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Preview: Recent additions | BoardGameGeek

Recent additions | BoardGameGeek


Thread: Hanamikoji:: General:: Is this Going to ship for Christmas .. CSI

Fri, 09 Dec 2016 02:10:55 +0000

by lanfearl

CSI says in stock in December for the US.

I'd really like to give this as a gift. Please!!!

Thread: Bridge:: Strategy:: A very gentle introduction to squeezes

Fri, 09 Dec 2016 02:08:47 +0000

by Bankler Playing online last night, partner and I bid to a practically cold slam.North -- S:AKQx H:Kxx D:A9x C:J9xSouth -- S:xxx H:AQTxxx D:KQ C:KxSouth North------------1H 2N* (*Strong forcing heart raise) 3H* 3S** (*Non-min, no singleton **Cue bid)4H* 4S** (*Nothing to say **Key card asking) 5C* 5D** (*1 Key Card (Heart ace), ** Do you have the queen?)6C* 6H (*Yes, and the club king) Nice bidding by us. For once. Easy when you have a monster like North.With South declaring, the lead can't come through the Club King, so the contract is cold barring an early ruff or 4-0 hearts in the west. In fact, declarer got a diamond lead so he won, pulled trumps (which were 2-2), cashed the king of diamonds, crossed to dummy in spades, pitched a club on the diamond ace ....... and fell from grace. He led a club and RHO flew with the ace, making six.The position was ripe for a squeeze. After pitching a club, declarer can cross back to his hand and run trumps, leaving the following position.North -- S:AKx South -- S:xx C:KWith one round of spades gone, if nobody has pitched the club ace, then south simply runs the spades. Ace, King, small. If spades broke 3-3 then the last spade is a trick. And if they break 4-2 (or 5-1) the last spade might still be a trick -- if the person with long spades also had the club ace.Give east or west S:QJx C:A. You'll notice that they have one more card than north or south. So E/W has to play one card (this would be on the prior trick). Pitching the club ace means declarers king is good. And pitching a spade means that Norths little spade x is worth a trick. (The victim's partner, having only started with two spades, can't stop the small spade).Our hypothetical East or West has been squeezed. They need to hold one more card than they have space for.Now -- there are lots of types of squeezes and a variety of and there are many requirements for it. Pulling off those may require a good count on the hand, and position. But many players can pull of squeezes without much work, like the one above. You just have to recognize the potential.Mainly -- You must only be one trick short. In this case, we were playing for an overtrick, but a squeeze (usually) only operates if you have all the tricks except one. In that case what you do is play out all your cards in your solid/safe suits, and then if nothing obviously good has happened (like someone throwing away the club ace in the above example) you cash everything else you can and hope that your last card has 'magically' become a winner.(The full requirements for squeezes are summarized as BLUE in Clyde Love's Bridge Squeezes Complete. From wikipedia's page on squeezes:a defender must be busy in two suits, the loser count must be right, at least one threat must be in the upper hand, and there must be an entry to the threat card.In our example, the conditions would be fulfilled:Our hypothetical victim would have to protect spades (with length) and clubs (the ace) -- Busy.We have all the tricks but one -- The loser count is right.One threat is in each hand (north and south) so is in the upper hand.To explain this, consider if we put the club king in north:North -- S:AKx C:KSouth -- S:xx H:x C:xWhen South leads the last heart (the squeeze card) if WEST holds S:QJx and the C:A, he's squeezed (because North is above him ... and discards after). If west pitches the club ace, declarer pitches a spade, and if West pitches a spade, away goes the club king. But in this case, if you give EAST the hand, there is no squeeze, because east can just discard the same suit as north. The original hand's squeeze was automatic -- it would work against either opponent. The revised one was positional, it would only work against west.Finally, you have to have an entry to get to any winner(s) you set up.Anyway, as stated, even with just a little awareness, you can often get to a position to where you can stumble into a squeeze. If you are playing in 3NT and don't see a way to get to 9 tricks, but you have 8 tricks, see if you can[...]

Thread: Conan:: General:: Checklist?

Fri, 09 Dec 2016 01:46:54 +0000

by RyoKanzaki

I know there are a couple spreadsheets for the mini's, but has anyone gone through and created a checklist for everything in the base game/SG's and Add-ons? I went all in and have been going through it looking for any missing bits, but a checklist would speed things up. As it is now I think I'm missing the Kothian Archer character sheet, unless that was something stated in the SG section but never delivered?

Thread: Enemy Action: Ardennes:: Rules:: Both sides of combat chits

Fri, 09 Dec 2016 01:34:21 +0000

by ekted

The rules say to check both sides. If either side applies use it. If both apply, use the P side. Watching Kurt's (enzo622) excellent video playthrough series, I notice that he sometimes doesn't look at the backside if the front applies. Am I misunderstanding something?

I think putting all the P sides on the front of the chits would have been a better choice.

Thread: Risk Europe:: Rules:: Retiremt

Fri, 09 Dec 2016 01:28:09 +0000

by Capitan Nemo

Hi! I have a question about the battles. Is it possible to retire if you are the attacker?

Thread: Star Wars: The Card Game:: General:: New Microbadges Available - Star Wars : The Card Game

Fri, 09 Dec 2016 01:26:07 +0000

by 3wgames

By request, a new set of Microbadges using the Faction art from the game:

[microbadge=40427] [microbadge=40428] [microbadge=40429] [microbadge=40426] [microbadge=40430] [microbadge=40431]

Thread: Love Letter:: Variants:: Love Letter - Hundred Acre Wood Edition

Fri, 09 Dec 2016 01:21:34 +0000

by KingOfRohan

I had the day off from work and spent a couple hours this morning making a Hundred Acre Wood Edition of Love Letter for my two-and-a-half-year-old.

It was a smashing success! She loved it!

It was also the first time she's ever played a game for real with us (as opposed to "playing" an unused bag of trains in Ticket To Ride or handing us the right cards or pieces). My gamer-dad heart couldn't be happier.

8 = Christopher Robin (can't be discarded since the story couldn't well exist without him, could it?)
7 = Piglet (gets overwhelmed by 6 - Rabbit and 5 - Tigger)
6 = Rabbit
5 = Tigger ("bounces" people's hands)
4 = Eeyore ("thanks for noticing," i.e. no one notices you this round)
3 = Kanga & Roo
2 = Owl (wise, knows things others don't)
1 = Winnie-the-Pooh ("think, think, think" as he tries to think what you have in your hand)

Thread: The Little Firefighters:: General:: Availability?

Fri, 09 Dec 2016 01:18:20 +0000

by Speed Adict

Hi all,

I'm located in Australia and would love to get a copy ofthis for my Daughter's birthday next month, anyone know the best place to get a copy of this?

Cheers in advance...

Thread: Monopoly:: Strategy:: Great math video on Strategy to win.

Fri, 09 Dec 2016 01:18:09 +0000

by magicalgamer

Saw a fun video by stand up maths about "The Mathamatics of Winning Monopoly" on youtube. Enjoy.

Thread: Istanbul: Mocha & Baksheesh:: Rules:: Are coffee resource tokens limited?

