will not be easy as land is limited and funds are always tight. Famous game designer Martin Wallace advertises this as a 3-4 player game, though BGGers have made great attempts to scale this down to a 2 player game (“great” would probably be argued). It takes a good 2-2.5 hrs to play this one through, but time will fly. I truly feel Martin Wallace has done a tremendous job of “telling a story” as he puts it, with a game board, some wooden & cardboard pieces, and a deck of cards. You are not transported to that era through deep dialogue, but the rules and phases make sense and lend to a richer game play.The game is divided into two phases: the canal phase where building and improving your technology is more limited & the rail phase where everything is wide open but more expensive. These two phases are divided into several turns, each of which you earn income, play 2 actions, draw new cards, and readjust turn order by the least spent. Once the deck is exhausted the phase has ended and victory points counted up. After the canal phase all canals are removed and any tech level 1 buildings removed. This is the pa[...]



Review: Monopoly: The Mega Edition:: "Monopoly MEGA" - a conclusion (german)

Fri, 23 Jun 2017 19:00:47 +0000

by Brakus Review-Fazit zu „Monopoly MEGA“, der Monopoly-Edition, die alles größer macht.[Infos]für: 2-8 Spielerab: 8 Jahrenca.-Spielzeit: 60-180min.Autor: n/aIllustration: n/aVerlag: Winning MovesAnleitung: deutschMaterial: deutsch[Download: Anleitung]n/a[Fazit]Der Klassiker um Geld und Immobilien findet hier eine neue Variante, in der kurzerhand alles MEGA ist, es gibt mehr Strassen, ein zusätzliches Versorgungswerk, es dürfen mehr Spieler teilnehmen, es werden Wolkenkratzer und Zugdepots gebaut und in Sachen Geld wird gleich in 4-6stelligen Summen umeinander geworfen.Das Spielziel bleibt unverändert, es gilt die Gegenspieler zu ruinieren^^ und/oder selbst das meiste Geld zu sammeln.Auch das Spielprinzip bleibt natürlich gleich. Jeder Spieler versucht für sich durch glückliches Würfeln viele Felder in Anspruch nehmen zu können, um diese zügig mit Gebäuden zu bebauen und so die Mieten noch zu erhöhen, die jeder Mitspieler, der auf eben diesen Feldern landet, bezahlen muss^^.Diese Edition ändert nichts am Spielablauf selbst, aber sie bringt eben mehr auf das Brett^^. So gesellt sich zum Wasser- und E-Werk nun auch das Gaswerk, die bisher 10 Felder langen Spielbrettseiten haben nun 12 Felder und zu den Gemeinschafts- und Ereignis-Karten gesellen sich die Busfahrkarten und statt zwei Würfel, werden nun drei benutzt.Das Spielbrett sowie die Karten und die (Sammler-)Spielfiguren (Zylinderhut, Stiefel, Fingerhut, Auto, Schiff, Hund, Katze, Schubkarre) sind klassisch gestaltet worden, wobei die Fotos für alle Gebäude neu kreiert wurden.Die Bahnhöfe dürfen erstmalig bebaut werden und diese Depots verdoppeln dann die Mi[...]



Review: Bill & Ted's Excellent Boardgame:: Fun Game The Fits the Theme

Fri, 23 Jun 2017 19:00:41 +0000

by icyduff I recently received this as a gift because of my love for movie themed games.I was able to open the box, set up the board read the rules, teach and get the game moving in about 10 minutes which is great if you are looking for a simple family game.The components are good and I like the art style on the cards, I always prefer unique art rather than screen captures when things are based on films or TV. I enjoyed that the icons resembled payphone buttons.Gameplay is very simple- You play two cards secretly which will rotate and move your phone booth, as well as move the two "bad dudes" around the board. Everyone reveals their cards at the same time, and the initiative # on the cards determine turn order, which can put a damper in your plans if someone moves a bad dude in your way.The object is to move around the board collecting the most historical figures until the time at home (the deck) runs out. As you collect characters, they are placed next to your player marker and have their own directions that must be completed prior to completing your played cards, so the more characters you have, the more you move around the board. This sense of chaos adds an unpredictability to the game and fits into the theme nicely, as the things get more out of control the more people got shoved into the booth, just as in the film. While occasionally there is a bit of downtime when someone is deciding which cards to play, especially if they are trying to factor in a large group of characters, it's usually not very long, and the fact that the turn order is constantly changing each round, it doesn't really leave you w[...]



