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New Image for Star Wars: The Queen's Gambit

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by earache

<div>Trade Federation Battlefield Cards (for reference) </div>

New Image for Star Wars: The Queen's Gambit

New Image for Star Wars: The Queen's Gambit

Reply: Pandemic Legacy: Season 1:: General:: Re: I'm so stupid. I bought a used version of the game without doing enough research

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by SevenSpirits

Not even a non-legacy game would be in MINT condition after being played (let alone 12+ times).

Reply: Pandemic Legacy: Season 1:: News:: Re: Reprint?

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by thewagon

scotto wrote:



10 copies of a game that went on to be the number 1 game on BGG in the largest city in the country since release though kinda makes my point about under-supply don't you think?


You know, there's more than 1 games store in Sydney. I'm sure in total there have been plenty more than 10 copies for sale in stores across Sydney.

Also, when the game was released, it was not already the number 1 game on BGG. Maybe stores based their initial ordering on how well Risk Legacy sells. Or how well games of that size and price sell.

Or maybe stores did initially order more, but only received less from the distributor, because when the distributor ordered they received less from the publisher (or other middle man at this step).

I'm sure stores all over the country would love to have their hands on more copies now. (Except maybe the two stores you checked, they don't seem too intetrested.)

If I were you I'd be contacting some online stores to see what they know about a reprint and whether they have been able to order it from the distributor.

Reply: Betrayal at House on the Hill:: General:: Re: Plastic Attribute Markers Way Too Loose

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by bassoon201

The easiest and least time consuming is the boiling water trick. Simply have the water at a boil, hold the paper clip with tweezers or tongs or something in the water for 12 seconds. take out and squeeze the corners together. When it cools in 20 seconds it will stay on the cardboard. Simply slide it in at an angle and you are done!

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Questions about a character becoming Lost

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by windowsil

(JUNE SPOILER)

Thanks for this explanation, Matt. I have a clarifying question: If a character is in a city with three disease cubes and that city is drawn, creating an outbreak, BUT [o] the city is completely roadblocked, meaning no other cities are affected by that "outbreak" [/o] does the character still receive a scar?

Thanks! We are loving the game.

Reply: Risk Legacy:: Rules:: Re: A few questions: 1/ draft cards & coin cards ------ 2/ joining the war, on your old deserted HQ in your own major city

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by lomn

Positive. This is per the term definitions on page 3.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Rules question - Spoilers from May through August

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by RobDaviau

Accelerated Incubation only applies when drawing from the deck not the discard piLe.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Questions about a character becoming Lost

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by EdHaag

windowsil wrote:

(JUNE SPOILER)

Thanks for this explanation, Matt. I have a clarifying question: If a character is in a city with three disease cubes and that city is drawn, creating an outbreak, BUT [o] the city is completely roadblocked, meaning no other cities are affected by that "outbreak" [/o] does the character still receive a scar?

Thanks! We are loving the game.


[o]The rules state that an outbreaking isolated city does not cause the outbreak meter to go up by one, as it's not affecting the rest of the world at that point.

However, there is nothing to indicate that anything else changes about outbreaks. (This is why there's some reminder text stating to still increase the panic level. That text isn't actually part of the rules, it's simply clarifying that just because you're not increasing the meter, doesn't mean that the other consequences of the outbreak don't happen.)

Therefore, my feeling is that anyone in an isolated city that outbreaks still gets a scar.[/o]

Reply: Risk Legacy:: Rules:: Re: Spoiler: Order of Operations for War Progresses Cards

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by Vertaler

I don't have the game at hand, bit I seem to recall to have read somewhere (maybe even on the cards?) that the way you played it is correct. I.e. read the cards one by one and immediately resolve them. After all, it's not a world where foreseeing the future is a thing.

We had the same when we opened the "3 missiles"
packet.
[o]The person who got to decide where the FZ was to be placed chose the territory with a major city they founded. Probably would have decided otherwise had they known it would get destroyed.[/o]

Reply: Risk Legacy:: Rules:: Re: Spoiler: Die Mechaniker Power

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by Vertaler

It is, says so on page 2 of the instructions:

When text refers to a natural die roll, it is referring to the number you rolled on your die before any modifications were applied.