Fri, 09 Dec 2016 01:17:33 +0000

by Neo_1

Ran into the situation in a 5 player game last night. Had a get 5 coffee card, but there were only 4 in supply. Didn't play it, because I didn't want to give away my end game move only to come up short.


Thread: Imperial Settlers:: Rules:: Making a Deal and end game victory points

Fri, 09 Dec 2016 01:15:07 +0000

by Popularculture


Just wondering if cards in the Making a Deal section count to VP at the end of the game. In the Make a Deal section of the instructions it says that it is part of the field but this conflicts with, or should I say is silent, in other areas of the instructions.

The Make a Deal is the top area of the board where you slide the card under the player board.

Thread: The Manhattan Project: Energy Empire:: General:: Pre Purchase Inquiry: Session Variability?

Fri, 09 Dec 2016 01:14:09 +0000

by Anarchosyn

This game looks pretty fantastic, and I always wanted (but never purchased) the original. Only thing I can't quite appreciate is how variable the games are between sessions. In particular, the buildings seem to play into creating that variable opportunity space, but I'm unsure whether every building will appear in every game.

I scanned the rules, but didn't see anything about leaving building out. Did I miss that, or is it merely the randomized order in which they enter play that creates the variance (like Caylus)?


Thread: Fields of Fire:: Rules:: WP Fire Support Missions

Fri, 09 Dec 2016 01:13:11 +0000

by Blacksmith61

Both WP missions and regular HE missions obscure LOS in the same way, and in some cases, both types of mission have the same VOF modifier (Ex: 81mm Mortars).

So beyond a WP's ability to mark a location for airstrikes, is there any other difference between a HE and WP mission type?

Thanks in advance for any help/advice.

Thread: VENOM Assault:: General:: Different missions

Fri, 09 Dec 2016 01:06:35 +0000

by Spukky

There are a whole lot of missions in this box.
The World in Darkness mission gets suggested as a first mission, which is very nice to help getting started.

I was wondering besides the red line marking the more difficult missions is there any sort of order?
Difficulty wise or story wise?

Thread: Last Battle: Ie Shima, 1945:: General:: Last Battle: Ie Shima 1945 microbadge

Fri, 09 Dec 2016 01:06:28 +0000

by Damjon

Hi all,

I whipped up a microbadge for Ie Shima, and it's been approved. Enjoy.

Microbadge: [microbadge=40407]



Thread: A Study in Emerald:: General:: Has anyone designed a PnP for this?

Fri, 09 Dec 2016 01:02:12 +0000

by jmstoic

Besides the one that was available from Treefrog.

If you can point me in the right direction, we'd all be grateful. I want to play this game, and PnP it, but I'm no graphic designer.

Thanks for considering. And if you have an angle on stock graphics, I'd seriously consider using those and definitely posting my final version for all.

Thread: Flick 'em Up!:: Rules:: Can dynamite be PARTIALLY inside a building?

Fri, 09 Dec 2016 01:00:58 +0000

by geddy19

OK, how about this one, folks:

The dynamite comes to rest in a building's entryway. Per pg. 21 of the Z-Man English rules, this means that it's inside the building. All figures inside are hit and flicked outside, and any tokens inside the building are destroyed. Clear enough.

HOWEVER, what if there's an outside figure or object within the blast radius of the dynamite as it sits?

Since the dynamite barely qualifies as being "inside", which interpretation is correct:

1. Treat inside/outside as binary: The dynamite is inside, period. The blast is confined to the inside of the building, and nothing outside is affected.

2. Treat inside/outside as non-binary: The dynamite is inside, therefore the inside damage still applies. However, it's close enough to the entrance that it also damages outside elements within the blast radius.

I can see #1 being correct because inside/outside is binary when it comes to cowboys entering buildings, and it makes sense to keep the rules as simple and consistent as possible, especially with such a light game.

Despite that, I chose to go with #2 because I wanted to reward a particularly skilful shot. (image)


Thread: Jump the Queue:: General:: A curiosity...

Fri, 09 Dec 2016 00:57:02 +0000

by fmoros

I recently discovered that this game is the same game than
but only with different graphics. The designer is the same one, I have owned a few games from this designer and all are cute games targeted for kids and not too boring to play with their parents.

Anyway, comparing the two boards I found something interesting. In the jungle version, two animals start on the first curve.
In jump of the queue all pieces start on the same place, however the board shows a parking on the first curve which is on the same space than the starting space for those two animals on Dschungelrennen.
So I wonder if the game was thought to also include that rule, but then dropped at later production.

Thread: Favor of the Pharaoh:: Rules:: Palace Key and Final Roll-Off

Fri, 09 Dec 2016 00:28:38 +0000

by Ryslaw

Hello everyone,

I've got a question regarding the Palace Key red tile. It gives + 2 standard dice to start a turn. Can one use it in their final roll-off?

It seems to be quite powerful this way, more powerful in-fact than Royal Decree, which is a higher level tile, and clearly states that it can be used only in the final roll-off.

I'd be very grateful for any clarification on this.

Thread: Evolution: Promo Pack III:: General:: Looking for the food/climate values on all cards

Fri, 09 Dec 2016 00:27:56 +0000

by k2foxbg

Could someone share with me the food values and climate markers on all cards, please? Something like:

Name 1
#1: -1 Food, 3 Cold
#2: 0 Food, 2 Cold
Name 2
#1: -1 Food, 3 Cold
#2: 0 Food, 2 Cold

In case anyone is nervous about it, I've previously gotten the permission from Dominic to ask this information.

Thread: Shadowscape:: General:: Where are the reviews?

Fri, 09 Dec 2016 00:26:15 +0000

by haos17

It's a day before the Kickstarter finishes, I've tried the P&P, and am still undecided. Since the game was released (as an add on) a while back, surely some people have played it. I don't see reviews or strategy posts.

How much play testing has this had? Are there issues, or is it just a matter of learning how to play the characters?

From a few aborted plays, it seems that some characters are better than others. Being able to succeed at searching seems critical, and (especially when there are no 3 treasures) it can be hard to get started if you only have a Search 1 card.

Being able to use your action based on skill symbols showing may be important in some cases, and you can acquire extra cards to boost the power of that action. But some characters can use this to get large amounts of damage, while others can only use this to boost range or card draw.

I've gotten to the stage where characters are just killing time while waiting for new monsters to spawn or until they can get the right fate cards to reach the necessary damage or search, which can keep getting interrupted by using cards defensively in a competitive game. Am I playing right, or is this a common situation.

Some further info or feedback might help me make up my mind on this game.

Thread: Cave Evil: Warcults:: General:: Which way is up on the red artwork?

