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Reply: Pandemic Legacy: Season 1:: Rules:: Re: MAY Spoiler rules question

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by runtsta

JonofPDX wrote:

[o]Quick question about the road blocks.

When you are crossing a road block, I know you have to discard a card of the color of the city you are entering...but what if you are trying to enter a Faded City? Are they still considered their normal color for the purposes of the road blocks? [/o]

Yes.

Reply: SeaFall:: General:: Re: How many sessions?

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by Mools

sircaradoc wrote:

ze_stom wrote:

Jae_Knight wrote:

14-15 of gameplay is good but at a $80 price tag seems high to me once the Legacy story is done. Is this a reasonable price point for this original game mechanism?


there are now hundreds of pages of people arguing whether the Legacy system is a cynical cash-grab/ a total waste of money or a brilliant mechanism deserving your worship.

Go to the Risk Legacy and Pandemic Legacy pages and have an excellent time discovering the answer.


Well the parts can be reused... perhaps i SEASON 2!!!


The develops said Pandemic Season 2 is a completely separate stand alone game. So once you beat Season 1 it is done, unless you want to try and reuse the pieces yourself and make your own "rules".

Reply: SeaFall:: General:: Re: How many sessions?

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by Mools

From the interview with the developer, the game should take 14-15 plays before "beating" it, but those plays will take roughly 2 hours each. By comparison, I estimate Pandemic Legacy took me 18 hours to complete. So this promises to be a longer experience.

Is that experience worth the price. Hard to say with Seafall considering we know very little at this point. However, I heavily debated whether or not to buy into Pandemic Legacy due to the limited nature of the game. There are a few games out that I want and really only can buy 1 and PL would be a short-lived investment compared to some other choices.

In the end, the reviews were way too good for me to not take a chance. I was willing to spend the money for PL just to see what all the fuss was about. And having played through it and completed it, I honestly believe the experience PL and the legacy system offer is phenomenal and definitely worth buying into. I've never played a game like PL that offered such an engaging and engrossing experience. There is definitely something to be said about the fact your decisions will haunt you the rest of the games you play. It just add a whole new element that hangs over everything you do. And seeing the board develop as you play, as it reacts to your unique situations and decisions, is really incredible.

When I bought PL:season 1 it was reluctantly and to check it out. I figured, it S2 continued then at least that would make the investment worth while. Now? I know for a fact that S1 is over and done with for good and not only do I think it was completely worth while and a gaming experience I won't soon forget, but I've already got S2 as a must buy.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: MAY Spoiler rules question

Reply: Pandemic Legacy: Season 1:: General:: Re: Steven Seagal spotted!

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by Dexter345

Hah! I just named mine Steven Seagal last night after unlocking him.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Start of February SPOILER

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by chreotho

More details (Feb. spoiler -- may be unnecessary given the topic title, but might help for search engines, I'm not sure):

[o]

izajsek wrote:

Just to be sure, the QS no longer can stop disease cubes being placed in her or adjacent cities (like in standard pandemic)? Her ability now only has to do with Quarantine Markers?


Yes, it is all about Quarantine Markers now, but note this clause from the character card:

Quarantine markers are never removed from the city you are in.


So this means that a disease cube would not be added to a city (nor could an outbreak occur), if the Quarantine Specialist is in that city AND there is already a quarantine marker there too. (Since the quarantine marker must be removed before another disease cube can be placed.)

Nothing about adjacent cities though.

[/o]

Reply: SeaFall:: General:: Re: How many sessions?

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by ze_stom

rawlinsusmc wrote:

manustrium wrote:

montebanc wrote:

I agree Aaron that it seems silly to measure value by cost per hour. However, it also seems silly to measure the value of a game by its cost. If cost **is** a major factor, though, it seems logical to do the analysis. A lot of the brouhaha about board game companies these days is about prices being too high or discounts not being high enough. Seems like many people are more concerned with buying lots of games relatively cheaply as opposed to buying only a few good games at whatever price and replaying them frequently.


I feel compelled to mention that I myself have used the cost/(hour of entertainment) as a justification of the amount of money that has been sunk into our collection. Especially when being criticized for the amount of money a $50.00 board game costs by family who regularly spend nearly $200.00/month on cable and watch only one or 2 channels of what they purchase. We spend much less than $200.00 a month and get many more hours/$ at our place.


I think Games are a much better investment then television. Television is a recurring cost, while games are a one time investment, that yields as many hours of entertainment as you want. Television you can only get a set amount of hours out of before you need to pay again. I think what causes all of this tension about "Legacy" games is that they are games, something that traditionally you pay for once and can "consume" multiple times, and make them single servings, like television.