Reply: Risk Legacy:: Rules:: Re: Spoiler: "Choosing" a Mission

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by Vertaler

I would definitely go with the "pick" interpretation instead of "choose randomly". If the second was meant, the rules would probably have said "draw a new mission card".

Also (spoiler for World Capital pocket):
[o]The leading faction power to do exactly this at the beginning of the game wouldn't make much sense if it were a random draw.[/o]

Reply: Pandemic Legacy: Season 1:: General:: Re: PM me Box 7 contents (SPOILERS?)

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by Antistone

I don't have the verbatim text for you, but here's what you need to know in order to continue playing:

As I hope is obvious from context, this will contain huge spoilers for box #7:
[o]The vaccine is working!

New structure: Vaccine Factory
- This can be built like other structures. Like research stations, it is destroyed by rioting.
- Players can use the Shuttle Flight action to move between two vaccine factories, or between a vaccine factory and a research station.
- Once each turn, after the current player draws cards, place 1 vaccine dose (the orange capsules) on each vaccine factory in play. (If you run out of capsules, players may choose which factories receive doses.)

New game-end upgrade: Starting Vaccine Factory
Works exactly like you expect.

New action: Pick Up Doses
As an action, pick up any number of vaccine doses from your current city and place them on your character sheet. (Each vaccine factory produces 1 dose per turn; see above.)

New action: Vaccinate
- If there are NO Faded figures in the city, this action places a vaccinated sticker on the city
- If there are ANY Faded figures in the city, this action removes ONE of them instead
- Normally, this costs 1 action plus 1 vaccine dose (from your character sheet).
- Costs 1 extra action for each military base in the same region (interference from Zodiac)

Vaccinated Stickers
Once a city has a vaccinated sticker, any time it would otherwise receive Faded figures (including during setup), it receives NOTHING. That means:
- If you vaccinate a Faded city, its infection card no longer has any effect at all (the Accelerated Incubation rule that was added in May also doesn't affect it)
- If you vaccinate a city that is NOT Faded, it still receives disease cubes of its color as normal, but it can never become Faded or receive Faded figures


Tear up the "quarantine 7 faded cities" objective.

New Objective: Have 3 Vaccine Factories on the board
New Objective: Vaccinate 6 Cities. (If you complete this objective, destroy it at the end of the game.)

New Role: Immunologist (medical)
- When you take the Vaccinate action, remove ALL Faded figures from that city, but you must spend 1 vaccine dose for each Faded removed
- Once per turn, you may take the Vaccinate action to affect an adjacent city

New Equipment: Aerosol Unit x3 (medical equipment)
Discard as part of a Vaccinate action to make that action remove ALL Faded figures from the city AND apply a "vaccinated" sticker (all for 1 vaccine dose)

New Equipment: Bioreactor x3 (medical equipment)
Discard at any time to produce 3 vaccine doses in any vaccine factory

New Scars:
Fear of Needles: You cannot do the Vaccinate action.
Hopeless: You cannot build vaccine factories or enter a city with a vaccine factory.
Pyrophobic: You may not take the Sabotage action.
[/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: DEUTSCH / German: Zentraler Thread Deutsche Errata (Spoilerfrei!)

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by duchamp

Thamos von Nostria wrote:

Spoiler für das Ende des ersten Julidurchlaufs:

[o]Verleiht "Veteran" nur die ausdrücklich aufgeschriebene Möglichkeit, Militärflüge zu verwenden, oder wird man vollwertiger Militärcharakter? Könnte man also die paramilitärische Eskorte an den Veteran heften?[/o]


[o]Der "Veteran" erhält das Militär-Abzeichen und damit zunächst einmal die Fähigkeit für Militärflüge. Er ist aber ab jetzt auch ein Charakter mit Militär-Abzeichen, du kannst ihn also auch für solche Zwecke nutzen.[/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher

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by Ell__

We are currently in april and until now played (and won) every game with our dispatcher pilot. We absolutely love the guy :)

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Questions about a character becoming Lost

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by clivej

Agreed. Characters are still scarred. And the panic level still rises. Indeed, the city can still fall, so characters can even be Lost.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Quick Rule Question - February Spoilers

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by rmsgrey

Antistone wrote:

Monsternate21 wrote:

or if you have used all the quarantine markers and want to quarantine something else (you get to take one from one city and put it on another when you're out of markers). Same goes for when there are no cubes left.

