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Preview: Recent additions | BoardGameGeek

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Thread: Flash Point: Fire Rescue:: General:: Sold out. Is this between print runs?

Mon, 21 Aug 2017 15:55:40 +0000

by ScruffyWho

Anyone know when we can expect the base game to be stocked in the USA? Currently out of stock at my local store, MM, CSI, and way overpriced on amazon.

I backed the recent expansion on kickstarter, and figured I would pick up the base game separately so I could get some plays in first. Looks like that might not be happening.

Thread: Time of Legends: Joan of Arc:: General:: Gameplay Description?

Mon, 21 Aug 2017 15:53:51 +0000

by grandmasterstevo

Super excited about this game just from the pics and brief interview I saw about it! I very recently got into tabletop board games and the KS obsession for them but am very selective on what I spend my $ on. So far, as I play with a small gaming group once a week, we've stuck to dungeon crawl games. I currently own Zombicide: Black Plague, The Undercity, Widower's Wood, and am waiting for Massive Darkness to arrive. Of the games I have, what interests us the most is the co-operative play and character progression. While I'd love more of that (backed Zombicide: Green Horde), I'm eager to try something new.

For those that have played or are familiar with this type of game, what are your opinions on it?

Is there a similar game that does it better?

Are these types of games incredibly expensive? I don't mind spending the $ if it'll provide tons of replay value, but $ is always limited to an extent.

What do you think an all-in price might be? I understand it's all guesses, but $300 vs $1000 would make it easy to decide early on.

Are there any videos of gameplay so far?

With the games I mentioned owning, do you think this one would even be of interest? It seems to fit the aesthetic appeal (dragons, medieval setting, fantasy), but I feel it'll play entirely different to anything I've tried before.

Thanks for the incoming advice!

Thread: MourneQuest:: Rules:: Rules?

Mon, 21 Aug 2017 15:51:58 +0000

by Agzaroth

are rules available? Thanks

Thread: InBetween:: Rules:: Rules?

Mon, 21 Aug 2017 15:51:29 +0000

by Agzaroth

are rules available? Thanks

Thread: Stop Thief!:: General:: Bug in Android app

Mon, 21 Aug 2017 15:51:18 +0000

by Mike Mayer

Hiya developers, if you're looking,

There seems to be a bug in the latest update. Two bugs that I see, actually. First, the update version still shows 1.0.0 after the update.

Second, when creating or editing a game, if you toggle off the "Always move through doors and windows" option, the option is negated after you save and exit the edit screen. The app again tells you "thieves always go through doors and windows."


Thread: Wordsy:: General:: Back of the box puzzle alternative solution [Spoiler alert]

Mon, 21 Aug 2017 15:51:02 +0000

by Lord_Prussian

So, we were trying to solve the puzzle the other day and came up with an answer that scores 25, but isn't the one listed. I think it's an alternative solution anyway: [o]blowtorching[/o]

Anyone come up with others?

Thread: Star Wars: Rebellion:: Play By Forum:: Star Wars: Rebellion PBF 039 - Their reinforcements are being depleted.

Mon, 21 Aug 2017 15:45:58 +0000

by TheV0791

This is round 2 of robbbbbbbbbbbbbbbb vs. mrsuitcase!

mrsuitcase will be trying out the Rebels for the first time...

robbbbbbbbbb will be playing as the Empire.

TheV0791 previously rolled 1custom5{Mon Calamari; Bothawui; Naboo; Kashyyyk; Ryloth} = ( Bothawui) (Rebel Loyal)

TheV0791 previously rolled 1custom7{Mygeeto; Mandalore; Saleucami; Rodia; Sullust; Mustafar; Corellia} = ( Sullust) (Empire Loyal)

Thread: Unbroken:: General:: Need help testing the digital version of Unbroken

Mon, 21 Aug 2017 15:45:20 +0000

by kladan


Since Unbroken is a solo game - it is a natural fit for a digital version. We have been working on such a program (eventually it will be available as an app and an in-browser game).

We need help of players familiar with Unbroken to test the first (admittedly raw) implementation of the digital version.

Knowledge of Unbroken rules and experienced with physical version is required (as there is no tutorial and you are expected to take notes when the program does not behave in the way you would expect things to go based on the rules).

If you are familiar with Unbroken from Print and Play and would like to help test the digital version - please drop me a private message and I will provide instructions and access to the digital game. The more testers we get the better the final outcome!

Thanks in advance,


Session: Advanced Squad Leader: Starter Kit #1:: ASLSK Replay – Clearing Colleville

Mon, 21 Aug 2017 15:44:36 +0000

by faded_Glory This is a solo session of Scenario S5 from the ASLSK #1. I have returned to ASL after a very long absence. Back in the 1970’s I played the original Squad Leader and its modules, and then made the switch to ASL. I ended up with most of the modules but, over time, real life interfered and I no longer had the time or opportunity to play the game. Eventually I sold the lot, far too cheaply in hindsight, and moved on to different things.Recently I acquired the ASLSK1, out of a sense of curiosity and sentiment. I have now played a couple of scenarios and am glad to say that it all came back fairly easily, although I won’t claim to play without breaking a few rules here and there, nor do I pride myself on any particular tactical prowess. I just enjoy pushing around those familiar counters once again, and I’m happy that the game has been simplified a bit so as to not to overly confound my ageing brain!Right, enough of that, now on to the fight over Colleville!Scenario IntroductionIn this scenario the Germans are occupying a village with just 6 squads, a couple of leaders and two machine guns. The Americans will attack with the goal of securing the town centre, in particular they have to remove all Good Order German MMC’s from all hexes within 3 hexes of yM5. The Americans have a strong Fire Group at start and get two groups of reinforcements during Turns 1 and 2, with a variable number of half-squads in addition to more leaders and MMG’s. The Germans get a small reinforcement contingent at Turn 2.Looking at this from the German perspective, they are badly overpowered and lack the excellent leadership of the Americans. Their best asset is a heavy machine gun, their worst is a certain Col. Lorenz who with his 6+1 leadership ratings is best kept away well from the front. The name of the game then is an initial forward defense with the aim to slowly fall back on the victory buildings, and then hang in there until the clock runs out. Fortunately this scenario is quite short with only 5 turns.The Americans on the other hand would wish for more time, they need to quickly penetrate the German defences and effectively throw them out of the village completely. Five turns is not a lot of time to do so, and they will need to make the most of their heavy firepower as much as their numerous smaller half-squads with which to try and overwhelm the Germans.Germans set up first, Americans set up on or west of hex row T and move first. Set-up and Turn 1Positions at startSince the Americans can boast of some heavy firepower, a stack of 3 squads plus an MMG fires on the 20 FP column, it seems wise not to expose the Germans too much. The initial American forces have to set up on the West side of the board with reinforcements arriving in the Northwest on Turn 1. The German setup is designed to deny the Americans a quick entry into the village by laying heavy fire lanes across the open ground around the village. It might be tempting to place a strong German fire group in the apex of the village, hex Q6, but that is a risky proposition in the face of potentially strong American Prep Fire. On the other hand, leaving that side of the village undefended would simply invite a very quick American assault and is to be avoided, so I have placed a token force of just one quad in that key hex.The HMG goes to the South, from where it can deny an American run around that side of the village straight towards the Eastern victory buildings. In time it can easily be moved across the road into buildings L3 or K4 for a last stand later in the game. Several German squads occupy the buildings in L7 and L8 to try and blunt the attacks of the American Turn 1 and 2 reinforcements. Col. Lorenz stays well back and out of trouble – but as this batt[...]

Session: Bridge:: Luau!