Fri, 09 Dec 2016 00:25:27 +0000

by Jayboid

Never mind, don't tell me. It's more artifacty if I don't know. It reminds me of this piece of paper I had where a paranoid schizophrenic had written out all the conspiratorial connections between the KKK and the Cherokee tribe, and all the connections that resulted from those connections. He had a spiral way of writing, where he would place one hand flat on the paper, then write a connection, then turn the page a bit, then write another connection, then turn the page a bit, etc. The result was of course not a perfect spiral but a jumble of islands with no way up, each loaded with buried nuggets of mystery. Ever since then I've been fascinated by the parallel worlds of schizophrenics. Realities filled in to the last detail with the precision of dental tools, to quote a schizophrenic (Philip K. Dick). The Air Loom, Matt Pike, Wesley Willis's demons (Heartbreaker and Meansucker), all that sort of thing. It always makes me tear up saying or writing those demon's names, but then I cry at strange things. Like when William Wallace caves that dude's head in with a flail near the beginning of Braveheart. Hey, he packed a whole lotta catharsis into that moment. If there's one thing ol' Mel's good at, it's going full-on apoplectic berserko. But here I am giving away gems from my memoirs. Anyways, that's why regular conspiracy theories can suck it. And so can you if you can't see why this ramble is 100% relevant to the subject at hand. In fact, there's your new advertising slogan. "Warcults: For dudes who cry when he caves that dudes head in with a flail." Thanks, Nate! Warhellride the bus, yo!

Thread: Star Wars: Imperial Assault:: Rules:: Army list unit limit

Fri, 09 Dec 2016 00:13:31 +0000

by Yamaeda

So, you're (ofcourse) only allowed to have one of each unique character, 2 elite and 4 regular units, as per p6 of Skirmish guide.

Are the uniques included in the other groups? I interpret it that way, so a list is maximum 6 deployment cards, or can you have 6 squads and 4, 6, 8 uniques (assuming you can get squads that cheap)

Could i get 4 Regular Imperial officers, 2 Elite Imperial Officers and 2 uniques?

Hmm, looking at the numbers i think it is separate and a non issue, the list above (apart from being crap) would allow 2 weak uniques or 1 powerful.

I just decided uniques are a completely separate group, not included in the other limitations. (image)


Thread: Fortune and Glory: The Cliffhanger Game:: Rules:: Green nazi soldier on board

Fri, 09 Dec 2016 00:13:10 +0000

by kastration

Hello. I have a question about casual green nazi soldier in free space. I get into the space (Serengeti for example) and what happens next if I meet casual green nazi soldier standing lonely there?

I must draw an Enemy or a Nazi Enermy and fight with the nazi figure or what?

I'd be grateful for answers.

Thread: Escape: The Curse of the Temple:: General:: Why has this shot up in the hotness?

Thu, 08 Dec 2016 23:44:25 +0000

by BillyBabel

Did I miss something? I don't see any news and it's not on tabletop, what's the dealio?

Thread: Kingdom Death: Monster:: General:: Want to Buy: Satan T-Shirt

Thu, 08 Dec 2016 23:42:38 +0000

by Elyklord

I'm a huge fan of the Monster crest shirts and I would love to keep the collection complete. I'm already in the Gambler's Lantern pledge so I've got that shirt covered. And I'll definitely be buying one of the Flower Knight shirts Adam said they're going to be ordering soon.

Yes, I know the Satan shirt isn't out yet, or even teased yet. Yes, I know it will be exclusive to the Satan level backers in the current Kickstarter.

What I'm looking for is a Satan level backer that already knows they're not interested in the t-shirt. I'd love to work something out where I can just chuck money at you now, and pre-buy the shirt from you. When it's time to confirm what size shirt you want, you select my size, and when it arrives, I pay to have it shipped to me.

Anyone interested? Willing to pay cash, or have tons of KD plastic for trade (armor kits, white box figures without promos, etc). I would prefer a US based backer so I don't have to worry about shipping internationally.

Thread: The Refuge: A Race for Survival:: General:: Sleeve size?

Thu, 08 Dec 2016 23:39:51 +0000

by merged

Right now I have my cards in Dominion sized sleeves (59x92). Does anyone have an idea of what perfect fits would be?

Thread: Kingdom Death: Monster:: General:: KDM inspired dice tower

Thu, 08 Dec 2016 23:39:09 +0000

by inzo

A friend of mine built a dice tower similar to the one in the Gambler's Chest roll videos. He's listed one on Etsy and can make more if there's any interest. I wasn't sure if it would be appropriate to just post the link here so send me a message if you are interested.


Thread: The Lamps Are Going Out:: Rules:: Attacking Greece with the Central Powers after Salonika event

Thu, 08 Dec 2016 23:38:57 +0000

by Gentilhombre

I have just drawn the Salonika event for the Western Allies, and of course moved a British army to the now opened Greece.

The rules say that a maximum of ONE Western Allies army is allowed in Greece. They also say that the Central Powers may only attack Greece if it contains a Western Allies army.

I was wondering how could I attack and advance with just one army from Greece -leaving my rearguard uncovered-, but if I understand the rules correctly, I could attack and advance with the British army -leaving Greece empty- because the Central Powers could not attack Greece, as there is not any enemy army there. Am I correct?



Thread: Captain Sonar:: General:: Available on Amazon right now for $60 US

Thu, 08 Dec 2016 23:21:35 +0000

by CaanDo

It shows that Captain Sonar will be available on December 18th, so they may or may not arrive by Christmas. You can order now (in advance).

Thread: 1846:: Rules:: The most stupid question ever

Thu, 08 Dec 2016 23:21:15 +0000

by abendoso

Please bear with me. I know it is a stupid question but it is driving me insane. The rules say that the stock purchases are done clockwise but at the end of the round the priority deal is passed "to the left"... isn't this the same? Why use 2 different terms to describe the same direction?

Btw, i am playing solo and enjoying every single step of the way, although is the third time I restart due to having made mistakes!

Thread: Fields of Fire:: General:: How do you guys store your US forces pieces?

Thu, 08 Dec 2016 23:20:30 +0000

by Chaosduck7

So I looked at the guide for sorting the tokens in the files section, but its a little vague when it comes to sorting some stuff.

To start off with, I put the WW2/Korea squads in one small baggy and the vietnam squads in another small baggy.

Now im left with a mountain of fire teams, assault teams, weapons squads, HMGS, LMGs etc. I have no idea how to seperate these out or if i even should. As of right now I have everything thats american and not a squad in one big baggy all mixed up. I havnt played yet, but these seems like it might be annoying.

Im using a GMT games 20 slot counter tray for the other tokens (except the german/korean/vietnamese forces). I actually have 2 of these, but id like to limit it to one because 2 wont fit in the box and let it close. Even 1 is pushing it.

Please, any advice would be appreciated. I thogut the rules were gonna be hard, but nothing tops sorting these counters lol.

Thread: Blue Max: World War I Air Combat:: General:: record keeping

Thu, 08 Dec 2016 23:20:17 +0000

by battler44

How is the recordkeeping like in the new version? Tried playing with my son last night, tge original version, but the 1S3 33R2 stuff confused him a bit. How are fuel, altitude, moves, and damage recorded now?

Thread: Kingdom Death: Monster:: General:: U.S. Black Friday Orders

Thu, 08 Dec 2016 23:13:29 +0000

by deardent

Hey all,

I imagine the Kickstarter is throwing wrenches all across the board, but has anyone seen movement on their order from Black Friday? I've ordered from the store before with about 1-day turn around. I figured a week or 2 but no dice so far. Not complaining given the happenings. But thought I would ask about others' experiences.