No; if you need to place a cube, and there are no cubes left to place, you lose the game.


The other thing that works like Quarantine Markers (if you run out, just move an existing one) is Structures.

Obligatory End of 2015 Post Part II: The “Late-ies” Awards (Best of 2015)

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by Aaron Rohrer

This post was originally written on my blog "Late To The Table..." on February 21st, 2016 and can be found in it's original (including the original pictures) at the following link:

http://www.alittlelatetothetable.blogspot.com/2016/02/obliga...

What follows is the text of the post:

Hey everyone, I’m back with the second post in my “End of 2015” series. This one is going to focus on my “awards” for 2015. This can be considered a pretty tongue-in-cheek award post due to the fact that I haven’t played even close to all of the games that were released in 2015. This means that I can’t truly state what the overall best is, but I can make my assumptions and conjectures on these releases.

Most of these categories are easy to decide even without having played them since most have to do with art and design rather that what is the best card game and such. Before moving on to the awards, if you haven’t had a chance, check out my last post and the first of the series. It is a simple post that focuses on my (and my wife Em) gameplay statistics from 2015. It was an interesting exercise and really made me look at my games in a new light. Just click the link below and enjoy!

Obligatory End of 2015 Part I: Final Statistics from 2015:http://www.alittlelatetothetable.blogspot.com/2016/01/obliga...

Alright, with the entire preamble out of the way, let’s move on to the main event. Thanks for reading and enjoy the first annual “Late-ies” Awards!

Best Overall Art:
Second Runner Up – The Big Book of Madness (IELLO)
Runner Up – Above and Below (Red Raven Games)
Winner – The Gallerist (Eagle-Gryphon Games)

This category was kind of a no-brainer for me. The overall art in The Gallerist is amazing. Ian O’Toole did a great job with the art of the game as well as gathering the different artist’s work for the works of art. I love what they did with this game and it was impossible for me not to give it to this beautiful game.

Best Card Art:
Second Runner Up – Viceroy (Hobby World/Mayday Games)
First Runner Up – Mysterium (Libellud/Asmodee)
Winner – Ashes: Rise of the Phoenixborn (Plaid Hat Games)

This was a tough category for me. I love card art and there are so many awesome artists and games with amazing card art that it was very difficult to choose. I ended up going with the art in Ashes as it is right up my alley. Fernanda Suarez is an amazing artist and I love absolutely everything she’s done in this game. I can’t wait to see what she does with the expansions this year!

Best Board Art:
Second Runner Up – The Voyages of Marco Polo (Z-Man Games)
First Runner Up – Antarctica (Argentum Verlag)
Winner – Bretagne (Placentia Games/Post Scriptum)

Bretagne took home the “Late-ie” for the best board art. I absolutely love the look of this board with its simple layout but beautiful looking towns and lighthouses. It is a great example of what I love in a board with its careful balance of beauty and simplicity.

Best Box Art:
Second Runner Up – Above and Below (Red Raven Games)
First Runner Up – Bretagne (Placentia Games/Post Scriptum)
Winner – T.I.M.E. Stories (Space Cowboys/Asmodee)

The winner in this category was another no brainer for my personal tastes. I saw the box cover for T.I.M.E. Stories and I thought it was absolutely amazing. The start white box with the machine on the right side was just so perfectly done. I love it!

Best Graphic Design:
Second Runner Up – 7 Wonders: Duel (Repos Production/Asmodee)
First Runner Up – Oh My Goods! (Lookout Games)
Winner – The Gallerist (Eagle-Gryphon Games)

Again, The Gallerist was beautifully designed and the board/card/component graphic design is absolutely perfect. Ian O’Toole did an absolutely amazing job and I hope this just gets him even more jobs for his amazing work!

Best Components:
Second Runner Up – Mysterium (Libellud/Asmodee)
First Runner Up – Bottom of the 9th (Dice Hate Me Games/Greater Than Games)
Winner – Rattle, Battle, Grab the Loot (Portal Games)

This was a very difficult category. There were so many great games that could have taken this category and so many more that could have been runners up. In the end the “toy-like” components in Rattle, Battle, Grab the Loot won it the “Late-ie” for Best Components.