No one complains about only being able to watch television once, because that is how it is. But a game that you can only play once, is a huge change from traditional games, which are seen as an investment instead of a fee for use. But really, it is like you said. We pay for entertainment. If you are willing to spend $80 for a few nights of great fun, then Legacy is for you. If you are one of those people who are very selective of the games you buy, and keep them forever, then probably not.

Legacy is very similar to people who buy games, play them for a few weeks, and then get a new game to replace it. It is just part of the deal up front that you only get to play if a few times.


It's really a cross between a boardgame and an RPG module. Once you play through the temple of elemental evil, it's unlikely that you are going to play it again- you know all the secrets. It's very much a story that gets told, but instead of using 20-sided dice, a bunch of figurines and an erasable map, it's all in one box with dedicated pieces.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Pandemic Legacy Starting Rules compared to regular Pandemic Rules

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by clivej

EdHaag wrote:

I don't know anyone that actually follows that rule, anyway.

No - nor do I. Given you're allowed to tell other players everything you have in your hand, and there's no incentive to lie, playing with closed hands just turns it into a memory game. What's the point?

Although, oddly enough, we always follow that rule in Shadows Over Camelot. [...] the possibility of a traitor makes it so you don't want to reveal too much anyway.

Quite. The possibility of a traitor makes closed hands essential. If I'm the traitor, I want to be depositing crappy cards and pretending they're the best I've got. Or discarding good cards claiming they're dross. And I want to lie through my teeth and claim I ought to be tackling Lancelot's Armour, given it remains useful to me if I'm unmasked. And so on. If the traitor had to play with open hand, they'd be forced to play favourably to avoid arousing suspicion.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: MAY Spoiler rules question

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by clivej

[o]The city is still its original colour.

And the city's card is still a city card of its original colour.

The only difference when a city becomes Faded is that you place Faded figures instead of cubes of that city's colour whenever you draw its card from the infection deck. Admittedly, that's a pretty significant difference. (-8[/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: MAY Spoiler rules question

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by JonofPDX

Got it!

Thanks for the quick reply guys. That's how I figured it was meant but I wasn't 100% sure.

Thread: Betrayal at House on the Hill:: General:: Teaser for more Betrayal?

Reply: Betrayal at House on the Hill:: General:: Re: Teaser for more Betrayal?

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by cbrua

Impressive list of names. If it is a new BaHotH, all of those authors could make for an interesting set of scenarios!

Reply: Betrayal at House on the Hill:: General:: Re: Teaser for more Betrayal?

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by Fugazi2112

Riboflavin is Vitamin B2

B2 = Betrayal 2?

...


Half Life 3 confirmed! :P

Reply: Betrayal at House on the Hill:: General:: Re: Teaser for more Betrayal?

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by Kengi

Betrayal 2

Betrayaltwo

bowtaletray

Bow Tale Tray

Bows shorten shoelaces to approximately HALF
Tale is a story of someone's LIFE
Tray = Trey = Three

HALF LIFE THREE CONFIRMED!!!

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Question regarding the [REDACTED] upgrade (end of month July spoilers)

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by chreotho

Erik,

Good questions, but I'll wrap in a spoiler tag to be safe (end of July spoilers):

[o]

eriko wrote:

How would the dispatcher and colonel inter operate?

More importantly, how does the Paramilitary Escort act if the dispatcher uses his special movement to move a pawn to the location of another pawn?


First question about the colonel:

I was confused about this as well, does the Colonel's "ability" to move across roadblocks still apply (thematically, the colonel's uniform gets him through?)

But a clarification in this thread, with confirmation from the designers:

https://boardgamegeek.com/article/21058828#21058828


"The Dispatcher uses only his own upgrades and scars when moving the other characters. “Upgrades” encompass “Abilities” as well. (We didn’t intend to introduce a weird exception here.)

Therefore, when the Dispatcher moves the Colonel, he would not ignore roadblocks (for example) since he only pays attention to his own upgrades and scars."


And just for completeness, from the rulebook, the card discarded due to the roadblock would come from the Dispatcher's hand, not the Colonel's.


Here's how I would interpret the second question (Dispatcher and Paramilitary Escort):

A: If the Paramilitary Escort upgrade is on the other character, then it does not apply, per the rules discussed above ("use the Dispatcher's scars and upgrades, not those belonging to the character he is moving")

B: If the Paramilitary Escort upgrade is on the Dispatcher and the Dispatcher does not also have the Veteran upgrade, then it does not apply (per the July Game End Upgrades card, "Only Military characters (with dog tag symbol) can use this upgrade.")

C: If the Dispatcher has both the Paramilitary Escort and Veteran upgrades, then he is considered a military character

August minor spoiler:
[o](and also still a medical character, for searching purposes)[/o]

and therefore the upgrade applies when moving another pawn as if it were his own, regardless of whether the character being moved is military or not.