Thread: Arkham Horror: The Card Game:: General:: Print-on-demand scenarios and campaign play

Thu, 08 Dec 2016 23:09:41 +0000

by chubber911

Curse of the Rougarou as an example, how would this standalone scenario interact with campaigns? Generally, it seems one would tend to start a new campaign as a fresh start. Would you play Curse of the Rougarou before starting the new campaign? I read that it's possible to end that scenario with a curse, but why would that curse matter if we start fresh every campaign? In theory, I'm more in favor of continuing from one campaign to another with the same investigators, weaknesses, deck changes, and all. But it seems likely that investigators will be killed or go insane too often to continue.

I know it's co-op and the games can be played however I want, I'm just looking for some guidelines about these standalone scenarios, and how to make the most of them. I enjoy the storytelling in these games and the role-playing, but I also really like the idea of decisions and events that matter. Reading "and then you get cursed and live a miserable life, the end." doesn't feel like a satisfying conclusion to a standalone scenario.

Thread: The Lamps Are Going Out:: Rules:: Big Push after They Shall Not Pass!

Thu, 08 Dec 2016 23:08:38 +0000

by Gentilhombre

If the attacker has the Big Push DRM and wins the combat, but the defender chooses They Shall Not Pass! option and it is successful, does the attacker keep the Big Push or is it lost?



Thread: Crisis:: General:: Deluxe vs Standard ?

Thu, 08 Dec 2016 22:56:47 +0000

by Misterboy

Did a "basic" edition of this get printed?

I don't remember the details of the campaign, but looking now, only 52 people backed the "basic" edition before it was locked.

I'm assuming they only produced the deluxe edition?

Thread: Arkham Horror: The Card Game:: General:: Silly question: How is this like Warhammer Quest?

Thu, 08 Dec 2016 22:56:41 +0000

by Anarchosyn

I've yet to play my copy of Arkham (it just arrived today, and will be wrapped as a present for my partner till.. soon). That said, I've noticed more than one person say this game is a distillation of, perhaps even "refinement" on, what FFG was doing with Warhammer Quest.

I see the similarities both games have to Lord of the Rings -- staging area, creature engagement, location cards that need exploring ("clues" in this variation), and treachery cards. What I'm not seeing are the elements that speak more to Warhammer Quest than Lord of the Rings.

What Warhammer Quest innovations on the LotR formula did Arkham inherent?

Thread: Star Wars: The Card Game:: General:: Looking for Star Wars: The Card Game Han Solo playmat...

Thu, 08 Dec 2016 22:56:34 +0000

by johnwiser


As stated in the subject heading I am looking for the Han Solo playmat from that of Star Wars: The Card Game by FFG (must be the FFG licensed playmat.). I have plenty of games for trade and if need be and agreed upon I can purchase.

So what say you? Do you have one that you can let go for the right trade/price? If so send me a private message and let's see if we can make this happen. I thank you for your time and hope to hear from you soon.

Merry the Force Be With You.


From one Han fan to another this will make a huge Han Solo fan very, very happy this Christmas.

Thread: Mythic Battles: Pantheon:: Rules:: Question for terrain bonus

Thu, 08 Dec 2016 22:56:23 +0000

by clarenceooi

Hi all, I noticed from the latest print and play version of the game that show Achilles has Climb ability. If he climb on top of a rock, which give +1 ranged bonus, does it means that he can attack to adjacent unit at range 1 now (with +1 attack bonus too)? Thanks

Thread: The Refuge: A Race for Survival:: Rules:: A few rules questions.

Thu, 08 Dec 2016 22:56:14 +0000

by dagaff


Rules say 'May only move in zombie space with use of weapon'. I take this means you can only move into zombie tile if you have a weapon card and then use it?

When survivors die - i take it this means when zombie moves into your space and you don't have appropriate weapon card?

A Battle encounter is when you move into zombie tile or vice versa, correct?

Thread: Arkham Horror: The Card Game:: Rules:: Flashlight

Thu, 08 Dec 2016 22:55:20 +0000

by Finkreg

Do I get this right... When I want to use the flashlight ( I tap it, removing one supply token (one action) and then I investigate (second action)? Or is this only one action - I tap and the investigation is free?

Thread: SeaFall:: Strategy:: [Spoiler box 2] Is this building worth it?

Thu, 08 Dec 2016 22:55:09 +0000

by atog

[o]Trading Post[/o]

That is obviously the easiest way to get the [o]sell 30 gold one turn milestone[/o]. Other than that, how does it compare to market?

Since games are generally short, I have a feeling the return and the extra time to build that building is not as good as market, especially when it doesn't worth more glory. What are people's take on that?

Thread: Kingdom Death: Monster:: General:: 4 Year wait?

Thu, 08 Dec 2016 22:53:48 +0000

by Jedi Ram

Debating to get in on this kickstarter but seeing a 4 year wait for the game is making me pause. Why will it take 4 years for this? Isn't basically a reprint of the original?

Thread: Black Orchestra:: General:: Classified promo pack available

Thu, 08 Dec 2016 22:45:53 +0000

by jaguitar7

Only 5 left in stock at miniature market for $5
Act now or miss out!!

Thread: Aquileia:: Rules:: Portus

Thu, 08 Dec 2016 22:44:47 +0000

by 1bez

Can I place more than one pawn in a single turn at the Portus. And then can I activate it more than one time at the end of the round?

Thread: Wargames:: Historical Context:: John Glenn, USMC

Thu, 08 Dec 2016 22:44:12 +0000

by pete belli

John Glenn has passed away.

Fighter pilot, astronaut, politician, and (again) astronaut.

A true American hero.

While a film called The Right Stuff got a few things wrong the characterization of John Glenn (played superbly by Ed Harris) was close to reality.


Thread: Pax Pamir: Khyber Knives:: Rules:: Efect of Event lasting after next Topple

Thu, 08 Dec 2016 22:43:20 +0000

by gaspar

(for ex. Resurgents cards or persian isolationism etc) I suppose its mean successful or failed topple, right? If topple card is only discarded in cleanup phase from market, effect does not occur.

Thread: Descent: Journeys in the Dark (Second Edition):: Rules:: Blast and LOS

Thu, 08 Dec 2016 22:42:09 +0000

by Makiz

Hello everyone,
Let me ask you one simple question:
Does the rule regarding Blast attack I found in Descent first edition A space is only affected by the Blast attack if it has line of sight to the target space (ignoring figures for this purpose). still valid for the second edition? Or in another word if my hero is in front of large monster and I want to activate blast and hit back spaces of that monster and attack also other adjacent monsters behind him can I do that by using blast?

Many thanks for your answer(s).


Thread: Latice:: Rules:: Correction in How To Play booklet

Thu, 08 Dec 2016 22:41:17 +0000

by brentvincent

Some customers may have received a copy of Latice with a How To Play booklet containing a misprint. The misprint is found in the 'Taking Your Turn' section under 'Regular Move' and shows three example moves.

The middle diagram is meant to show an invalid move with different colors on all sides (where the misprinted diagram incorrectly shows matching colors on all sides). This diagram has been corrected in the rules and downloadable PDF at

If you would like to receive a revised printed copy of the rules, please contact us with your mailing address at and we will gladly send a corrected version at no cost to you. If you prefer to receive the corrected version in a language other than English, please let us know.