Best Miniatures:
Second Runner Up – Super Dungeon Explore: Forgotten King (Soda Pop Miniatures/Ninja Division)
First Runner Up – Blood Rage (Cool Mini Or Not)
Winner – Tail Feathers (Plaid Hat Games)

This was another tough category for me. These days there are so many great miniature games being put out that it is tough to decipher the best of the bunch. That being said, the incredibly clever tilt system of the birds in Tail Feathers is what won the day. Awesome sculpts and clever design give Tail Feathers the “Late-ie” for Best Miniatures.

Best Artist:
Second Runner Up – Vincent Dutrait (Discoveries/Broom Service/New York 1901/Raptor)
First Runner Up – Xavier Gueniffey Durin, a.k.a. Naïade (The Big Book of Madness/The Grasshopper & the Ant)
Winner – Fernanda Suarez (Ashes: Rise of the Phoenixborn)

Congratulations to Fernanda Suarez, the winner of the “Late-ie” for Best Artist of 2015. She only had art in one game in 2015, but the art in that one game was absolutely amazing. For a game the size of Ashes: Rise of the Phoenixborn there are usually multiple artists, but she did it all herself. I think that Plaid Hat Games has a winner in this young lady and she is only going to get better!

Best Designer:
Second Runner Up – Eric Lang (Blood Rage/XCOM: The Board Game/A Game of Thrones: The Card Game: Second Edition/Dice Masters)
First Runner Up – Simone Luciani (The Voyages of Marco Polo/Grand Austria Hotel/Council of Four/Monsters’ Tower)
Winner – Alexander Pfister (Broom Service/Mombasa/Isle of Sky: From Chieftain to King/Oh My Goods!)

Alexander Pfister was my choice for the “Late-ie” for Best Designer of 2015. He released four gems this past year and is on fire right now as a designer. I am really looking forward to seeing what he does in the future as it looks really bright for him!

Best Publisher:
Second Runner Up – Lookout Games (Trambahn/Isle of Skye: From Chieftain to King/Grand Austria Hotel/Oh My Goods!/Hengist)
First Runner Up – Plaid Hat Games (Ashes: Rise of the Phoenixborn/Tail Feathers/Specter Ops/Summoner Wars: Alliances Master Set)
Winner – Z-Man Games (Pandemic Legacy: Season 1/The Voyages of Marco Polo/Cacao/Flick ‘em Up!/Arboretum/Castellion/Sylvion)

I don’t think that there is any getting around this award. The “Late-ie” for Best Publisher of 2015 has to go to Z-Man Games. They now have the number one ranked game on BoardGameGeek with Pandemic Legacy: Season 1 and it alone would win it this award. However, they also had many other fantastic releases this year. Congratulations to Z-Man Games for their fantastic year in 2015!

Best Box Insert:
Second Runner Up – Big Book of Madness (IELLO)
First Runner Up – Mysterium (Libellud/Asmodee)
Winner – The Gallerist (Eagle-Gryphon Games)

This wasn’t even close. The Gallerist’s insert is absolutely amazing and it was created that way! Eagle-Gryphon Games did an amazing job. This insert is what all inserts should strive to be. Everything has a place and it is then held in place by a clear cover. I can’t gush enough over this insert…it was love at first sight!

Best Game Mechanic:
Second Runner Up – Tableau Building (Above and Below/Oh My Goods!/Viceroy/Roll for the Galaxy/7 Wonders: Duel)
First Runner Up – Multi-Use Cards (Mottainai/7 Wonders: Duel/Oh My Goods!/The Bloody Inn/Trambahn/Taste of Poland)
Winner – Dice Drafting (The Voyages of Marco Polo/Grand Austria Hotel/Signorie/My Village/Steamrollers)

This was a really tough one. I ended up give the “Late-ie” for Best Game Mechanic to dice drafting. It was a really tough call between this and multi-use cards, but in the end there were some really cool games that came out with dice drafting and I think we’re going to see even more this year.

Best General Game Theme:
Second Runner Up – Baseball (Baseball Highlights: 2045/Bottom of the 9th/Roll Saga Baseball/Pocket Sports Baseball/Platinum Series Baseball)
First Runner Up – Wizards (The Big Book of Madness/Wizards of the Wild/Ashes: Rise of the Phoenixborn/Argent: The Consortium/Trickerion: Legends of Illusion)
Winner – Vikings (Blood Rage/Champions of Midgard/Raiders of the North Sea/Haithabu/Hengist/Bottlecap Vikings)

I don’t think this was a very close race. Vikings seem to be the hot thing right now so they took the “Late-ie” for Best General Game Theme. There are a bunch of Viking themed games slated for this year as well so who knows, it may end up winning next year as well!