Mon, 21 Aug 2017 15:42:47 +0000

by Bankler It's the yearly summer Luau game -- free food, free bridge! I'm playing with Hank, who is a bit under the weather, but its still bridge. Two sections of 14 tables mean that a 25 is a top on a board (13 rounds of two boards each).In the second round we cross our wires and miss a cold grand slam, stopping in 5 after a confusing auction. I pick up S:QTxx H:-- D:T97543 C:QTxWe are vul and my RHO deals. She opens 1H. Much as I'd love to bid 3D, this hand seems all wrong. I pass. LHO bids 3H. Hank bids 3S.Now, we've recently been discussing the idea that we should get in there with spades so as to sacrifice with 4S over 4H when its right. I doubt I could have a much better hand, so when RHO bids 4H I bid 4S. LHO bids 5H and now Hank doubles. As much as I like my hand, I only like it for offense. Still, I've not promised defense and presumably Hank has hearts. I lead my 3rd best spade (we're playing 3/5 leads) and dummy comes down with S: x H:xxxx D:AQJx C:xxxxHank wins the spade ace and switches to the obvious singleton DK. That's ... odd. Declarer (not being psychic) would presumably finesse. Hank thinks I have some values and can get in to give him a ruff. Declarer wins and leads a heart, ducked to his king. I pitch a neutral diamond. Declarer can at this point get out for down one, but he tries for a miracle and we get him for down 2. Four spades could go down two on perfect defense, but down one was reasonable. There may be something to this vulnerable sacrificing thing. The next round our opponents stop in 2H and proceed to play the pips off the cards, endplaying Hank to make 4. This feels like a bad result. Nobody will be there. The next hand Nobody is vulnerable and I pick up S:Axx H:Qxxx D:KTx C:Qxx. I'm in fourth seat. RHO opens in 3rd seat with one spade and I told myself I'd pass one of a minor, but with 1 spade I'm going to stretch and double. My shape is terrible, but at least I'm a point or two light. LHO raises to two spades and Hank is in there with three clubs. RHO chirps 3 spades and I pass gratefully. Hank doubles in balancing seat.Despite being light, I'm actually OK with this. My shape is defensive, I have slow defense. I don't have a fourth club, which may give us another trick. Declarer squirms and goes off one. Actually, the double wasn't a great matchpoint double -- if we set them then we were going to get a great score, and if we didn't, we turn an average into a zero. (+50 would have been worth 22.5. +100 was 25). Next round ...I pick up S:QJxxx H:Qxx D:2 C:KQxx and open 1 Spade in 3rd seat, vulnerable. Yes, its a terrible hand, but its 3rd seat. Hank bids 2 Clubs, which I duly alert (Drury -- showing a limit raise in spades). I bid 2 spades "Please stop" and play it there. LHO leads the heart 8Dummy is S:9xx H:AJTxx D:QJxx C:xI stare at the lead for a long time. Is it a singleton or doubleton? Ugh. I try to think through what I know. OK, RHO has the heart king (I seriously doubt this lead is from K98 exactly. I'll pay off to that). RHO presumably has at least one diamond honor as well. Ugh. I don't see any clues. I decide the lead was made pretty quickly, so I'm playing LHO for a singleton. I win with the ace and lead a club off the board. this goes small. I don't think these opponents are good enough to duck the ace, but if I play the 9 and it looses to the J or T I could be in real trouble on a trump shift. I play the king. LHO thinks.Good! I think that means I' m right about the hearts. LHO leads the diamond ace and small. Oh, it's Christmas. I split the honors and ruff out the DK. Now I cash the club queen, ruff a club, pitch a club on the good diamond, and lead a trump to my queen. LHO wins and leads a diamond (RHO pitching a heart) and I ruff in. I can'[...]

Thread: Mage Knight Board Game:: Rules:: Can I play black mana during an eclipse?

Mon, 21 Aug 2017 15:40:07 +0000

by Zeuscat

I think I should be able to do this. :p

Session: Legendary: X-Men:: Hard to beat Mastermind+Scheme combo!

Mon, 21 Aug 2017 15:37:24 +0000

by avj37

Hey all!

My Girlfriend and I love playing Marvel Legendary. It's our go to 2 player game. I had just picked up the X-men expansion and I think we've stumbled upon a combo that we've yet won.

We played 4 times
same villain combo, scheme and mastermind
different sets of heroes each time

Here's the combo:
Mastermind - Onslaught(hand size is 1 less) MS- Dominates non-grey heroes
Scheme - Anti-Mutant Hatred. Wound stack is 30 and 11 twists Twist-puts twist into discard pile as a "angry mob" at start of your turn if you have scheme in your hand, player to your right gains that scheme and a wound.

The Brood
Dark Descendants
Sisterhood of Mutants

our latest playthru we played with heroes:
Iron man(draws cards)
Hulk(KO's Wounds)
Wolverine(Ko's wounds and draws cards)
Phoenix(piercing energy, KO's cards)

Lemme know if anyone has any hero combo suggestions!

Thread: Arkham Horror: The Card Game:: General:: Post Gencon Inquiry

Mon, 21 Aug 2017 15:36:56 +0000

by CasualToast

So who was at Gencon? Did you get to play the big 6 player or whatever deal? Was that fun or a bit too big for the atmosphere of the game?

Did anyone pick up Carcosa? Have you had a chance to play it? Does it exceed all my wildest dreams by making the game incrementally more focused on role playing?

Thread: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set:: General:: 6 New 'Character' decks

Mon, 21 Aug 2017 15:36:46 +0000

by nzbiship

6 new (2017 & 2018) character decks. Usable in all sets.

Occult Adventures x2
Hell's Vengeance x2
Pathfinder Tales x1
Hunter Class Deck x1

Thread: Elder Sign:: Rules:: Flute of the Outer Gods and similar items

Mon, 21 Aug 2017 15:33:47 +0000

by leleco

Suppose I'm trying to complete The Storage Closet (which have the arrow for specific order and a "monster frame" in the first task) and there's a monster on the first task.

If I have Flute of the Outer Gods (which let me defeat a monster after a roll) can I roll, use the Flute to defeat the monster and then use the dice results to complete the second task? I mean, does using the Flute and defeating the monster counts as a successful roll?

Thread: Dark Souls: The Board Game:: Variants:: THE MODIFIER DECK MOD - Significant mod, playtesters wanted!

Mon, 21 Aug 2017 15:30:39 +0000

by StarryVeck Big post coming up! If you're willing to fully indulge me, thank you in advance. If you want to skip through it the sections are as follows:1. My biggest issues with the board game as it stands currently.2. What I'm proposing and how this will improve the issues I've identified.3. Rules for the mod.4. Text for the new cards.------------------------------------------------What's wrong with DStBG as it stands?So, I’m one of those people who has been rather negative about this game. I think a number of the design choices are weird, the game probably wasn’t adequately playtested, it takes too long to play and, for me anyway and most crucially, it is missing the ‘soul’ of the Souls games.The two elements which I feel are most lacking from the board game that would help to make it feel more like a proper Souls experience are these: 1.Getting better at the game through learning (i.e. real experience, not the souls you collect). 2.Risk versus reward.Before I go any further I want to point out that I don’t think the board game should just be a facsimile of the video game. Often I see the point raised here in defence of the game that ‘it feels just like the video game’ (although to me this doesn’t really ring true), but also I think that being in a different medium the game’s design should play to the strengths of that medium. Outside of the boss encounters, I don’t think Steamforged have really done a good job of this at all. Ideally for me, the board game would invoke the same feelings as the video game, though I would expect it to function rather differently in order to produce a satisfying experience for the players.So, I want to talk a little bit about the two main issues I have raised with the game: 1.Learning – Some have argued that there’s plenty of strategy in deciding how to approach the basic encounters. Whilst I would agree there are some decisions to be made, after the second or third time through an encounter featuring the same/similar groups of enemies, this strategy is largely carried out by rote, rather than presenting the players with an interesting set of options. Also, when you sit down to play the game, whatever you learned last time you played it will largely hold true still. As an aside, with four players in the game this has the potential to become really boring due to the combination of already knowing what the optimum move is when your turn arrives, and also have to wait through 4 enemy activations and 3 other player activations for your turn to arrive again. Chuck in an experience ‘alpha’ player and you have a recipe for a rather dull experience. Yes, the boss encounters provide a greater opportunity for learning and having to properly respond to your foe’s behaviour – so why didn’t Steamforged make use of a similar system in the rest of the game? 2.Risk versus reward – So, certainly when I started out playing the Souls games, there was always a question in my mind; do I bank these Souls? Or do I carry on and risk losing them? I really think the bonfire system in the board game as it stands currently is very poorly implemented, and the only reason I can see that Steamforged have designed it like this is to mitigate another problem their design produced – The horrible playtime. In order to make the game not go on too long (I realise this is a rather generous use of language to many) they’ve put in an artificial timer to simply draw your game to a close. Why didn’t they revisit what was making the game go on so long in the first place? In addition to[...]