We apologize for any confusion this may have caused. Thank you!

Brent Vincent

Thread: Conan:: General:: Missing stretch goals

Thu, 08 Dec 2016 22:37:42 +0000

by JaspeLoedm

Anybody else not get their collectors box with the stretch goals included?

Thread: Pandemic:: Rules:: Are 4 moves obligatory?

Thu, 08 Dec 2016 22:35:37 +0000

by bcoot9

I think the rules say that you 'may' make 4 moves on your turn. Does this mean you can make anynumber of moves up to 4? Eg. If you are next to a city and want to remain in that city to share information it may only require i move. Is this allowed?

Thread: Avenue:: Rules:: Why would you ever peek at the top card?

Thu, 08 Dec 2016 22:34:17 +0000

by cymric

What is the point of the rule that you either have to draw a road OR peek at the topmost card? Why would the information gleaned from the latter option be at all useful, especially since you may only peek once per round of building up a road for a particular farm?

I have since taken to drawing a slanted line through the farm's letter to indicate I passed on drawing a road segment; and in my opinion nothing is lost by this. Or am I overlooking something?

Thread: Leaving Earth:: General:: RIP John Glenn

Thu, 08 Dec 2016 22:33:43 +0000

by Dave in Ledbury

Godspeed John Glenn. RIP.... (image)

Thread: Fatal Alliances: The Great War:: General:: counter sheet scans

Thu, 08 Dec 2016 22:31:35 +0000

by wifwendell

I forgot to do a scan of the FA3 countersheets (front and back) before punching out the game - and turns out, there are none. Can somebody with an unpunched copy of the game do the scans and upload them to FA's page? Always useful for inventorying the game. And (in this case) for figuring out what the annual number and value for additional USE chits are, since the vassal mod doesn't really handle that...

Thread: Vs. System 2PCG:: News:: Official Thanos update and 2017 releases

Thu, 08 Dec 2016 22:29:41 +0000

by Mark UD OP

Check our blog for the update to the Thanos Main Character. it will be available in the upcoming Vs System 2PCG: Legacy set.

Thread: Shadowfist:: Organized Play:: Shadowfist Learn to Play Event at Tyche's Games (Athens, GA)

Thu, 08 Dec 2016 22:29:07 +0000

by TychesGames

Interested in the Shadowfist dynamic card game? Come down to Tyche's Games in Athens, GA, this Saturday (10 Dec 2016) and we will happily teach you how to play!

Actually, we like the game so much we are pretty much happy to teach it anytime there is not something else going on!

Thread: D-Day at Omaha Beach:: Rules:: Easy Fox Scenario: artillery setup

Thu, 08 Dec 2016 22:24:22 +0000

by azakaria

Rules say "Place two German artillery units in their spaces..."

I'm not sure if it means to put two in each space or one in each of two spaces.


Thread: Pod-X:: Variants:: POD-X * Lost Legacy * Cold War vs KGB

Thu, 08 Dec 2016 22:23:02 +0000

by misterdante


I haven't had the chance to play neither Pod-X nor Suspens but these games are on my radar since sometimes.

I like the idea and apparent simplicity of the game but I already have some variant idea.

Lost Legacy style !

POD-X makes me think about Lost Legacy : both are short micro-game with deduction. I bet you could play POD-X with the rules of Lost Legacy.

> The setup would be the same with two exceptions :
1. deal only one card to each player
2. shuffle the remaining cards into a deck.

> During his turn, a player must
1. draw a card from the deck into his hand,
2. play a card from his hand onto the table, face up

With this variant, the dealing player may have less "power".

Cold War : CIA vs KGB

In Cold War, there is an intersting system used to solve conflict, based on Black Jack and cards with power that you can tap.
There could be a similar idea in POD-X. The setup would be exactly the same but face-up cards in front of would have various powers.
Players would have a new action : activating the power a ready card in front of him. To use a ready face up card, rotate it 90°.

Powers :
> the player of your choice (even you) must switch the face of a card in front of him (if it was face up, switch it face down and vice versa) - a face-down card is considered "private" at the end of the game.
> switch a card in front of you with a card in front of another player
> look at one randomly chosen card in the hand of an opponent
> reset a used card in front of a player (even you) to its ready state.
> copy any face-up power in front of you

This variant would make a round a little bit longer but it little bit more strategic.

I'll try to make cards with some of those ideas.

Any thoughts ?

Thread: Kingdom Death: Monster:: General:: anyone in CT own this?

Thu, 08 Dec 2016 22:19:32 +0000

by chang_1910

hope this is right place to post this..

I``m trying to see if I find anyone in CT, Hartford or new haven (perfect, we would meet in elm city game) area that have this game.. so we can try it before. I`m cap at KS, but it seems some stuff would be a bit hard to find at retail (gambler box) hence looking for someone to make sure we like the game before I go and invest another 200us...

honestly would be awesome to see either way.. after all is a 200us game.. which I think I would love but...

let me know if open for a playgame

Thread: Pandemic Iberia:: General:: compatibility with any prior Pandemic expansions?

Thu, 08 Dec 2016 22:15:17 +0000

by jhebert

I have not seen/heard this addressed, and wondered.

Thread: Star Wars: X-Wing Miniatures Game:: General:: BoShek spoiled! New crew card in the Quadjumper pack designed by Paul Heaver.

Thu, 08 Dec 2016 22:09:38 +0000

by Dr Lucky

This card is completely ridiculous. This is the third card Paul Heaver has designed as a prize for winning Worlds (the other two being Stay on Target and the Boba Fett crew card).

You can see it revealed and discussed by the X-Wing design team in this Team Covenant interview (the discussion starts at about the 46:00 mark).

Youtube Video


The bumping shenanigans with this will be all over the place, which I guess makes it fit right in with the rest of the Quadjumper pack. Also interesting - this is the first unique crew without a faction restriction.

Thread: Citadels (2016 edition):: General:: What's the Deluxe Version?

Thu, 08 Dec 2016 22:07:33 +0000

by mrsuitcase

I see this on my FLGS's website now. I see a both a Classic and a Deluxe edition. I can't find the difference in this forum.

I'm new to the game - so I'm wondering... basically which one I should aim for.

Thread: Hornet Leader:: General:: An impossible mission? What is your opinion?

Thu, 08 Dec 2016 22:07:18 +0000

by Hemsh

I am at the end of the Iraq Campaign in Hornet Leader (not the Desert Storm update, the normal campaign card I mean). I need desperately to score a complete success to avoid losing the war

The target selection shows #7 Command post and there are lots of SAM sites; in every one of the approaches there are normal and long ones.
Not good but there are ways of dealing with them but then mission briefing says Night Mission, 2 load areas and only 3 weight points!
To add insult to injury special conditions state low clouds over target making both SAM Lock-Ons and air to ground attacks more difficult.

I have packed 4 hornets with the big old warriors but I will take my time to consider the best configuration of pilots, hornets and weapons to attack the command post. All pilots and hornets are available but remember only 3 weight points, low clouds, and plenty of SAMs

Any ideas from these veteran pilots from Boardgamegeek Squadron?

