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Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Monsters and Dumbwaiters

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by Autoduelist

You might check the base game rulebook and FAQs. I seem to recall a rule that the house was setup for the monsters benefit.

Reply: SeaFall:: Rules:: Re: Failed raid and enmity

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by Becq

KoalaXav wrote:

Per page 11, it clearly states enmity is placed on a site when that site has been successfully raided (or otherwise mistreated), so I would argue that while you can choose not to plunder, you are voluntarily treating it as a failed raid and gaining no glory. The logic is simple.

Enmity is placed if the raid is successful. Ergo, no enmity placed means no success. They go hand in hand. Nowhere does it say place enmity only if you take plunder.

I disagree. Consider the following:
1) Enmity is linked to plunder, not success. "(p19) Place enmity tokens equal to the plunder value on the site." Note that this has nothing to do with number of successes rolled: if you roll 6 success, you can plunder a value 5 site and place 5 enmity, or plunder a value 1 site and place 1 enmity.
2) Plunder is optional. "(p19) After a successful raid against a province, you may plunder one site on the province board." In general, "may" implies that you have a choice not to do the thing in question.
3) Success is determined by ship survival and die roll, not choice of plunder. "(p10) If you did not roll a single success, or if your ship sank as a result of taking damage, the endeavor is a failure and your turn ends immediately. Otherwise, you succeed (even if you took damage)." See also the quote in #2 that makes the choice of plunder a consequence of success, not a cause of success.
4) Glory is based only on success. "(p10) Gain 1 glory for a successful endeavor, and your turn continues."

So, based on the sections quoted above, If you roll at least one success and don't sink, you succeed and gain a glory, then choose a plunder option (or decide not to plunder). If you plunder, you place enmity based on the plunder you chose (and can't plunder if you can't place the enmity).

The quote you mentioned does seem to indicate otherwise. However also consider JR's post, just a few posts above yours. What the game design team states is often considered to carry some weight, and in the context of the thread, agrees with and clarifies the above points, and resolves the apparent contradiction. By the way, I could easily see it being resolved the other way -- your interpretation is logical, too.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt #97 - Feedback and Questions (SPOILERS)

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by Violetstreams

We just played this one last night and were also having issues understanding the dice rolling rules when it came to the wolves.

Per the Secrets of Survival, "If no Barricades remain and a non-blank side was rolled...", I understood it as when all of the barricades from all doors were back in the Shed pile, the next time there is an attack, after the next players turn, they roll a die and if it is a 1 or 2 then the wolves come in.
Am I correct in thinking that or is it just when one door has no Barricades left? If it is just one door, what happens if the tallest stack only has two barricades, as they all do at the beginning of the haunt, and the top Barricade is numbered 1-5? Would you possibly just lose on the very first turn of the haunt?

I wish there was some more clarification for the rules for the Barricades.

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

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by Throknor

DaviddesJ wrote:

Throknor wrote:

LeonardQuirm wrote:

I'd recommend un-subbing from the SeaFall forum until you've played the game in full.


See, that would take me out from seeing pictures or any announcements.


You can also block the Rules forum while subscribing to the other forums.

Pointing out something better that people can do has never been a particularly effective way to get them to do it. Especially on a website with thousands of users most of whom pop in when they want to post something and aren't even reading your requests.

I don't disagree in the slightest. My entire target is people who put the word 'Spoilers' in the subject to get them to consider adding the spoiler tag anyway. If it influences even one person then it was successful; if it influences none then oh well. I fully admit it is on me that I could check in the subscriptions list first; I just sometimes don't bother if it's been a while and I have > 80 (for example).

As for the forums, there can be basic rules questions that aren't spoiler based, especially base questions that might matter.

There was no harm in making this request - unless I start getting private messages with spoilers the worst net effect is no one changes. Since that's the same if I don't make the request, why not make it?

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

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by Becq

Oh, I agree there's potential consequences. Even more significant, it's even possible to "accidentally" complete a milestone, surprising even yourself. (unlock #2 spoiler, I think) [o]One of the milestones we have active now is to have accumulate a certain amount of gold. Gaining gold from an exploration result can occur, though it can't be planned for, and if gaining that gold pushes you over the milestone amount, then you are required to complete that milestone after the action.[/o]
That said, my position is the same as yours -- I'm still not convinced that the game benefits from the rule being written that way, and it does make the game rules seem conflicting and/or confusing the way they are written. (This is not the first or even the second time this question has come up!)

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

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by Gamblin Mat Cauthon

For maximum fun, don't look at the new event cards before adding them to the deck so that the first time you find out what they do is when they happen.

Thread: SeaFall:: Rules:: Rules questions.

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by proskilzz

When can you store stuff in a warehouse.

Why is there no sell goods symbol at the home provinces. Where can u sell goods?

For the first game after the prologue, when does the game end? When we reach the the set score? Will there be milestones?

What happenes if you run out of advisors to draw?

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 dommer2029

the_stag wrote:

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.


I haven't played Rebellions, but one of the things I like most about Original Trilogy Risk is its asymmetric play style, so I'm not sure why you say it doesn't have one.

jeff316 wrote:

Does anyone have any ideas on how to bring some of the feel such as the characters more into this version of Risk?