Thread: Darkest Night (First edition):: Rules:: Moving multiple spaces (here: Druid - Raven form; Wizard: Teleport)

Mon, 21 Aug 2017 15:30:18 +0000

by Narktor

The Raven Form allows me "to move 2 spaces", the telportation allows me to "move directly to any location".

I guess when I move from monastery to swamps, just as an example, any blight active in the village wont affect me?
However, if I move directly from monastery through village to swamps via Raven form, I guess I'll have to take the effect of, for example, shades or a curse lying on the village?

Thread: Advanced Squad Leader:: General:: Selecting scenarios by boards used

Mon, 21 Aug 2017 15:25:13 +0000

by WuWei

I am looking for scenarios that fit certain criteria: Turn length, and using only a selection of nationalities, boards and overlays.

I have an old excel file (I don't know where I got it) with a lot of scenarios in it with all the information I need, but it's OLD.

Then, there is the ASL Scenario Archive (, which probably has the most current data, but even the advanced search option there doesn't let me do what I want to do.

Does anyone have a current database and wants to share it? I would greatly appreciate it!

Thread: Darkest Night (First edition):: Rules:: Druid - Tree Form

Mon, 21 Aug 2017 15:22:19 +0000

by Narktor

When I activate this form, can I just deactivate it on my next turn without activating any other specific form (like spriteform)? Does this deactivation cost an action? Do the +2 grace I got with the transformation into a tree remain after I've retransformed into a petty human?^^

Thread: Witches of the Revolution:: Strategy:: Recruiting/Overcoming Objectives

Mon, 21 Aug 2017 15:18:49 +0000

by caesar013

Are you able to use the same card to overcome an objective as well as recruit or do you pick one of those to do with the card and that's it?

Review: The 7th Continent:: Exploring and surviving the Voracious Goddess (no spoilers)

Mon, 21 Aug 2017 15:18:02 +0000

by Ren3 I don't usually do reviews, but I am so taken with this game that I would like to share my impressions. I'll do my best not to post spoilers as I think a lot of the fun is discovering the continent on your own. I would have posted some photos of the amazing things I found in my adventure, but I would do everyone a disservice if I spoiled them, so you're stuck with just my wall of text.Some background: I have just finished the Voracious Goddess which took me about 15 hours. Most of the time I played solo controlling 2 characters (Keelan and Mary). The characters were chosen almost randomly; I ended up never using their special abilities, but I relied heavily on Keelan's character skills. I have all the expansions mixed in but chose not to use the Devourers and Weather as I wanted my first game to be all about exploring.The 7th ContinentI won't go into details of the rules as I assume most people in this subforum are familiar with them, if not the 7th Continent website has the rulebook as well as a short intro video. The rules were very clear to me and whenever I was unsure of something it was easy to find the relevant section in the rules. Also, the last two pages have a list of definitions and icons used, something that every game should have.It's amazing how smoothly the game plays, considering that it's basically just a huge deck of cards! Every time I played I discovered some cool new mechanic or puzzle that left me smiling at Bruno and Ludovic's ingenuity. And it's all just cards!The objective of the game is to explore the eponymous Continent to lift one (or more) curses. You start on a card depicting part of the map, with the icons that give you options to explore or do actions. Most actions require you to draw cards from the action deck, which represents your life force, so while trying to progress on the curse it's very important to keep an eye on the action deck so it doesn't run out.Overall, this is one of the most thematic games in my collection. Pretty much everything you do can be explained in a way that even a non-gamer would understand. "I was looking for the statue from my notes when suddenly I fell into a trap. I used my rope to climb out, but on my first attempt I fell and hurt myself, so by the time I got out I was low on energy..."There's even some text on the back of cards that is very much not just flavour text, it has hints and clues about the area you're exploring. It's a translation, so there's the occasional typo and errata, but overall the text flows very well and helps tell the story of the brave explorers of the continent.About the errata, I found it helpful to stick some removable tape on the back of cards with mistakes. That way I only have to reference the errata if I draw those cards, and there's no risk of getting stumped because I'm reading cards with incorrect information. Serious Poulp have promised there will be an option to get replacement cards in the 2nd KS next month, so fingers crossed.SurviveI was concerned that the game would be too difficult, so I played in easy mode using card 777. It turned out I could have won even without it, but it was good to have it "just in case".I had some close calls but I managed to lift the curse without ever running out of cards in the action deck. On the box it says "Explore. Survive." and I think that sums up the game very well -- you have to explore and lift the curse, but at the same time you need to be ready to mak[...]

Thread: Fog of Love:: General:: Spiel promo cards?

Mon, 21 Aug 2017 15:17:04 +0000

by Khonnor

The Spiel Preview just went live and it lists this game and promo cards with a spiel purchase. I assume these are included with KS copies? Or is this new content? If so, I guess backers can get those cards at Spiel as well (maybe for a small fee)?

Session: Triumph & Tragedy:: Example of play 1: The Axis goes East

Mon, 21 Aug 2017 15:16:51 +0000

by haeberich

A short game in which I lost, did almost nothing but learned a lot. (image)

Players: Me as the West. Nic as the Axis. Han as the Soviets.

Meta game:

In our Group we do diplomacy and keep negogiated contracts to the letter.
Normally there is a peace contract between the Axis and the West in effect.

Yesterday it looked like this:

Peace between Axis and West until at least 1938. ( 1938 included )
Contract can be canceled for the next year beginning 38.
Western diplomatic nonintervention in the Balkans.
No Axis fleet Units in or moving through sea Areas outside the Med.


Axis: : 6 ac 5 iv 0 cv 2 ind
Sovjets: 0 ac 6 iv 3 cv 2 ind
West : 0 ac 5 iv 2 cv 2 ind

Axis got lucky and got Poland and Hungary as satellites and had protectorates in Turkey and Finland and 3 influence in the US. ( very funny but not important )

West and Sovjets nothing important.

After seeing how goverment phase had worked out I was thinking about VoN against Denmark but Axis got there first.
So I went for Norway.

After some discussion between Soviets and Axis about Axis intentions Soviets moving after Axis VoN'ed Finland. Axis didnt back down and so Soviets Dow'ed Axis.
This turned out to be a big mistake especially under the aspect that Soviets had no Fall card.

During Fall the Axis used the Units from Poland and Hungary to attack the Ukraine and take the two resource Areas there.


Axis; : Prod 11 0 ac 3 iv 2 cd 6 cv
Soviets : Prod 10 3 ac 3 iv 1 cd 3 cv
West : Prod 09 3 ac 5 iv 1 cd 0 cv

Another serious error from the Soviets.
3 iv should be units. ac depends on Cards left but should be units if you have Summer and Fall card.

The game is now basically over.

During 1937 Soviets lost a lot of areas and were reduced to a prod of 5 for 1938.

During 1938 the Soviets were reduced to 1 prod and lost Baku.

We declared Axis winner now because they would have taken either Moskau or Leningrad in Summer 1939 at the latest.

This was the first time we have seen an Axis eastern blitz in our Group and it gave me a lot of insight into Soviet problems and possibilities and helped me develop my Soviet strategy quite a lot.

