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Reply: Pandemic Legacy: Season 1:: General:: Re: For those who have finished.

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by clivej

Well... apart from the Equipment and Events. And the Paramilitary Escort, which was fun while it lasted. And the Nuclear Option, I guess. (-8

Also, in a spirit of prevention being better than cure, there was Quarantine and Roadblocks.

Reply: SeaFall:: General:: Re: Spoiler Free House Rules

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by reshurc

Nice, we all just go our turns in Title order and never change seats.

Reply: Pandemic Legacy: Season 1:: General:: Re: For those who have finished.

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by mfaulk80

clivej wrote:

Skippy668 wrote:

The Colonel being revealed as the traitor completely pulled the rug out from under us.

Out of interest, why was that a problem? By contrast, we never played the Colonel at all!
We also never touched the Colonel, and weren't every tempted to use him to be honest. We did Quarantine a lot, but we didn't use Roadblocks either...

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt #80 I, Mutant

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by crazycurlygirl

We just had some trouble with this haunt as well. Clarifications that would help:

1. Is the traitor limited to the number of traps they start with for the whole haunt, or do they get more as the haunt progresses.
2. If they are limited, do 'captured monkeys' count if they are just knocked down? Or do they need to have a trap on them?

It seemed difficult if the traitor was limited to only the beginning number of traps, and couldn't move them after the first placement if no one ran into them. Most of them never returned to the hand to be placed again.

Any thoughts?

Reply: Risk: Star Wars Original Trilogy Edition:: Variants:: Re: Ideas to make this feel more like the new Rebellion game?

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by the_stag

I think this really depends on how much effort you are willing to put into this "project". One of the biggest hurdles is that Rebellion is has an asymmetric play style, while Risk is quite the opposite. The other issue is what to do with the Hutts? I guess you just don't play with them.

Some simple idea I came up with on the fly:

Use the ships and dice from Rebellion. Have both space and land theaters. Assign each unit a value that is equal to Risk values.
Troopers/X-wing/Y-Wing/TIE Fighter = 1 troop point
Speeder/AT-ST/Corvette/Assault Carrier = 2 troop points (CRV and AC both carry 4 land units)
AT-AT = 3 troop points
Mon Cal/ISD = 4 troop points (and both carry 6 land units)
The Death Star is used as normal in Risk

At the end of a turn, a player would receive land and space troops. So a minimum of 3 land and 3 space. Either that, or you have to choose whether you want to spend your 3 on land or space, both options have merit.

As for leaders, each team starts with one on each planet they control. Every time you capture a planet, you can either move the leader from the planet you came from, you assign a new leader to the captured planet. Once you run out of leaders, then you have to move them around. End of round fortification rule allows for any/all leaders to move up to 1 planet.

I'm not sure how to implement mission, objective, probe or action cards. Although I'm not sure they're all even possible to be implemented without just playing Rebellion on a different board.

Reply: SeaFall:: General:: Re: Spoiler Free House Rules

Reply: SeaFall:: General:: Re: Batteries?!

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by mcs1213

I am going to double spoiler tag this. Easier than replying to lots of GM.

[o]
You have been warned if you don't want to know.

There is an unlocked chest that contains the "light of truth".
[o]
Basically a little led flashlight. When you shine it at certain cards it may or may not reveal anything.
[/o]
[/o]

Reply: SeaFall:: Rules:: Re: [Spoiler] The Thug

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by mcs1213

razordaze wrote:


Question:
[o]If the Thug's "Buy" is increased, does that allow the player under his advisement to:
a) Purchase additional goods using enmity
b) Purchase goods from one island using enmity, and additional goods from the same location beyond the first four using gold
c) Purchase goods from an island using enmity, and additional goods from another island using gold
d) Purchase any number of goods from any combination of islands using gold (and only gold), OR 1-4 goods using enmity from one island
[/o]

I'd guess that c) is the most literal / balanced interpretation of the card... although I think the first option would be most thematic and awesome.


From what I understand its would be mostly c, but with the caveat from b.

Meaning -
[o]Purchase between 1-4 goods from one island using enmity. Then purchase X goods where X is the value from "Buy Goods + X", from any island you have a ship at using gold.
[/o]

New Image for Betrayal at House on the Hill

Thread: Betrayal at House on the Hill: Widow's Walk:: Rules:: Haunt #68 Traitor's tome clarification [SPOILERS]

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by elmismopancho

So, last night we played haunt 68 "He Who must not be read" and I was the traitor. When we got to the point that the chest was located and opened, I realized that, the way the rules of the haunt was written, it was entirely possible that the heroes could win the haunt in one turn. From the traitor's tome:
When the chest is opened: Inside is a rabbit that runs out. It now takes its turn in order after the hero who opened the Chest, and flees from the heroes as a monster with Speed 4. A hero may attempt a Speed roll of 3+ to kill it.

So, when Flash opened the chest, we replaced the token, and then came the question: Can I try to kill the rabbit now?, because it was still Flash's turn and the rabbit hadn't moved yet. The rules say that a Hero may perform any number of rolls, as long as they are not for the same test. And the haunt continued very similar from this point. If he could kill the rabbit, it would turn into a duck, that Flash could kill again, and keep on doing tests until he destroys every Soulcrux (a very small chance, but possible)
We ended out house ruling it, that the moment an item changed, the turn of the hero ends, so the rabbit (then the duck, etc) takes the turn immediately. What do you guys think?