(I have confirmation on A, B, and C from Matt and/or Rob via other threads or mail).

D: Slight wrinkle: Does Paramilitary Escort apply when using the Dispatcher special ability to bring 2 character pawns together in the same city, as opposed to the special ability to just move another pawn as if it were his own?

I was leaning towards yes, given the upgrade wording, "Whenever you leave a city with a Faded figure..."

When the Dispatcher uses that ability you are "leaving" the original city.

HOWEVER, looking at the rule book itself, the line about using the Dispatcher's scars and upgrades is underneath the line
When the Dispatcher moves a player's pawn as if it were his own


So this now makes me think no, it would not apply to that particular case.

Other threads have established that this Dispatcher "pawns to same city" ability is not affected by any city being rioting (Dispatcher's, original, or target), since it is not a direct/charter flight action.

Similarly, if the target city is Collapsing or Fallen, I think it has been confirmed that no cards need to be discarded for this action. (Since it is not a Drive/Ferry action).

A related question:

Would the Dispatcher's scars apply when using the "move pawns to same city" action? (Although hopefully, you never choose to apply one of these movement based scars to the Dispatcher)

"Discard a card every time you leave a city with 3 cubes of the same color"
"Discard a card (if you have one) when you enter a city with a research station."
"You may never enter a collapsing or fallen city"

It seems like Paramilitary Escort should be handled in the same way.


[/o]

Thread: Pandemic Legacy: Season 1:: Rules:: Dispatcher's scars when moving pawns together? (NO SPOILERS)

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by chreotho

Rules clarification question:

The Dispatcher has two special abilities in the rulebook:

1) move any pawn, if its owner agrees, to any city containing another pawn [I will call this "reuniting", for lack of a better term -- it is definitely not a regular direct/charter/shuttle flight or drive/ferry action.]

2) move another player's pawn, if its owner agrees, as if it were his own [using regular drive/ferry or direct/charter/shuttle flight movement actions]

Further down it says:

When the Dispatcher moves a player's pawn as if it were his own:

use the Dispatcher's scars and upgrades, not those belonging to the character he is moving

cards that need to be played or discarded (for Direct and Charter Flights or to enter a collapsing or fallen city) come from the Dispatcher's hand...

Question: When using the first special ability, to move two pawns together into the same city (aka "reuniting"), does the clause about scars and upgrades and discarded cards still apply?

For instance, if you had been unlucky (and/or unwise) and applied one of these scars to the Dispatcher, would it apply to this action:

REGRETFUL. Discard a card every time you leave a city with 3 cubes of the same color.
(when the pawn the Dispatcher is "reuniting" started in a city with 3 cubes of the same color?)

GERMOPHOPIC. Discard a card (if you have one) when you enter a city with a research station.
(when the target city being "reunited" into has a research station)

Is the answer any different if the pawn being "reunited" is actually the Dispatcher?

What if the pawn is not the Dispatcher, but that other pawn has one of those two scars?

Possibilities:

A) Always apply the Dispatcher's scars and upgrades whenever moving another player's pawn (even when "reuniting", not just when moving "as if it were his own"). In the scenarios above, the Dispatcher must discard a card to be able to "reunite" someone away from a 3-cube city (and could not do the "reunite" action with no cards available); and must discard a card, if possible, when "reuniting" someone into a research station city (but could still do it with no cards).

B) "Reuniting" is a special ability that does not trigger any entering or leaving city effects, the pawn magically appears in the other city with the other pawn. No scars or upgrades are applied.

C) "Reuniting" still uses the original characters scars and upgrades. (in which case, who discards?)

I would eliminate C), since it doesn't make sense.

I'm leaning towards A), but I could also understand B), since if the scars/upgrades should apply, the rule could have said "Whenever the Dispatcher moves another player's pawn...."

For further discussion of related scenarios:

WARNING: End of July spoilers:
https://boardgamegeek.com/article/22444043#22444043

and a related (but not quite the same) confirmation from the designers (Warning, spoilers through end of August):
https://boardgamegeek.com/article/21058828#21058828

but it might point more towards interpretation A

Chris

As promised my Top 10 Solos and some reccomendations.

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by Rob Murcutt

So if you read my previous post you will have read my intro into solo gaming. 'Im going to reel off my personal top 10 and then give some suggestions of games I've seen that look interesting or have played normally and feel would bridge the gap to the solo experience quite well.

So here goes.

10. Mage Knight Board Game
Widely regarded as the top dog of solos, not round here. :p Mage knight is a solid game about managing your deck of cards and adding better cards and spells to your deck to move around the board more efficiently and best the big bad monsters in combat. Highly thematic and a real puzzling challenge. The main issue for me though is a brutal rulebook to manage on your first play, especially solo and a horrendously long time to set-up.