Post concerning Soviet strategy should follow asap. after Example of Play 2: The Axis goes West (image)

Review: Savvy:: Play Your Cards Right

Mon, 21 Aug 2017 15:15:27 +0000

by Poins

Savvy. It seems particularly appropriate to look at Savvy with the passing this weekend of veteran British performer Bruce Forsyth. One of the shows ‘Brucie’ was best known for was the game show “Play Your Cards Right”. In that game, giant playing cards were placed face down. One was turned over and contestants had to guess whether the next card to be turned was higher or lower.

At its heart, Savvy is the same game. So much so, that I defy any Brit to play this game without slipping in to the inevitable Bruce Forsyth impression as you call out “Higher!” or “Lower!”

Instead of playing cards, Savvy is played with a pack of cards numbered 1 to 36. There is just one of each card. The box also comes with a set of plastic chips. To play, the deck is shuffled and a random face down card is removed. The top card is revealed and as play goes around the table, players choose either to play or pass. If they pass, they must pay a chip into the central pool. If they play, they make a ‘higher’ or ‘lower’ call. If they are correct, they earn a chip, and they can keep going and adding to the pile of chips they will win. When the player stops without having made an incorrect guess, the chips they have earned go into that player’s ‘bank’. If at any point the player makes an incorrect guess, they lose the chips they have earned. What adds a degree of pressure and fun to the game is that if a player is wrong on their first guess (ie: before they have built up any earnings in that turn) then they lose half the chips in their bank, rounded up.

Savvy is a game that encourages card counting: canny players will have remembered which numbers have already appeared and so will be mentally adjusting the odds as they play. If playing as a family game with younger or older family members whose memory may be less acute, you can easily print off a sheet of numbers so that players can mark off or cover up each number as it appears – putting players on an even footing.

Savvy isn’t going to set the world aflame and is unlikely to win any Spiel de Jahres awards, but it is a perfectly enjoyable filler. Who knows, you may even find the Brucie impersonators around the table calling out “Good game, good game!”

I've posted a 360º photo of Savvy on Board's Eye View. You can find it at

(NB: Giant playing cards not included)

Thread: Great Western Trail:: Rules:: Building 8b adjacency on risk space

Mon, 21 Aug 2017 15:14:58 +0000

by alphaom3ga

Let's say I build my 8b building onto desert risk space, the one between B and C neutral building spots. Is my building adjacent to both tiles B and C, or only C because there're hazard spaces in between?

Thread: Darkest Night (First edition):: Rules:: Scholar - Counterspell

Mon, 21 Aug 2017 15:10:37 +0000

by Narktor

If I cast for example Counterspell at location X, does it remain there when I move away?

Thread: 878: Vikings – Invasions of England:: General:: Watch It Played Video!

Mon, 21 Aug 2017 15:09:11 +0000

by Nightsbane

Just a heads up, since I had not seen anyone mention it (and now also see it above) - Rodney released a Watch It Played video for 878! A nice boost to my Monday to see it - and greetings from the path of the eclipse today (image)

Thread: Massive Darkness:: Rules:: How does stunning work exactly? And can it be used efficiently?

Mon, 21 Aug 2017 15:07:56 +0000

by MetalPirate In my first game, I thought than stunning would be extremely powerful. Then I discovered that I got two important rules wrong: I did not roll defense die for stunned monsters and I waited until the next enemy phase for their get up action, i.e. left them stunned (and unable to counter-attack) for the whole turn. Perhaps my expectations from video games led my on the wrong path ("Yeah, he's frozen, start hacking on him!"), but then I re-read the rules ... and as a consequence, now I think that stunning is not very useful at all, especially given its high cost of 1-2 bams which can often be used more efficiently otherwise. To all rule experts here: Please confirm that I now got these rules right:1) In almost all cases, stunning only replaces the usual counter-attack with a get up action, i.e. it effectively cancels the counter-attack and that's it. Monster was up before the wizard's activation, monster is up again after wizard's activation, the only difference being that there was no counter-attack, so the wizard did not risk being injured. The reason is that the monster recovers from stunning (gets up) on its next activation and usually this is already the counter-attack on the person who stunned it.2) The only exception to this rule is that the hero who caused the stunning has moved both (a) out of line of sight and (b) into the shadows after stunning the monster, because this is the only way to avoid enemy activation for counter-attacks (see last paragraph in "HEROES' PHASE" section). An additional move into the shadows and out of sight must happen after the stun attack because attacking requires line of sight. This additional move costs at least one extra movement action which could otherwise be spent on hitting the stunned monster. 3) In case of moving out of LOS and into the shadows, the benefit of the stunning is that the next hero who attacks the stunned monster has its counter-attack cancelled (unless he moved out of LOS and into the shadows as well for a further delay of the get-up). Hiding effectively means delaying the get up. The latest option for the get up then is the monster activation in the enemy phase which cannot be avoided.3) While being stunned, the stunned monster suffers no penalties at all. No reduced combat rolls or anything else. All defense die are rolled, even if they come from a long sword. Thematically, the stunned monster is still able to use swords to defend itself. This feels rather strange, but this is what the rules say, unless I got something wrong.So, what does this mean strategically?A) Stunning has costs associated with it, both skill costs for appropriate classes (like the Freeze skill line for the Battle Wizard) and combat costs like bams. What do we get in return? A cancelled counter-attack, or, for further costs in terms of spent actions, a delayed cancelled counter-attack.B) The stunning attack is usually a magic attack, i.e. dealt at range 1-2. Then, if the monster is pinned down by one or more allied heroes in the same zone, there won't be a counter-attack anyway. (Unless the monster has the slippery trait.) So: Stunning in combination with ranged or magic attacks is basically useless if there are 3+ heroes with properly mixed classes in the game. C) For [...]

Session: Absolute Victory: World Conflict 1939-1945:: 4 days of Absolute Victory

Mon, 21 Aug 2017 15:06:29 +0000

by jameycribbs

I was fortunate to play this four straight days with 3 other buddies. We played the 1939 scenario with some of the optional rules.

We had a blast! I went from being doubtful of the events all the way over to the events being my favorite part of the game. There was one particular instance, late Friday night when I had been sampling wine, that stands out. I found out that my test pilot (I believe he was Mussolini's son or something) had narrowly missed crashing in his test flight of the first Italian jet fighter and that, consequently, the Italians would be the first country to introduce jet fighters into their air force! Let's just say that a fist pump was called for at that moment.

While we did have lots of rules questions, having four of us to look things up and read events really made the game go faster. We do have some issues with some rules, particular sea lift and naval interception in general, but overall I think that we all had a positive experience.

We did all agree that the 1939 scenario is not good for four players. The two pacific players did not have enough to do. We think the 1941 scenario would be much better and we may eventually get this back out on the table to try that.

Thread: The 7th Continent:: General:: Turn order question

Mon, 21 Aug 2017 15:03:17 +0000

by jonpfl


I haven't played my copy yet but curious if I understand turn order correctly. It sounds like anyone can take a turn in any order as long as everyone agrees, correct?

And sometimes you pick a leader and the other players can follow (or attempt an action).

Is this correct? My wife and I plan to start playing this week and want to make sure I understand it correctly.

Is there ever a reason to not do things as a group?


Thread: Shadowrun: Crossfire:: General:: What Did You Name Your Runners?

Mon, 21 Aug 2017 14:57:24 +0000

by Danneq

So I'm just curious, what did y'all name your runners? I'm sure this game has people who are familiar with the Shadowrun universe and people who had never heard of it until they got this game, so I bet there's a pretty good variety of names out there.

Thread: The 7th Continent:: Rules:: Discarding Cards

Mon, 21 Aug 2017 14:57:07 +0000

by crysknife

Do all revealed Exploration Cards get discarded to The Past? Or does the card have to explicitly say "Discard This" after resolving the action? I've been playing that it must say to discard, otherwise, it gets returned to the box.

Thread: Underlings of Underwing:: General:: Dragon Icons

Mon, 21 Aug 2017 14:56:39 +0000

by TimMierz

After our first play, we noted that I did quite well due to starting with dragons that gave +1 Handler, by complete random chance. We then noticed that those dragons & eggs had a diamond icon on the top left corner, and a great number (all?) of other diamond icon dragons gave +1 Handler.