Thread: Arkham Horror: The Card Game:: Rules:: Attack of Opportunity - something is unclear to us

Thu, 08 Dec 2016 22:05:08 +0000

by MrPeterAbernathy

Hello (image)

After playing our first introduction game, we encountered a rules problem regarding Attacks of Opportunity, as well as one other smaller problem.

Regarding the Attacks of Opportunity, we had the following question:

The rules say that any action other than Fight, Evade, Parley, or Resign triggers an attack of opportunity from the enemies you are engaged with. So the "Activate" action should trigger one as well. Now on most weapons there is an Arrow icon, which indicates it's an Activate ability. For example:

--> Spend 1 ammo: FIGHT you get +1 fist for this attack. This attack deals +1 damage.

It seems weird you would also elicit an attack of opportunity by using a knife, or gun, but the rules seem to indicate you should. What's your take on this?

We also had a small second question:

Sometimes the game instructs us to "search the encounter deck and encounter discard pile for a Ghoul enemy". Which pile should we search first? If we look in the encounter deck first, the situation becdomes worse for us, because the worse cards stay left behind in the encounter deck.

Thread: Evolution:: General:: New trait Idea - Prehensile Tail

Thu, 08 Dec 2016 22:03:06 +0000

by CenozoicMatt

I've got yet another trait idea for you all to tear apart. Haha

Prehensile Tail: If this species has Climbing, take one additional food from the same source whenever this species feeds.

Basically, for both carnivores and non-carnivores swinging around in the trees, the prehensile tail makes them better able to reach and handle food. So, that's great, but to use it you need to have Climbing already. With Climbing and Prehensile Tail taking up 2/3 trait slots, a species wouldn't be able to stack this with another strong combo like Long neck and Foraging.


Thread: Miskatonic School for Boys:: Variants:: 2-Player

Thu, 08 Dec 2016 21:57:17 +0000

by scarletcarnival

Was there ever a two-player variant set of rules put anywhere? I know that I saw some comments in the Kickstarter about the subject, but I didn't see any follow-up to it. Did that go anywhere?

Thread: The Oracle of Delphi : Variant The Pillars of Delphi:: General:: Will this ever make it to the Geek Store?

Thu, 08 Dec 2016 21:54:49 +0000

by sao123

Will this ever make it to the Geek Store?

Thread: Lunarchitects:: Variants:: Sputnik: A Competitive Solo Variant [WIP]

Thu, 08 Dec 2016 21:54:36 +0000

by mo7189 I am still pretty new to the game, but I've played the standard solo game five times now. After my first learning session, I have been able to score consistently in the low 40 range. I'm really enjoying the game, but I was initially disappointed to discover that I couldn't use all of the Lap and Endgame scoring tiles that come with the game when playing alone. So, I'd like to see if I can change that....I've decided to call the red die, Sputnik. Feel free to rename it as you wish.Yellow, StandardMajoritySolo Taxes + Efficiency Mo Sputnik Points 78 38Efficiency 0 xx Taxes xx 48 Total 78 86Sputnik Wins.I decided to try out a competitive solo variant for this game as I'd like to use all of the various Lap and Endgame scoring tiles. The variability is crazy high, though, with all the combinations. I'm guessing these rules will work better with some than others.• Choose one Lap, one Endgame, and always Solo Taxes scoring tiles.• Starting Turn Order: Sputnik moves first, then Spot, Player moves last.• Set aside all tiles that Sputnik captures (same move/capture rules as the standard solo game). Any that Spot lands on are discarded.• Use the higher of the number of Red or Blue Tiles that Sputnik has for all three Lap scoring values.• Give Sputnik VP chits at the end of each Lap just like the Player.• Only the Player scores the white Endgame tile.• Sputnik collects solo taxes of 4/tile that it has in its possession.So in this session, I randomly chose Majority and Efficiency, failing at the later as I grabbed several tiles late in the game to score some VPs. I ended up with 13 total tiles compared to Sputnik's 12. I'd be surprised if the Player ever gains points with this Endgame tile and still win; it's a tough one. Most likely, you'll just ignore it....hopefully not the same with the others, though.The main thing I did "wrong" is that I was playing a similar style to when I play the standard solo rules in the box. I probably could have done better and maybe have won if I had grabbed a resource tile or two early on. I usually avoid them and just purchase resources as needed when playing the[...]

Thread: Privateer:: General:: For anyone who's actually played this game, how does it compare to:

Thu, 08 Dec 2016 21:43:38 +0000

by John_VW

- Merchants & Marauders
- Francis Drake
- Empires at Sea (def our current favorite)
- Jamaica
- etc.

as far as difficulty, components, and fun! thanks...

Thread: Triumph & Tragedy:: General:: [VAN]?

Thu, 08 Dec 2016 21:41:57 +0000

by Daravon

I'm a bit confused about what the impassable area of [VAN] in Southeast Turkey is meant to represent. Does [VAN] refer to Van Province?

I can certainly understand why Saudi Arabia, the Pripyet Marshes etc. are impassable. But why is [VAN] impassable?

Thread: Falling Sky: The Gallic Revolt Against Caesar:: General:: Progress on automated FS Bots?

Thu, 08 Dec 2016 21:39:12 +0000

by Arcuate

I replied to the previous thread on the automated FS Aedui bot, but the thread is somewhat old and buried...

How is work proceeding on this project? I could possibly help, as I have recently worked on some custom code in Vassal to automate part of my own game. It is possible to move pieces around and simulate keystrokes, via custom code, so it should be possible to get the bots to play their own turns and then report back in the chat window.

How much interest would there be in this approach?

As far as I can tell, it would require porting the existing scripts to java, but that should not be too difficult.

Ultimately, this could be used for automated playtesting of even more refined versions of the bots.

Is GMT okay with this sort of automation? I had been under the impression they didn't want Vassal fully automated because they wanted people to buy the physical game - which is perfectly understandable.

Thread: Kanagawa:: Rules:: Identical Landscape Diplomas—Exception to the Rules?

Thu, 08 Dec 2016 21:38:14 +0000

by chindent

Regarding diplomas: as soon as you qualify for one on your turn you must choose whether to take it or aim for the next higher one. I'm curious, though, if the landscape Diplomas are technically an exception, considering there are four different kinds of them.

For example, say that I manage to paint three Mountain landscapes and at that time choose to make a play for the four-landscape Diploma; however, another player grabs it before I can. I can't default and go back down to the three-landscape one, but say that soon after I paint three WATER landscapes and the corresponding Diploma happens to still be available--can I now take it at THIS time, since I'm technically qualifying for it again?

I can't think of a scenario in which a similar situation could occur for any of the other diplomas, so is it simply the case that once you reach the very first instance of qualification--even with landscapes--that it's "now or never" and you don't get another chance?

DISCLAIMER: I ask this from reading through the rules and running through a dummy three-player game solo, so I don't have an accurate impression as to how fierce the competition might be for diplomas.

Thread: The City of Kings:: General:: BGG anticipated game off 2017 awards.