Review: Dark Matter:: Prime impressioni su Dark Matter (italiano)

Fri, 23 Jun 2017 19:00:10 +0000

by dimarco70 NOTA: Questo articolo è comparso la prima volta su ILSA (Informazione Ludica a Scatola Aperta), http://www.ilsa-magazine.it/Classica ambientazione fantascientifica per Dark Matter, gioco di carte della Gen-X Games, casa editrice spagnola attiva dal 2008 (Mecanisburgo, 2 de Mayo, Luna Llena, Target Earth, Air Show, Stalag 18). Nella piccola scatola quadrata trovano posto carte pianeta e diplomazia (quadrate), carte materia e civilizzazione (di grande formato), miniature soldato e gemme risorsa. I materiali sono buoni: la grafica è interessante, le miniature dei robot "carine e puccettose".Una partita si sviluppa su 4 turni, e gravita attorno alle 3 carte materia (Cavorite, Antimateria, Materia Oscura) che ogni giocatore ha in mano. Ciascuna di queste carte è stampata su entrambe le facce, e ogni faccia riporta due differenti azioni (a seconda di come è orientata la carta). Dopo una fase di rendita (gemme pari al numero di turno corrente), i giocatori utilizzano il proprio turno compiendo azioni come colonizzare (da un espositore centrale) e/o far progredire pianeti oppure reclutare soldati. Per fare ciò utilizzano sia le proprie carte (la parte alta della faccia a loro visibile) che quelle degli avversari (l'azione rappresentata sul dorso, sempre in alto). Per ciascun utilizzo spendono una gemma; utilizzare una propria carta la fa ribaltare, rendendo l'azione disponibile agli avversari, utilizzare una carta di un avversario (nel turno se ne può sfruttare al più una di ciascun giocatore) la fa invece ruotare a testa in giù.I pianeti annessi al proprio sistema po[...]



Thread: Dead of Winter: A Crossroads Game:: Rules:: Thomas Heart's ability

Fri, 23 Jun 2017 18:59:40 +0000

by LoneWolf2017

Hi guys!

I was checking out thomas heart's ability and it got me thinking: Do I have to attack normally and then pay the cost of the ability in order to activate his ability to kill 2 zombies at once and not rolling for exposure? So, that would be like what? 03 Kills? Seems overpowered...

"COLONY (+5)Once per round you may kill 2 zombies at the colony. Do not roll for exposure."

Sorry if this has already been answered, didn't find the topic.

Thanks in advance



Thread: Santorini:: Strategy:: Hermes: underpower or very hard to master?

Fri, 23 Jun 2017 18:54:03 +0000

by Ale Friend

Hello everyone!
I would like to have your suggestions about this god, Hermes.

I am experienced with the game (82 plays, but I have much more to learn).
I Tried this strange god sometimes, but I without brilliant results. Two friends of mine tried too, and one of them won too once.

But no more results, and at the moment i'm bit able to use Him effectively.

My opinion is that moving both builders limitless is nice to control all the board, but the most useful thing is often building without moving.

But, again, until now this power seems to me less decisive than the others - and playing with Hermes make me slower than my opponents.

Am I wrong about something?



Thread: Sword & Sorcery:: Rules:: Time Symbol on Some Powers

Fri, 23 Jun 2017 18:46:46 +0000

by KingNasher

So, I know how the hourglass symbols on the power cards work, but I can't find anything on what the half-column symbols mean. Can anybody offer some help, with rule book page number if it's there?



Thread: Lords of Hellas:: General:: Sundrop or not

Fri, 23 Jun 2017 18:46:17 +0000

by Britzel

Sundrop or not? Wah, i really can´t decide. With the mass of minis, can they really work so carefully that they all look good? I doubt.