Do the other icons have meanings? They're good to know!

Thread: Escape Plan:: Organized Play:: Escape Plan online playtesting

Mon, 21 Aug 2017 14:54:49 +0000

by newrev

Hi guys,
I'm opening new public playtesting sessions for Escape Plan on Tabletopia.
If you want to participate, just subscribed this forum to check the links and schedules for the tables.

You can also subscribe this geeklist where I log alll online playtestings:

All you have to do is to join my Discord channel for chat room and then link on the table you want.
You can also find all the links to the tables in discord. Discord:

Thread: The Castles of Burgundy: The Card Game:: Variants:: A few suggestions for possible tweaks

Mon, 21 Aug 2017 14:53:09 +0000

by Caylusboy

Hello fellow CofB Cards fans!

CofB Cards is great as it is of course, and I am perfectly happy playing it as it is.

I noticed that players' scores tend to be fairly close; this isn't necessarily a bad thing, of course.

But the following few ideas occurred to me and I was wondering whether, if successfully implemented, they might offer players a chance to take a stronger lead.

1. For Action 6 "Convert Silver/Workers to VPs", divide by 2 (instead of by 3). This might make Act 6 a more attractive and interesting action, possibly even a potential strategy. As it is, Act. 6 is merely a one-time endgame play to convert any leftover worker/silver cards. It seems kind of unfortunate that one of the game's 6 normal actions has such a limited role.

2. Watchtower: make the bonus function of this building +2 vp, instead of just +1.

Just toying with ideas for possible tweaks! (image) Has anyone had any other fun ideas?

Please let me know if you think these ideas would break the balance of the game, and if you dislike them, why so.

Thread: Fury of Dracula (third edition):: Variants:: A few house rules suggestions

Mon, 21 Aug 2017 14:49:48 +0000

by HealingAura

What do you think about these house rules for Fury of Dracula:

1. Instead of the normal damage to Dracula at sea (2 1 1 1... or 2 2 2 2... with the Rufus Smith ally), Dracula receives 3 2 1 1 1... damage (or 3 2 2 2 2 ... with Rufus).

This prevents Pirate Dracula from going to sea again and again

2. Dracula's Feed power card can only be played if the trail contains 5 land locations (hide counts as land location).

This prevents Dracula from using Feed to heal himself when he's just got an advantage (was invulnerable at sea, or had just matured a vampire)

3. When the hunters supply at night and receive a Dracula event, that event is discarded if Dracula is currently at sea.

Too many times the hunters just "pass" the turn during the night because they are afraid of giving Dracula free events. This makes the supply at night action risk free while Dracula chooses to become invulnerable at sea.

Thread: Viticulture Essential Edition:: Rules:: Placing worker question

Mon, 21 Aug 2017 14:49:07 +0000

by Frippenikk

In a three player game can I put two of my workers on same action....and then also put my Grand Worker there? and do Three action of same type?

ex. make very very much wine with three workers on the making wine action?

I really like the game.....but my GF always win...:/

Thread: Memoir '44:: Rules:: Gung ho! Affects one or several sectors?

Mon, 21 Aug 2017 14:48:43 +0000

by Merkillinen

US Marines have the Gung ho! ability which lets them activate one unit more every time they activate units. FAQ states that this applies to cards like Medics & Mechanics, but the wording is vague when it comes to cards that activate units in multiple sectors.

My question is, does the ability make for example General Advance a 2-2-3 card or a 3-3-3 card?

Thread: Apocrypha Adventure Card Game:: Rules:: Will saint decks grow over time?

Mon, 21 Aug 2017 14:44:47 +0000

by jcook119

A question for Mike and the game crew, will the size of the saint decks grow in later expansions? I am thinking of the PACG mechanic, and wondering if Apocrypha will have something similar. It seems to me as the threats and gifts grow in difficulty, the 15 card decks will be more and more stressed.

Thread: Dragonfire:: General:: Alpha player question

Mon, 21 Aug 2017 14:43:58 +0000

by Morph Mode

One thing I think I heard and/or assumed about Shadowrun Crossfire was that it could have an alpha player issue. Each round you will know the crossfire (now dragonfire) effect, you will see how much of each symbol you will need for all the encounters - the only random element will be which cards will come up in the market as cards are purchased. So it could lend itself to puzzle-ing out the optimal solution and plan out who will buy which card etc to 'solve' that round.

Is that a fair assessment or are there other elements I am missing about the game? Have others experienced that? And if so does it sound like there is anything in Dragonfire that will stop that from happening?

I know people like to say 'just don't play with people like that' but I've found that when co-op games are puzzle-y, players tend to slow down and try to solve the puzzle.

Thread: Sails of Glory:: General:: Bonhomme Richard at Gen Con 2107

Mon, 21 Aug 2017 14:42:31 +0000

by Nightmoss

Sails of Glory's next wave ships were at Gen Con 2017 in limited supply. I picked up the only ship I really wanted out of the next wave; Bonhomme Richard. They sold out early on Thursday the first day. Enjoy!




Thread: Guns & Steel: Renaissance:: Rules:: Colossus of rhodes

Mon, 21 Aug 2017 14:41:16 +0000


I recently bought this amazing game and so far I really enjoy it.
I trade Innovation for this one (actually I got Guns and Steel and Renaissance as well) and I am glad I did. This game is so much better. We are playing with the two set mixed together so there is no replayability issue.
I had a question though regarding the wonder Colossus of Rhodes which require to activate an attack card.
So do you put a marker on it if you activate an attack card even if there is no effect. For instance I am plaing the warriors and my opponent has no ressource to deplete?

Thread: Viticulture:: General:: Leaning Viticulture and Tuscany

Mon, 21 Aug 2017 14:38:23 +0000

by Windship2Mars

Viticulture essential with the Tuscany essential expansion are arriving tomorrow. What is the best way to go about learning this game? Just learn to play Viticulture 1st and then add in the Tuscany expansions. Or is there a short cut?

Thread: Front Toward Enemy:: General:: On the bubble ... more info?

Mon, 21 Aug 2017 14:35:06 +0000

by cfarrell

I'm interested in this game but on the bubble in terms of pre-ordering ... I'd really like get some more information on it. A draft rulebook maybe? A couple examples of play? A replay of a scenario? Design diary? It seems like the information out there is a bit thin.

Thread: Jamaica: The Crew:: Rules:: English Rules?

Mon, 21 Aug 2017 14:34:18 +0000

by Artax

Are the rules available online? In English of course.

Thread: Massive Darkness:: Rules:: Q: Does a hero keep all stuff when he dies

Mon, 21 Aug 2017 14:33:45 +0000

by kluuetje

When a hero dies do they keep their experience point, equipment etc.?

Thread: Time of Crisis:: General:: FOEDERATI question ?

Mon, 21 Aug 2017 14:33:29 +0000

by SonofAleric

join the barbarians only when i have barbarians in my army ?

For example only 2 legions in my army, will 1 barbarian army join my army when i played FOEDERATI or MUST my army contains barbarians ?

best regards

Thread: Death Path:: General:: You wanted a playmat... we got one!

Mon, 21 Aug 2017 14:32:41 +0000

by jp4media

I ran into several people at Gencon asking if they could bump up their pledge now for the playmat. I can't argue with that, so let's do it.

Each Death Path playmat is designed for 2 players sitting across from one another. If you intend to play Death Path with 3-4 players, you should get 2 mats and place them side-by-side -- or 3 mats for 5-6 players, etc.

Increase your pledge amount by $25 for each playmat you want to add on!
Now is a great time to do this... no, seriously -- do it.

This 2' x 2' mousepad style playmat is created by Maelstrom Gaming Mats. Unlike some other mousepad mats, this one also includes stitching on the edges to lay flat.

Thread: Anachrony:: General:: Retail version

Mon, 21 Aug 2017 14:31:57 +0000

by esed

Hi! I am really interested in this as it looks amazing but I have one question - if I buy at retail, will I get those miniatures for exosuits or will I be stuck with bunch of paper tokens? All the reviers show those miniatures.... And if those are not included in retail version, can I buy them separately somehow? Preferably in Europe? Thanks!