9. Imperial Settlers
I really enjoy Imperial settlers solo. You get a chance to sink your teeth into customizing your deck with the expansions and build the deck to your style of play. Also a good way of trying new card combos and definitely a platform for improving your play and spotting combos more efficiently.

8. K2
Just oozes theme this game you'll be panicking about acclimatization levels and keeping jiggly and chubby alive til the end. A great game solo or with other gamers the level of tension in this game is unrivaled. My only issue is without the expansion theres not a whole load of variability.

7. D-Day Dice
Another game dripping with theme. If your not someone who can make a storyline up in their head as they go this may not be for you though.
As a main reason for my enjoyment in this dice chukka is making a storyline as I go. Also the mission briefings included with the game are awesome.

6. Sylvion
The only game I've played from the omniverse series. The introductory mode to this game seems nion impossible. Give it a few plays and then jump into the drafting variant which is easier and a lot more fun. Having to make decisions on which angle you'll take whilst building your deck is great. A nice little risk vs reward element is included in the drafting process which makes you want to go back for another play.

5. Glass Road
I adore this game. It throws up a new strategy and puzzle every time I play it. Always leaving the challenge of the elusive 25 points people always mention when talking about glass roads. The resource management wheels are brilliant and the one random draw from the cards every round keeps it different and the huge stack of buildings keep it from being samey.

4.Space Hulk: Death Angel – The Card Game
My highest rating co-op to play solo. I was a games-workshop lad growing up so the theme sits ok with me. The card play for this game is phenomenally simple and works an absolute charm. No push over either. My only issue is the luck of the die can really jam you in this game.

3. At the Gates of Loyang
The second Uwe Rosenberg to make my list and for much of the same reasons. The man knows how to make you puzzle out your turns and strive to beat your previous score in glorious fashion. This game just has a charm to it, the way it looks and feels just hits the right spot for me.

2. Five Tribes
This came completely out of left field for me. I heard that Bruno Cathala had added a solo play variant and was skeptical to say the least. Man was I wrong, this is the most brutal and punishing game I have played with a boatload of instant losing conditions to worry about constantly this really keeps you on your toes and definitely makes you better at the game and most likely a faster player as this game is known for causing severe AP.

1. Friday
There was never any doubt this would be my number one. The whole system works great. The theme is perfect and the difficulty level is just right. Tough decisions and smart strategy will see you through this deck building master piece.

So thats the top 10 over and done with now heres some other suggestions of games you should try out if you like solo gaming.

In the specific solo category we have anything from the omniverse. Be it Onirim, Sylvion, Castellion or Urbion. I have only played sylvion but I've heard good things about this series. Also Hostage Negotiator which looks fantastic and is apparently quite the challenge.

Co-op games are great as they play solo or a crowd equally well as long as their is no traitor mechanic. Some good ones to check out are Robinson Crusoe: Adventures on the Cursed Island, Mice and Mystics, Flash Point: Fire Rescue, Forbidden Island or Forbidden Desert. The last 3 being great for new players to the hobby.

Competitive games with solo variants out of the box. Snowdonia, Agricola or any other Uwe Rosenberg title. Race for the Galaxy although it does require the first expansion (Race for the Galaxy: The Gathering Storm) to play solo, Castles of Mad King Ludwig and lastly Flip City and Harbour if you want something smaller in size.

Honourable mentions
Rallyman this game has a forum dedicated to monthly rallies seeing who can post the fastest time. It seems to have an absolutely amazing community and I'm gagging to get my own copy so I can join in the fun.

Finally Pandemic Legacy: Season 1 if you know you will be gaming solo for a while this would be an awesome investment if you have'nt played it already. I wont post any spoilers but theres a reason this game has seen such buzz and success and it would be an epic experience to play solo.

Sorry for the long post but thanks for sticking it out. :D

What great solos have I missed out? & What does your top 10 solo list look like.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher's scars when moving pawns together? (NO SPOILERS)

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by qwints

We played A, but the language in the rulebook for whose scars apply does seem to only apply when the movement is "as if it were his own."

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher's scars when moving pawns together? (NO SPOILERS)

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by eriko

When the Dispatcher moves a player's pawn as if it were his own:

use the Dispatcher's scars and upgrades, not those belonging to the character he is moving


You said it yourself. "When the Dispatcher moves a player's pawns as if it were his own."

The Dispatcher has two abilities. One is to "reunite" (I like "teleport", but that's less thematic.) The other is to "Move any pawn as if it were his own."

You can clearly eliminate A entirely. If A is correct, it is errata and an error in the rulebook.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher's scars when moving pawns together? (NO SPOILERS)

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by eriko

For the sake of argument and discussion, and for clarifying B vs C, let's eliminate the Dispatcher entirely. What happens if a character has Germaphobic and gets moved into a city containing a research station by an Airlift event?
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