Best Specific Game Theme:
Second Runner Up – Living Life (The Pursuit of Happiness)
First Runner Up – Macabre Hotel Killing (The Bloody Inn)
Winner – Lighthouse Building (Bretagne)

The “Late-ie” for Best Specific Game Theme goes to Bretagne. I chose this because I think lighthouses are fascinating and I love that Marco Pozzi made a very cool worker placement game about the building of lighthouses in Bretagne. Great choice in theme Marco!

Best Dice:
Second Runner Up – Rattle, Battle, Grab the Loot (Portal Games)
First Runner Up – Wizards of the Wild (CrossCut Games)
Winner – Ashes: Rise of the Phoenixborn (Plaid Hat Games)

The “Late-ie” for Best Dice was another easy choice for me. I had to go with the absolutely gorgeous dice from Ashes: Rise of the Phoenixborn. They are colorful, hefty, and have very cool icons on them. These are what all dice should strive to be like.

Best Innovation:
Second Runner Up – Mysterium (Libellud/Asmodee)
First Runner Up – T.I.M.E. Stories (Space Cowboys/Asmodee)
Winner – 504 (Stronghold Games)

This was a tough one, but in the end I think the fact the Friedmann Friese was able to take nine different game mechanics and able to mix them to form 504 different games is innovation defined. I am aware that these mechanics aren’t innovative, but the fact that there are this many different games/modules in one box and they fit together is brilliant in its own right. Congrats to 504 for winning the “Late-ie” for Best innovation!

Best “Gimmick”:
Second Runner Up – 3D Dice Battle System (Rattle, Battle, Grab the Loot/Pirates of the 7 Seas)
First Runner Up – Flight Tilt System (Tail Feathers)
Winner – Marble Dispenser (Potion Explosion)

The “Late-ie” for the Best “Gimmick” goes to Potion Explosion for its marble dispenser. This thing is just too cool! It is a dispenser where you place the marbles and it creates something to gives the idea of phone app games like Bejeweled or Candy Crush. You will pull the marbles and they will roll down and create chains that you can use to take multiple marbles. This is a very cool idea and it is a game I will get when it is released in the United States by Cool Mini or Not later this year.

Well, there you have it! This is the completion of the first annual “Late-ie” Awards. Thanks so much for taking the time to read my awards post. I hope you enjoyed it! As always, feel free to leave comments. I would love to hear what your “best of” the year category winners would be. My next post will probably start my games that I look forward to playing from 2015 that I haven’t yet been able to try. Come on back for more! Until then, game on!

Reply: Pandemic Legacy: Season 1:: General:: Re: We were REAL close to seriously bungling September. Please take heed. (September Objective spoilers)

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by rmsgrey

SparkingConduit wrote:

Indeed. My only concern with a game design like this is misreading one small thing can result in permanently destroying something that's not supposed to be destroyed. That can't be "fixed" by just adding funding as the game specifies. This is also not the only somewhat ambiguous addition to the game that could cause you to make a serious mistake for future games.

January spoiler follows:
[o]If players don't carefully read the Event cards and the rules regarding them, it is possible for players to play a card that would change which disease is COdA, which completely screws up the entire campaign. This actually happened during the Dice Tower playthrough. Jason played an event to remove two disease cubes from the red color in the middle of resolving an epidemic, which resulted in them making COdA blue instead of red. The problem is that card can't be played in the middle of an epidemic, and the Legacy deck card says you are supposed to resolve it immediately after the second epidemic resolves, so they shouldn't have actually been able to do that. This completely changed the course of their campaign, and it was all based on a minor rules error that is easy to make.[/o]


Losing the "wrong" character for that reason is a pretty neutral mistake - you're more likely to have invested in your ineligible characters, but also more likely to have made them eligible in the process. So long as you don't choose based on who you'll lose, I'd say it's a wash.

As for your January example, it mostly only significantly affects the outcome of that one game - obviously, it makes the rest of the campaign play out differently, but that difference is not a significant one - they could easily have ended up with the same outcome entirely legitimately had their January gone just slightly differently in the first place...
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