Thread: Liberty or Death: The American Insurrection:: Rules:: Ineligible through next card / Winter Quarters

Mon, 21 Aug 2017 14:31:12 +0000

by lindnerf

As the British I took the event of card 50 which makes the French ineligible through next card. However, after that the turn was over and the next card was a Winter Quarters. Does this nullify the French ineligibility so that they become eligible after the WQ? Or do they stay ineligible?

Thread: S.P.Q.RisiKo!:: Variants:: Extra Victory Condition

Mon, 21 Aug 2017 14:31:08 +0000

by mytreds

Instead of victory being achieved solely on VPs, now you must have the most VP and have control of Rome. If you cap at the agreed upon VP amount but do not have Rome, you suffer from too large an empire and are subject to revolting provinces. A revolting province can be chosen randomly somehow, placing 3 - 5 armies on a province that is furthest away from the center of your empire. You must immediately battle the uprising to retain control of your province. This happens once during a players turn and keeps happening until they capture Rome.

Thread: Stellar Armada:: Rules:: Gameplay clarification question

Mon, 21 Aug 2017 14:28:21 +0000

by Bunchwacky

I tried playing this two-player last night and came up against an interesting issue. If one player never fires and does nothing but recharge shields and puts any remaining points in engines, it becomes fundamentally impossible for anyone to win the game. Am I doing something wrong? 3 masers and 2 missiles per turn will only knock out the shields. Then the next player recharges the shields and puts the last point into engines. This went on for several turns until I finally just put the game away. Can anyone give some input as to what we are doing wrong?

Thread: Fallout:: General:: combat and positioning?

Mon, 21 Aug 2017 14:25:25 +0000

by Skrell

Can someone who's demo'd this please explain if combat is literally just the die rolling or if somehow character "positioning" plays a part? (I.e. distance or cover)

Thread: Star Wars: Armada:: General:: Foreign languages last expansions

Mon, 21 Aug 2017 14:24:48 +0000

by mae68it

Are there any news about publishing of this game last expansions in foreign languages? (I'm expecially interested in Italian version)

Thread: Zombicide Box of Zombies Set #8: Murder of Crowz:: News:: Are Crowz still available?

Mon, 21 Aug 2017 14:23:26 +0000

by hjaggs

I've been looking for the Crowz set for a while and been having no luck in physical shops or online. Does anyone know if they're out of print, and if so, if it's forever or if they might be back at some point?


Thread: Twilight Imperium (Fourth Edition):: General:: Ship models / still on sprues?

Mon, 21 Aug 2017 14:19:07 +0000

by DXVandenburgh

Are the ships still coming on sprues?

Thread: Tsuro:: General:: Tsuro compatibilty

Mon, 21 Aug 2017 14:11:45 +0000

by Papapaco

Is Tsuro on iOS compatible with Android? I want to play with Android users?

Thread: Taluva:: Rules:: Can I place a temple between a settlement of 2 huts and a settlement of 1 hut?

Mon, 21 Aug 2017 14:11:10 +0000

by projectmoonlightcafe

So both settlements don't have 3 huts on min 3 hexes, but the resulting one does. So can I use a temple to join a 2-hut settlement with a 1-hut settlement? I assume the answer is no, but I also assumed the answer to use a temple to join a settlement without a temple with a settlement with a temple was invalid until I read it here. Logically it should not be a valid rule...but oh well. So what about this question?

Also, the rules state Step 1 place a tile and Step 2 build/expand, but doesn't really explicitly say you have to do 1 before 2, and this question came about last night as my buddy wanted to place a hut next to his 1-hut settlement before crushing his first hut with a volcanic eruption to block me. I told him step 1 before step 2 but rules doesn't say you can't do 2 before 1.

Thread: Darkest Night (First edition):: Rules:: Bonuses (here: Paragon - Sanctitiy)

Mon, 21 Aug 2017 14:09:07 +0000

by Narktor

I'll ask this in context of the paragons bonus: Sanctity.
Can it be applied to other heroes?
Can I put the card to another heroes her sheet, to mark that he has the bonus now? Can I move the bonus to another player afterwards?
When can I move the bonus, and does it require an action point?

Thread: Endangered Orphans of Condyle Cove:: Rules:: My Binky (the card, not mine)

Mon, 21 Aug 2017 14:05:11 +0000

by pipoufle

The card called "My binky" tells me to take the first 5 cards from my discard and the top 2 from other players... Also discard? Or deck?

Thread: Commands & Colors: Napoleonics:: Play By Forum:: Looking for opponents

Mon, 21 Aug 2017 14:04:14 +0000

by proyce

Hi, I am looking for opponents to play on Vassal (or face-to-face in Minnesota). I am in time zone -5 GMT (which will become -6 GMT November through mid-March). I am available most weekday evenings and also most weekend afternoons and evenings.

Thread: Dark Moon: Shadow Corporation:: Rules:: Proposed Errata: Player Aid Error with Amutation Votes

Mon, 21 Aug 2017 14:03:25 +0000

by avacar

I just picked up Dark Moon: Shadow Corporation at Gen Con. It is an excellent expansion, and I think will quickly become a must-include when playing Dark Moon.

Unfortunately, there is a significant, and critical error on the player aid cards provided. In Dark Moon:Shadow Corporation, players can now vote on amputations. the rulebook is very clear:
Amputation votes happen exactly like Quarantine votes. Every weak (red) die is a vote to amputate one of the player's arms. Every strong (black) die is a vote to NOT amputate their arm.

I don't think that leaves much room for interpretation, and is consistent with what I would expect from the original Dark Moon for this kind of aggressive/negative vote. It has an important implication, as the retrieve sample threat forces a player to call an amputation vote and submit a Weak (red) die.

Unfortunately the player aid has it entirely backward:

This is counter-intuitive. It also makes the the retrieve sample threat seem backward; why would you want a sample arm, but vote to keep it attached to the target?

The obvious conclusion is that with the rulebook being clear, and in line with the original game, and with the retrieve sample card and rules agreeing with the rules, the player aid must be an error.

It wouldn't be too hard to make a new player aid, but it is too bad that the in-the-box version has this error.

Thread: Darkest Night (First edition):: Rules:: Power Cards - The monastery

Mon, 21 Aug 2017 14:02:02 +0000

by Narktor

Is it possible to use power cards when standing in the monastery?
For example, lets say there are blights in the monastery.Can I cast a rune of nullification with the wizard inside the monastery?

Thread: King of Tokyo: Halloween:: General:: Are costumes in the 2017 release?

Mon, 21 Aug 2017 14:01:17 +0000

by JTPiland

Unless I'm missing it, the contents listed here do not include the costume cards. Am I interpreting correctly that the new release is only the two new characters (including evolution cards) and the new dice set?

Thread: Shark Island:: Rules:: shark starting health and reroll tokens

Mon, 21 Aug 2017 14:00:00 +0000

by Jade Marmoset

I have a couple of questions.

1. The game is for 2 to 5 players, but there are only places on the shark health track for 2, 3 and 4 players. Where does the shark start with 5 players? Since there was no spot for 5, I thought perhaps this number was meant to represent the number of HUNTER players. But then there is no spot for 1 if you are playing a 2 player game. So I am still confused here.

2. Re-roll tokens. As far as I could find, The rules simply state these are for re-rolling the dice. Does this mean you have to re-roll all dice? Is it only one per token? Or can you re-roll any number of dice?

Thread: Bayonets & Tomahawks:: General:: Blind Vassal Playtesters needed

Mon, 21 Aug 2017 13:59:59 +0000

by bsets

Greetings all,

FTF playtesting on this game is going quite well - at least three rounds have been completed by Marc so far and the changes stemming from those playtests have been baked into the design and rules.

Just finished up a ton of Vassal updates over the weekend, and now need some folks to take a blind playtest spin of the game using the Vassal module. The goal is to get folks to look at it without significant input from the Designer or Developer and see if you can play.