Review: Santorini:: Indoor Archipelago: Board Game Review - Santorini

Fri, 23 Jun 2017 18:46:15 +0000

by IndoorArchipelago Note: I'm still figuring out how to format these posts, so for the full review with all of the accompanying images and captions, check out: https://indoorarchipelago.com/2017/06/22/board-game-review-s...PUBLISHED: 2017DESIGNERS: Dr. Gordon HamiltonARTWORK: Mr. Cuddington (i.e. David Forest & Lina Cossette)PUBLISHER: Roxley Game LaboratoryPLAYERS: 2-4TIME: 10-20 MinutesFor the past two weeks, I’ve been mired in a landscaping project. When I’m not at work, most of my waking life seems to revolve around digging out sod to expand our planting beds. 20 hours of digging one weekend, 11 hours the next. A few hours of digging each night when I get home. Dozens and dozens of trips with the wheelbarrow ferrying sod and topsoil to their respective destinations. What initially began as an ache-filled experience has settled-in and become routinized. Nonetheless, this sort of project is taxing, so when I’ve proposed playing a game in our precious downtime, I’ve been met with the incredulous eyes of my wife.“Ugh…how do you have energy for playing a game after all that?”Admittedly, the prospect of a two-hour gaming extravaganza can sometimes be daunting. The games we often like to play require focus on developing long-term strategies, careful balancing of logistics, and assessments of risk and reward. The heaping piles of mulch and topsoil in our driveway attest to the fact that our skill in manipulating gaming logistics may not[...]



Review: Lemuria:: Gaming Bits: Lemuria Review

Fri, 23 Jun 2017 18:45:55 +0000

by MillicanDarque Lemuria is a game by Kuro, published by Tasty Minstrel Games. It is for 3-4 players. In this game, players take on the role of city developers in the ancient and mystical city of Lemuria. Players will work to build buildings and enhance the city in the span of a year. In the end, the player that has contributed the most will be declared the winner.To begin, the board should be placed in the middle of the table. The Altar Tile should be placed on the Star Altar of the board with the arrows aligned. The round marker should be placed on the 1 space of the Star Calendar. The building cards are shuffled and placed face down near the board. The top 5 cards of the deck are drawn and placed on the spaces of the trend line above the Star Altar. Each player chooses a color and receives the corresponding colored player pawn and building markers. They also receive 2 each of the plant materia and mineral materia. They also collect 3 food and 3 gold. The citizen cards are then shuffled and placed face down near the board. Each player is now dealt 3 cards from this deck. Each player takes a look at their cards and selects 1 to give to the player on their left. Once this has been completed, play now begins.The game is played over the course of a year, or 12 rounds. Each month or round consists of 4 phases; start of round, move the altar, players take their turns, end of round. The first phase is the st[...]



Review: Forbidden Stars:: The Short....Review

Fri, 23 Jun 2017 18:44:25 +0000

by Ressless So i played already StarCraft before this game and in fact, so this influencing me at some aspects of course!We played a 3-Player-Game and i swore this time, go full out at fighting, because this is WH40K!!! And i played the Orkz with big WAAAAAAGGH Vs. the Space Marines and the Eldar (booo Space-Elves)It took us 4 1/2 Hour for preparing, learning the rules and the whole game (thats a good time)The Setup is very easy and if you played similar games you can skip most of the ruleparts for the actions.But then came this Reference Book along and said: "Hi I'm the more intellectual brother of the Rulebooks, if you use me, you will know more about the game!"And he fooled me so hard that it was not funny anymore at some points in the game.The Rulebooks (2) have different written sentences and descriptions for many rules and it confused us and also left out in one or the other rulebook some parts so we had to use both!It Really remembered me of the Twilight Imperium Book which is horrible to read!!!So then there is the fighting system which is rolling dice accordant to your units and then play 3rounds 3 Cards and influence the dice and the battle in your favor.I have to say these cards are really good and if it would be with numbers on it like StarCraft i would have added them to Starcraft.But still the dice didnt do anything except damage, defense and oh yes Faith, because Faith is what [...]



Thread: Zombicide: Green Horde:: General:: How do you guys like the Ultimate Survivor set?

Fri, 23 Jun 2017 18:43:56 +0000

by kal91a

In concept, I love them, but the sculpts leave much to be desired for me. For me the extra bulky look is questionable for the guys, but really bad on Ann and Nelly. Sometimes I really hate WoW for promoting that ugly disproportionate cartoony look (image)

Now the question is if I want to spend $30 on miniature I think are ugly...