Thu, 08 Dec 2016 21:33:48 +0000

by TheCityofKings

Hi everyone,

BGG are currently running their Most anticipated game of 2017 awards and we would love to get your vote!

Voting helps to raise awareness of our game and brings us one step closer to funding when we launch on Kickstarter.

If you would like to vote you can find our entry here:

All you need to do is click the Green thumbs up button.

Thanks as always for all your support!

Thread: Great Western Trail:: Rules:: taking occupied hazard

Thu, 08 Dec 2016 21:32:51 +0000

by pabula

Is it legal to take occupied hazard tiles?
What happens to the opponent?
Does he stay on an empty area or is it moved back to the closest tile.

Thread: Go:: Variants:: TenGo

Thu, 08 Dec 2016 21:32:02 +0000

by luigi87


In this Go variant, a player's score is the number of stones of their color in a group that includes a stone at tengen. Before the game starts, the first player chooses the value of komi, and then the second player chooses sides. To avoid ties, komi must be of the form n + 0.5, where n is a whole number.

Open questions: What is the right value of komi? Should Black start at tengen? What's the best board size?

Thread: Mechs vs. Minions:: General:: Expansions, extra missions, quality fan missions?

Thu, 08 Dec 2016 21:31:18 +0000

by codevirus

I know this is a new game, I know Riot is not a boardgame publisher and may not use Mech vs. Minions as moneygrab. With that said, does anyone know if we can expect any additional content (expansions, new missions, fan mission, better components - just kidding about the last one)?

I would love to see more but I am affraid this may be a "one-off" for them. I wish RIOT got engergized with the critical success and someone there is thinking about "what if we did this or that?" Maybe we could see more.

Thread: The City of Kings:: Rules:: Pre-release rules v0.12

Thu, 08 Dec 2016 21:29:21 +0000

by TheCityofKings

Hello everyone,

Today we are making the latest version of our rulebook available to everyone!

Pre-release rules v0.12 (pdf)

We have been working hard with countless volunteers to make the rules as friendly as possible and want to hear from you so we can make it even better.

All comments and feedback are welcome!

Thread: Space Race: The Card Game:: General:: Newest P'n'P version of the game

Thu, 08 Dec 2016 21:28:55 +0000

by fgcsem4n

Hi guys,

I don't want to be a cheapskate, but I haven't backed the game (but it looks awesome) and there was a free version pnp of an eariler version. Are there any pnp with the full graphics? Thanks.

Thread: Combat Commander: Battle Pack #2 – Stalingrad:: Rules:: Rubble and multi-hex objective buildings

Thu, 08 Dec 2016 21:28:49 +0000

by Mantuanwar

Is a rubble hex in what used to be a building hex still part of the multi-hex building that the formally intact building hex used to be part of? This matters for building capture and VP purposes.

A rubbled hex is no longer a building hex. So that would imply no.

But that interpretation could create some pretty strange situations e.g what if the rubbled hex were the one actually containing the red objective marker? Would the objective now consist only of that rubbled hex? What if an intact building hex were cut-off from the rest of the building by rubble? Would it still be part of the larger building?

Common-sense would suggest that if a building hex is rubbled it should still count as part of the multi-hex building it was originally part of.

Is that correct?

Thread: Plague Inc: The Board Game:: Rules:: First player advantage and sudden death

Thu, 08 Dec 2016 21:25:36 +0000

by Pargrim

Just got this game, like the other kickstarters, a few weeks ago, and finally got a play in last weekend, and my game group had a few issues that might need rule clarification/adjustment.

First of, we noticed that at the end of the game, right before sudden death started, there seems to be a quite big first player advantage. The first player will have 4 countries to choose from, while the last player in turn order will be forced to pick the last remaining country card with no choice, we figured we would add 3 extra countries to the stack, just to give the last player a choice as well, just wondering if anyone has tried that yet?

On top of that, if the sudden death game mode stops after the first player, they will have gotten the extra DNA (since if I read the rules correctly DNA phase does not get skipped)from the DNA phase, and none of the other players will get it. I was wondering if there was some workaround about this?

One more thing that was the case for our game, sudden death mode seemed to drag on quite a bit since there was no real way for anyone to get more trait cards, and no one had more than 3 lethality, and with some unlucky death die (which I still say is a way better name than death dice, though I understand it can also cause confusion) rolls this caused our sudden death round to go one for almost as long as the regular part of the game, making death not quite as sudden. Is there any way to end the game more quickly, without making it unbalanced due to end game scoring that takes killed off countries into account?

Session: Phoenix Covenant:: 1st game...well, game and 1/3 of a game

Thu, 08 Dec 2016 21:24:21 +0000

by dkartzinel Finally got to sit down and play my first game last night. I just grabbed two of the prebuilt decks (Warband and Scrap Tech).Okay, so the first game I ended up having to end about 1/3 of the way through because I forgot a tiny..but very significant rule - public service announcement: DON'T FORGET TO REDUCE YOUR MAXIMUM SUPPLY BY A UNIT'S TIER COST. So, that's the main lesson I learned in the first game. Pay your costs ladies and gentlemen.Moving on to the actual first full game - same decks.Ended up with a hand full of mostly commanders and medium tier units, but since I really don't know what you're wanting to start with in your hand, I kept it. The first couple of turns kind of went like any CCG when you first start - both players just trying to get their economies up and running, get a couple of cards out, start maybe putting a little pressure on your opponent. So what's a guy to do with that many commanders? Why, summon the tower that can heal them of course! And what's more annoying than a tower that can heal a commander? How about a commander that can spend those surplus magic points to put shields on himself or others! Enter the awesomeness that is Inari Yosei. I was hoping to draw into a Phoenix Commando and do bad things with him (Inari can summon guys right in front of him and the Phoenix Commando does more damage based on how far he is from your base) but that didn't happen.So I consoled myself by eventually summoning the Kagitsume Champion. Now this guy is a hoss - and yet he's only Tier 2. Now he has a hefty cost when you play him - and reduces your maximum supply AND mana by 2 each...but he's a tier 2...which meant Inari Yosei could summon him, his giant cleaving sword (hits all three squares in front of him), and oh yeah, the first time he dies, he doesn'[...]

Thread: Martial Art:: Variants:: No tiebreaker.

Thu, 08 Dec 2016 21:22:53 +0000

by TexMurphy

Ok so I'm posting another variant instead of doing a review and saying what I don't like. I feel constructive today. (image)

Instead of drawing two random cards to settle tiebreakers do following.

1. Base strength of card wins.
2. Land goes to bottom of land deck. No one wins it, it's replayed later.

I prefere this because it's less random and you can't play a support card to gain a tie and a random draw. You have to get higher then the opponent with support cards to win.


Thread: Pandemic Iberia:: General:: New Microbadge available!

Thu, 08 Dec 2016 21:22:38 +0000

by ruazn2

[microbadge=40394] available, thanks!

Thread: Viticulture Essential Edition:: Rules:: Auctioneer Card - Iconography

Thu, 08 Dec 2016 21:22:12 +0000

by Laardge11

The card shows 'Discard 2 or 4' followed by a grey card symbol. Which cards is it referring to please, thanks?

Thread: Arkham Horror: The Card Game:: Rules:: is your basic weakness secret?