There may be Vassal issues as I'm not the professional Vassalizer that some of my contemporaries are, but it is functional and the scenario files are in place. If interested, please send me a message and I can get you going on checking out this wonderful design.

Happy Eclipse day (for the the US folks)

Thread: Giga-Robo!:: General:: Craving more information

Mon, 21 Aug 2017 13:59:09 +0000

by dkartzinel

Okay, I missed this one on Kickstarter, but darn if they didn't drag me in after all - so I'm craving more information. Anyone get to play this at GenCon? How was it? Any cool things you saw?

Also, any information about WHEN in Q4 it's shipping? I saw from the updates on KS they had to get some new art for pilot cards? Is it being manufactured in China?

Thread: Kaiju Crush:: Rules:: Quick question about Square and Line objectives

Mon, 21 Aug 2017 13:50:51 +0000

by Lunar Whaler

Hey all! Got a copy of Kaiju Crush at Gen Con, but ran into a question while playing. Let's say that I control territory in the following shape:


If the Square objective is in play, it says I get 3 points per square I make. Is the above formation two squares (left, right) or three squares (left, center, right)? Same logic extends to the Line objective - a five space line can really be two four space lines.

Review: Ex Libris:: Ex Libris - Overview and Impressions from Gen Con 2017

Mon, 21 Aug 2017 13:50:15 +0000

by gregor1863 Renegade Game Studios is quickly becoming one of the publishers always on my watch list. They've started to churn out a number of great, high quality titles with excellent game play. Ex Libris was one of my must haves for Gen Con 2017, despite the lack of information prior to release. Here are some thoughts after a demo and play through.ComponentsAs with other Renegade titles, the components for Ex Libris are great. There are a number of thick stock tiles, a variety of meeples to represent the different workers used in the game, and large board that provides final scoring information. One nice touch is the use of a dry marker board for tracking score...much better than score sheets. The artwork is colorful and playful. Another nice touch is every book on the cards has a unique title, very reminiscent of what you might find at Hogwarts. My only complaint is the non-standard sized cards (I believe 57x80) for sleeves. For non-sleevers, no big deal.GameplayEx Libris is about assembling the best library for the town's mayor. This is done by acquiring cards and placing them on a series of shelves, following several placement rules. To acquire cards, you'll be sending assistants out to tiles, which provide special abilities.At the start of the game, each player will choose from one of two dealt library tiles. These tiles provide a special assistant, unique for each player. For example, there is a mummy who can bury cards underneath other books they shelve to score bonus points at the end of the game. The goblin can steal cards from other players when placed on a location with one or more opponent's assistants. There is a even a gelatinous cube represented by a translucent green cube.The heart of the game is the 152 card deck. Each card will contains one or more of the six book categories. At the start of the game, each player will receive a face down card representing the books they are trying to collect the most of. Additionally, there will be a face up category that will score bonus points for whomever has the most at the end of the game and another that will penalize players for each book[...]

Thread: Firefly Adventures: Brigands & Browncoats:: General:: sorry, but i really don't like the idea of the box being the board...

Mon, 21 Aug 2017 13:43:04 +0000

by John_VW

you play on/in...would much much prefer an actual board, and then maybe much shorter (shorter than the box sides) walls/doors/etc you could just place around the board...

if what i saw in the video is the finished product (box bottom is what you have to play in/on) then i'll be cancelling my pre-order...

Thread: Beer Empire:: General:: Yeast

Mon, 21 Aug 2017 13:32:42 +0000

by wi1ky

After a few games now of BE the one missing component in the brewing process is yeast. Every time we play it is the only thematic part of the game that is missing. Was there a reason that it was left out?

Thread: Stuffed Fables:: General:: Thoughts about Stuffed Fables from my girls.

Mon, 21 Aug 2017 13:30:25 +0000

by youperguy

My oldest two girls 8 and 11 have played Mice and Mystics for along time.

Their thoughts on the pictures and videos from GenCon.

11 year old
1) "Looks Very Good"
2) "I want to be the Elephant"
3) "It can't be as good as Mice and Mystics"

8 year old
1) "Looks Fun"
2) "it looks like the combined Mice and Mystics and Pandemic Legacy"
3) "Can we play Mice and Mystics today?"

Anyway we are all excited. Big Thank You to Jerry for making another unique game the is interesting to kids.

Thread: Coyote:: Rules:: A negativity start

Mon, 21 Aug 2017 13:29:40 +0000

by qbrain35

There may be a negative total. But the game does not allow a starting number below zero. This can be a disadvantage for the first player. Is there a solution to this.

Thread: Legendary: A Marvel Deck Building Game:: General:: Guess The Theme!

Mon, 21 Aug 2017 13:29:20 +0000

by ncannelora

Back when I was still playing a ton of Marvel Overpower, a forum I frequented had a very fun thread, to guess the theme of a deck assembled. Since playing Legendary, I've thought about themed Rosters that would be peculiar, weird, interesting, or otherwise quirky. It could be game-specific, comic-relevant, or anything else we could imagine. So, I decided to start a thread here, too!

Here's how the game works:
I'll post a five-character team. The first person who can guess the theme that ties them together, wins the next turn! Then they post their five-character team, and we all try to figure it out. So on and so forth!

Without further ado, here's the first (softball (image) )

Elsa Bloodstone
Emma Frost
Jean Grey
Luke Cage
Nick Fury

Happy Guessing!!

Thread: Champions of Midgard: The Dark Mountains:: Rules:: Lone Warrior Question

Mon, 21 Aug 2017 13:28:27 +0000

by Chronomodra

When this card says to pay 1 for a viking die, can I get ANY die I want? Does this include archers or (if playing with Valhalla) a berserker/shieldwarrior?

Thread: Lisboa:: General:: Lisboa Retail

Mon, 21 Aug 2017 13:28:04 +0000

by schnel

Has anyone heard anything as to when they might hit retail?

Thread: Fabled Fruit:: Rules:: Market locked

Mon, 21 Aug 2017 13:26:19 +0000

by Ikarus

We have been given the situation where the locations allowed to put letters in the market to pick other from the stack but no location allowed to pick or exchange with the market.

Any cards placed on the market are blocked. The market has any limit?

Thread: Star Wars: The Card Game:: General:: Solo Variant update forthcoming and.....

Mon, 21 Aug 2017 13:25:04 +0000

by JK777

....hopefully anyone who voted on the poll in the thread linked below is also subscribed to that thread, but if not, or if you missed the thread then here is your chance to have Star Wars the Card Game Solo Rules updated.

Thank you.

Thread: Octopus' Garden:: Rules:: Stacking Starfish

Mon, 21 Aug 2017 13:24:32 +0000

by dsdhornet

Can starfish stack? i.e, if required movement would move a starfish onto another starfish, is that allowed or do they block movement?

Rules as written would seem to indicate that they can, since starfish can stack on anything except coral.

Thread: Fallout:: General:: What I gathered from watching the GenCon videos

Mon, 21 Aug 2017 13:24:19 +0000

by youperguy

Here are some general rules items that I gathered from watching various gencon videos about the Fallout boardgame.

1) The dice have 1 two pip side, 3 one pip sides, and 2 zero pip sides.

2) During a skill test you always roll 3 dice looking for pips.

3) Most skill tests offer rerolls if you have certain SPECIAL stats. For example a test might be IA4. This test would require 4 pips on the 3 dice. You would get 1 reroll if you had I or A stats, and 2 rerolls if you have both. A reroll allows you to reroll any or all of the dice.

4) Some equipment will also allow rerolls like the vault suit seems to allow a reroll for E tests.

5) The move action give you 2 movement points. (Except for the Brotherhood exile who only gets 1, but can spend a Cap to move 2).

6) You can interrupt your move action to do another action. For example you can move space fight, then move another space.

7) Combat involves rolling the three dice. Each enemy has either Head, Body, Arms, or Legs as a weak point. Some have multiple. For example the Railroad member has Head and legs. Each die that matches a symbol does one damage. Each Pip does a damage to the player.