Reply: SeaFall:: General:: Re: Please learn use the spoiler tag for spoiler threads!

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by Ehrine

LeonardQuirm wrote:

People may find endless spoiler tags (especially nested spoiler tags for replies) annoying when the fact there's a Spoiler is announced up-front in the subject (I certainly had someone comment that I didn't need spoiler tags when I asked a rules question in Pandemic: Legacy that had "Spoiler" in the subject line).


Pandemic had the advantage of having clearly defined months and for the most part you could use the month in the subject line and make it very clear without giving anything away in the subject line. From what I can see, Seafall isn't quite as clear (short of describing the boxes I guess). Admittedly I'm only 1 game (+ prologue) in so far so haven't "unlocked" much yet.

Reply: SeaFall:: Rules:: Re: Hurra! Der Errata-Thread ist da! Natürlich SPOILERFREI

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by duchamp

Danke erstmal - noch herrscht relative Ruhe. Mal sehen, was noch kommt.
Die Regel kann ich nicht hochladen, da ich nicht die Rechte daran habe. Ich leite das mal an Heidelberger und F2Z weiter.

Reply: SeaFall:: General:: Re: Please learn use the spoiler tag for spoiler threads!

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by Ehrine

thomasrobb wrote:



Exactly how do I make that "Spoiler" box?

:what:

In the message editor, there's a "SP" button over on the right that will add spoiler tags. It's [ o ] [ / o ] though (just remove the spaces)

Reply: SeaFall:: Rules:: Re: Spoiler-free questions - Milestone timing and "end your turn"

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by Muede87

Yea. I was wondering this myself. Could you not just play it that you check for completed Milestones after both your actions. Then if you have completed more than one, choose?

File: SeaFall:: Explorer's Map Deck for SeaFall


Reply: SeaFall:: Rules:: Re: The Efficient and The Carpenter

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by heyvince

spidere wrote:

If I have the Appellation "The Efficient" ("
When buying a structure, you may use any type of good to discount it.
") and The Carpenter ("
Wood provides a discount of 12 gold instead of 8
") as my active advisor, may I use a wood to discount a Gun Tower (iron structure, 10 cost) by 12 (so a cost of 0)? I believe the answer is yes, but wanted to ask for a clarification *before* trying to do so in our game. ;)


I had the same combo and played it that wood provides the 12 discount for any building, and all other resources provide an 8 discount for any building. No reason I can think of that it wouldn't work this way.

Reply: SeaFall:: Rules:: Re: The Efficient and The Carpenter

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by Ehrine

heyvince wrote:

spidere wrote:

If I have the Appellation "The Efficient" ("
When buying a structure, you may use any type of good to discount it.
") and The Carpenter ("
Wood provides a discount of 12 gold instead of 8
") as my active advisor, may I use a wood to discount a Gun Tower (iron structure, 10 cost) by 12 (so a cost of 0)? I believe the answer is yes, but wanted to ask for a clarification *before* trying to do so in our game. ;)


I had the same combo and played it that wood provides the 12 discount for any building, and all other resources provide an 8 discount for any building. No reason I can think of that it wouldn't work this way.


I'd read it that way to. You're "efficient" so can arrange make anything out of anything, and "the carpenter" is really good at working wood so can make one wood go further :)

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Relationship question (February Spoilers)

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by TheNameWasTaken

Yeah, we just discovered the awesomeness of Rivals yesterday as well. We're quite far along in the year and have managed to upgrade all diseases as far as we can, so curing is quite easy. So when we lost a game for the first time in a few months, we picked up One Quiet Night and played it about five or six times in one game. Fun stuff.

Reply: SeaFall:: General:: Re: Do you open the extra card packs labeled "Event A" etc that are blacked out?

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by spunXtain

Becq wrote:

spunXtain wrote:

Steue wrote:

Only open those when told to.


This is what I suspected, thanks. Not very well written for the book to say "open all card packs" then include loose packs of cards not in a chest that you don't open right away

The rules do actually cover this:

SeaFall, p6 wrote:

Event Cards
The game starts with 10 event cards, 6 that are revealed and 4 that are each in their own sealed bag. Bagged event cards live in the storage chest until a milestone activates them. When this happens, find the event card in the storage chest, remove it from its bag, and add the card to the event draw pile. More event cards, both bagged and revealed, will enter the game. When discovered, new revealed event cards are immediately shuffled into the event deck. New bagged event cards go into the storage chest until their milestone is completed.


Thanks, indeed it does, in another section. Still think the wording in the "setup" section could be better.

Reply: Betrayal at House on the Hill: Widow's Walk:: General:: Re: Concerned by all the confusion

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by Bucho22

DanielRobison wrote:

So, I subscribed to this game because I'm really excited about it, but ever since it's release there has been a ton of threads popping up of people bring clarification on a number of the haunts. Should I be concerned?


Welcome to a wizards game.

I'd highly recommend getting it. Super fun, a ton of replay-ability and easy to get new people into without a lot of rule memorizing.

But it does have it's downsides, the cardboard's on the cheap side, the mini's are hideous and the directions will at times be ambiguous.
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