Thu, 08 Dec 2016 21:16:53 +0000

by bazik123

following the 'how to play' booklet you are asked to setup 1-2 decks with specific basic weakness cards. in 'real' games the basic weakness card should be random, but what I can't find is do I get to see what random card I got before the game (like I do in the first game from the 'how to play' booklet), or do I put the random weakness card into my deck without looking at it.

Thread: Pax Renaissance:: Rules:: Corsair OP: Living Rules

Thu, 08 Dec 2016 21:15:49 +0000

by Sitnam


F7. Corsair (Military Op).
Use this Op to move a Pirate Rook in a Sea Border of the card’s Location to another Sea Border in the card’s Location or an adjacent location sharing a Sea Border. This Pirate must be of the color specified by the corsair icon, and cannot move to a border occupied by a Pirate of the same color.

The bolded part was added recently. What does it mean? Say I use Knights of Malta for it's corsair OP. I thought I am only allowed to move the white rook on one of the Ottoman card's borders. This looks like I can move it onto a different border of an adjacent card, like the western edge of the Papacy Empire card.

This doesn't seem right, so I thought I'd check.

Thread: SeaFall:: Rules:: Rules questions (from Box 1 or maybe 2)

Thu, 08 Dec 2016 21:05:24 +0000

by ira212

[o]Dangerous waters - if both ships start in different places but end together on the dangerous waters location, can they support each other? I think yes.

What if two ships start in different places, but both pass over the same dangerous waters location without stopping there? I think they can still support each other.

What if:
Ship A: 2 spaces away from dangerous waters
Ship B: 1 space away from dangerous waters

Can the support each other sailing through, with both ships still using their full sail values, or does ship B need to waste a point of movement to let Ship A catch up, and then they sail through together? I think they can sail through together without Ship B wasting movement, since ships can start movement at different times.


Thread: Mythic Battles: Pantheon:: Rules:: Retaliation Question?

Thu, 08 Dec 2016 21:04:49 +0000

by thefloriantrout

if it's another players turn and he attacks my Minotaur, can i throw down an AoW card to search my deck, pull a Minotaur Activation Card, and retaliate?

Thread: Plague Inc: The Board Game:: General:: Companion app ???

Thu, 08 Dec 2016 21:02:40 +0000

by Warpig72

Sorry if this has been posted before but it doesn't show up when I search the forums.

Is the app out yet ?

Can't find it on Apple Store. (image)

Thread: Mistfall: Heart of the Mists:: General:: Where to start?

Thu, 08 Dec 2016 21:00:51 +0000

by Mightyjim

So, this arrived today. I've read through the rules, and am looking forward to trying it out at the weekend.

I'm new to Mistfall - haven't played the original. I assume Quest 1 is the place to start- are there any particular combinations of characters or specific / reduced sets of other cards that people would recommend as an easy starting point?

Thread: Falling Sky: The Gallic Revolt Against Caesar:: Play By Forum:: One spot for FS PBEM

Thu, 08 Dec 2016 20:44:53 +0000

by GringerJD

I've got a spot open for a PBEM game of Falling Sky. We will use Vassal and Drop Box for files. E-mail notices of turns taken and general commentary. We haven't selected factions yet, so it's wide open. I have two other relative newcomers, both have played COIN a few times before. I'm experienced at COIN, and Vassal, but less versed in Falling Sky. PM me with an email if you're interested.


Thread: Captain Sonar:: General:: Video link play?

Thu, 08 Dec 2016 20:43:04 +0000

by nbgibbs09

Having never played this game as my local board game group is too small to fill all the stations this my be a silly question. But here goes
Next year we are holding a convention as is another game group in our region. We were considering doing a video link and playing a game con vs. Con style. Do you think this game would work over a video link? Would it be even more thematic?
Any thoughts or comments are appreciated.

Thread: Massive Darkness:: General:: Massive Dark vs Zombicide Black Plague

Thu, 08 Dec 2016 20:40:56 +0000

by asgelb

For those familiar with one or both games...I own neither.

Are the two games different enought to warrant getting both, or does Massive Dark take what Black Plague started and expand?

Are both games fully coop, or does Massive Darkness have an Overlord player?

I'm not new to board games in the least, and play miniatures games...but I only own one "dungeon/brawl miniatures board game" and thats Conan.

I'm not interested in Descent at all, and didn't love regular zombicide (found it uninteresting and don't like the modern/zombie genre)

Any insight on these games is appreciated!

Thread: Istanbul: Letters & Seals:: Rules:: Q: Courier with tavern tile from first expansion

Thu, 08 Dec 2016 20:40:06 +0000

by J_R_J

When you have the tavern tile, which makes encounters with smuggler, governor and coffee trader free, are encounters with the courier also free?

Thread: Captain's Log #1:: News:: Captain's Log #43 Now Available from Multiple Sources

Thu, 08 Dec 2016 20:38:42 +0000

by ADB_Marketing "We shall deal to our enemies a just measure of fear!" - Romulan Praetor Crellus AntoniusJoin us for Captain's Log #43 and find out about the fate of the Alfred the Great, one of two Federation ships responding to attacks on Federation border outposts. "Flotilla Commander 2" is a sequel to the story "Flotilla Commander" that was in Captain's Log #30; Lieutenant Terrick Korrell and his 747th Flotilla have a dangerous mission to accomplish.Captain's Log #43 includes fiction and information for all of our games including updates, new ships, the crew roster for a Federation frigate, class histories for the Federation fast destroyer and new light cruiser, and new scenarios.Star Fleet Battles: This game gains five new scenarios, information on the metamorph, Campaigns Update (Operation Unity, taking into account Module C3A), Proposals Board, Ask Growler, Victory Online by Ken Lin, Omega Octant Primer, Battlegroup and new ships (the Federation new fast escort cruiser and fast destroyer escort, Hydran Heavy Knight Destroyer, Inter-Stellar Concordium transport frigate and space control pods, and Barbarian battleship).Federation Commander: You will find three new scenarios and new ships for the Klingons (D6J penal cruiser and F5J penal frigate), Romulans (KC7R heavy battlecruiser), and Federation (new plasma cruiser). There are also rules and ship cards for ground bases. Patrick Doyle a[...]

Thread: New Angeles:: General:: How feasible would an AI player be?

Thu, 08 Dec 2016 20:38:39 +0000

by newobj

I really want to play this game, but even getting 2P is hard for me, nevermind 4-6p. I've always wanted to create an AI player for a boardgame (I used do AI coding in the video game industry, so I don't think it's beyond my means), but there are two challenging problems here:

1) How much board state is there? For games with a lot of board state flying around (and that's /most/ games), it's too tedious to keep the AI abreast of the state of the board. And CV might be too hard (for me at least) to automate that.

2) How freeform is the negotiation part of the game? Does it ultimately end up in a concrete, discrete, quantitative proposal that has to be explicitly voted on? e.g. can the question at vote be put concisely to an AI opponent via mobile device interface?

I know an AI player would miss 99% of the nuance of the conversation, but I'm wondering if it's still just mechanically possible (even if not ideal) to involve one in a game to make decisions based on board state and the proposals put to it?