8) Weapons seems to give you rerolls if you have certain skills. The Sniper Rifle if you have P and/or A. The Alien Blaster seems to give two rerolls if you have I. They both seem to have a special ability the adds damage for certain rolls.

9) There are encounter decks for ruins and settlements. In one example a quest card got shuffled into the settlement encounter deck.

10) The Supermutant gains XP when he gets Rad damage.

Thread: Talon:: Variants:: New Faction: Tiberians

Mon, 21 Aug 2017 13:24:11 +0000

by mpowers

Posted in the files section:

Wanted my favorite faction from the Star Fleet Universe reimagined into the Talonverse. We also wanted a third faction for our long-threatened SE4X game (2v1 with the Tal and Tib ganging up on the Terran economic powerhouse, as you would expect).

New weapons are the Plasma Torpedo (a seeking weapon whose damage decreases over distance) and the Mauler (a direct fire weapon that does variable damage depending on charge level).

New faction ability is the Cloaking Device (twice per game, ship is unable to target or be targeted for up to six impulses; can fire first out of cloak if you win the initiative double-move).

The new weapons are costed and the ships priced according to the spreadsheets Jim and company provided, with care to balance the point values against the other factions' DD/CL/CA (53/88/115).

True to form, Tiberians are slow to recharge, slightly underpowered and poky, but pack a big punch.

The Tsintis are also in development: missile-and-disruptor ships that can each carry a missile-equipped fighter squadron.

Hope you enjoy.

Thread: 1846: The Race for the Midwest:: Rules:: Removed Corporations in 3- and 4- player games

Mon, 21 Aug 2017 13:24:02 +0000

by raynovich

Hello all,
For the companies that are taken out during a 3- or 4-player game, are there spots legal to play? Can you use their connections to get the East/West bonus? In a game I was playing, the C&O was out of the game. I thought the C&O connection was essentially out of the game. That would make sense to me in the sense that the company is not in the game and the company that would make that connection. It also would reduce the amount of space on the board to use as it would seem to be desirable at a smaller player count.

There is a thread where the privates do not continue to block which made sense to me that those are not considered in the game if they are removed.

I assume that this has already been answered. I just could not find it.

Thread: StarCraft: The Board Game – Brood War Expansion:: General:: RE: What event cards and navigation routes come with the expansion?

Mon, 21 Aug 2017 13:23:18 +0000

by Korei Khan


Could somebody please let me know what event cards and navigation routes come with the expansion, I am having trouble figuring this out.

Thanks for your help

Thread: Terraforming Mars:: General:: Manutech are really good

Mon, 21 Aug 2017 13:19:16 +0000

by Robo Fish

We have tried a few games with Viron and Manutech. I the 3 games they have played (all 3 player) Manutech has won every one.
They are extremely good.

Thread: The 7th Continent:: General:: Movement and Exploration

Mon, 21 Aug 2017 13:17:55 +0000

by navaccaro

Apologies if this has already been answered. This question has to do with movement across visible and accessible terrain cards.

Here's an example board. I have 4 cards on the board. From North to South: a terrain with 1 movement, on which stands my character; a terrain with 1 movement; a terrain with 2 movement; a fog card.

I can move 2 to the South because there is an uninterrupted chain of terrain cards. This would cost 1 movement. If I move 2 to the South, I can then explore the fog card, which would cost 2 movement (3 total up to this point).

My question is: can I move directly from the Northmost terrain to the fog card, since there's effectively an uninterrupted chain of cards? Or do you always have to move onto a fog card from an adjacent card, then take the pathfinding action after?

Thread: Century: Golem Edition:: General:: Sleeve Size

Mon, 21 Aug 2017 13:17:23 +0000

by McGuit

Does anyone know the sleeves that are the right size for the game?

Thread: Darkest Night (First edition):: Rules:: Wizard - Invisibility

Mon, 21 Aug 2017 13:15:37 +0000

by Narktor

The card reads:
"...Deactivate and exhaust if you fail a combat or use another tactic."
What does this mean? If I screw it up I have to exhaust it UNLESS I play another afterwards? How does this even work, when I've made my roll to elude I can't do anything anymore concerning combat, can I?
Especially with the wizard, since his other two tactics, lightning strike and fiendfire, are related to fighting. I mean, I can't say "Oh I've failed eluding my enemy so I fight him now!" can I?
And if I really can and then succeed in fighting the enemy, can I then leave invisibility active/"unexhausted"?

Thread: Elder Sign:: Rules:: Change of Trophies?

Mon, 21 Aug 2017 13:12:29 +0000

by VirtualAlex

When you spend a 3-trophy to buy a 2-cost item at the entrance, do you get change?

Thread: Elder Sign:: Rules:: Entry Effects on Arkham Gates

Mon, 21 Aug 2017 13:11:46 +0000

by VirtualAlex

When a characters uses an back-of-gate effect and flips the card which has an entry effect, does that effect take place immediately?

Are players allowed to look at the underside of arkham gates before deciding to move into them?

Thread: The 7th Continent:: General:: How to store "Fear the Devourers" and "Facing the Elements"?

Mon, 21 Aug 2017 13:08:36 +0000

by PeterM2158

I have everything except the notebook, obviously all the cards fit in the trays, and the dice/dice bag cant sit on top of the mini tray. But how are people storing the Devourer minis and the weather standees? For now I've put them back in their respective boxes as it doesn't seem like there's any way to fit them in the box.

Thread: Spirit Island:: General:: How to get the Promo spirits?

Mon, 21 Aug 2017 13:04:46 +0000

by Meril

The promo spirits really look interesting.
Is there any possibility to buy them?
Will the game designers be at Spiel Essen?
Best regards

Thread: Twilight Imperium (Fourth Edition):: Rules:: Retreat changes

Mon, 21 Aug 2017 13:04:11 +0000

by ThierryV

According to the reference rules 67.7 retreating is handled differently in TI4.

The good :
"Tactical Retreat" is now inherent to the game. Also you now only have to activate this destination system if you actually have any remaining ships to retreat.

The new :
When you announce a retreat you can quickly move ground forces to the space area. This is nice. However if you lose the space combat before you can retreat these are casualties and don't even get to fight on the ground.

The logical :
You can only retreat to systems without any opposing ships in which you control at least a planet or a unit. No more bunnyhopping the agressing fleet or retreating to empty systems.

The ugly :
After retreating, a player must place a command token from
his reinforcements in the system to which he retreated.

This means retreating does not cost anything anymore. If activating an adjacent system is not an issue you can always attempt a retreat for FREE, and now even including ground forces. I am worried its not good to make announcing a retreat pretty much free.

Any thoughts?

Thread: Darkest Night (First edition):: Rules:: Seer - Prediction

Mon, 21 Aug 2017 13:02:02 +0000

by Narktor

1. When I use this card, i roll 2 dice and save their results for later use, right?
2. The card says that I "clear" this card once the dice haven been used. Does this mean the card is removed from the game?

Thread: Darkest Night (First edition):: Rules:: Seer - Prophecy of Fortune

Mon, 21 Aug 2017 12:57:16 +0000

by Narktor

The card reads: At the start of any players turn...

Does this mean that the player has to play that card BEFORE the event card was drawn (In case an event is due)?
In case he has to, does this apply to ALL instructions saying "at the start of...turn", unless specified otherwise on the card?

Thread: Rajas of the Ganges:: General:: U.S. Release

Mon, 21 Aug 2017 12:55:16 +0000

by joelbear

Any idea of the U.S. Release date? Thanks.

Thread: B-17 Flying Fortress Leader:: Rules:: Rephrasing a question about Special Weapons

Mon, 21 Aug 2017 12:55:03 +0000

by Dan_Huffman

The special weapons are active. Meaning rolling at the end of the
week or adding Me 262.

The player then bombs the targets that make up the special weapons support or logistics.
Do the Special Weapons go away once the the marker is flipped to its active side?