Bringing in leaders/characters could be fun. What if you got rid of one ship type and replaced it with characters? Instead of generic X-Wing pieces, you could use a Luke, a Wedge, etc.

Or you could bring in the Leader rules from Lord of the Rings Risk (which I don't recall off-hand), and have Vader, Luke, and Jabba as leaders.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by KoalaXav

proskilzz wrote:

When can you store stuff in a warehouse.

Why is there no sell goods symbol at the home provinces. Where can u sell goods?

For the first game after the prologue, when does the game end? When we reach the the set score? Will there be milestones?

What happenes if you run out of advisors to draw?


You can transfer goods from your ship to another ship or warehouse at the same site (island or port) at the end of a move action.

You can sell goods anywhere with a market symbol showing that color of good. All of the provinces can sell all four colors of goods.

All games except the prologue end when you reach the glory goal printed on the back of the rulebook. Make sure you finish the round when someone reaches the goal. Everyone gets an equal number of turns, so there may be a tie.

Since only one advisor is kept per player between games, running out of advisors is unlikely. Remember that 'discarded' advisors are moved to the bottom of the advisor deck. If you do run out of advisors, then just don't place any more advisors in the forum until more are available.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by XDarkAngelX

proskilzz wrote:

Why is there no sell goods symbol at the home provinces.


Symbol is on the warehouse, on your province board. You can sell goods in your warehouse.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by lactamaeon

Some nits picked:

KoalaXav wrote:

You can transfer goods from your ship to another ship or warehouse at the same (land) site (island or port) at the beginning or end of each ship's movement.

You can sell goods anywhere with a market symbol showing that color of good. All of the province warehouses have a market that can sell all four colors of goods.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by Becq

proskilzz wrote:

When can you store stuff in a warehouse.

You have an opportunity to transfer goods before and after each ship sails.
Why is there no sell goods symbol at the home provinces. Where can u sell goods?

The symbol is on each province card (in the warehouse box), rather than on the map board. You can sell at any market you control (including your home province), or at any neutral market. You can also sell at opponent's markets if you give them a reputation (and they accept).
For the first game after the prologue, when does the game end? When we reach the the set score? Will there be milestones?

The first game (and subsequent games, unless a new rule says otherwise) ends at the end of any round (ie, after everyone has played) when any player has reached or passed the target glory for the game. (Mild general unlock spoiler regarding milestones) [o]Yes, there are new milestones in the unlock boxes. Based on my experience so far, each box has some new milestones, including at least one unlock milestone (to proceed to the next box). I can't say that this is always true, though.[/o]
What happenes if you run out of advisors to draw?

Nothing. The supply of advisors is limited; if the deck runs out then it runs out (until the next game -- remember each player keeps only one advisor).

Edit: Wow, TRIPLE ninja'd! Whee!

Reply: SeaFall:: Rules:: Re: Rules questions.

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by iswearihaveajob

1. goods can be traded between ships and warehouses at the beginning OR end of a movement, given they are in the same space and there is land.

2. The 4-good market is located INSIDE your warehouse. This means no-one else can sell goods at your province.

3. The first game you start using the glory track to determine the winner. At the end of a round if anyone has reached/passed the glory marker the highest total wins. The first game will have 3 milestones as indicated by the rules. They are separate from the 4 from the prologue and are marked as such.

4. You can't buy any advisors then! (but really this shouldn't be a common occurrence so don't sweat it)

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: *Spoilers* Haunt 71 Question - Regarding Items *Spoilers*

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by RedArmorGuy

The issue I ran into with this haunt was that I was a hero and encountered an event (because the tome only stated we could ignore the "negative" house effects, but said nothing about ignoring drawing cards like the traitor could despite being the bad guys...). The event "Image in the Mirror" made me lose my item before the traitor had a chance to steal it from me, so he couldn't complete his goal...

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: *Spoilers* Haunt 71 Question - Regarding Items *Spoilers*

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by SpriteMichaeler

We played this haunt last night and came to the same conclusions. Thematically, one of the best in my opinion. It was super unique and an interesting concept.

However, it desperately needs a revision and playtesting. There are so many ways to break this haunt. It actually happened that two of our items the traitor needed were already in the possession of the ghosts, so we lost two off the bat. If we didn't have 7 items between us, there would have been no way for the traitor to win.

It also turned out that the traitor could only take damage from being attacked via Sanity. Had we known this going it, the game would have devolved into the ghosts running away from the traitor, boosting our Sanity for 8 turns each, going in to attack, running away, etc. What we interpreted as the only way for the ghosts to win was a grind-fest, and that wasn't fun for anyone.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by Becq

Quibbles:

iswearihaveajob wrote:

2. The 4-good market is located INSIDE your warehouse. This means no-one else can sell goods at your province.

Unless they pay you a reputation, and you accept it. When this happens, you can "gain all the benefits and powers present in
one region they control until the end of your turn", which includes the use of the market. Why would they use *your* market instead of their own? Well, if you have (for example) a marketplace (the structure), then it might be worth the reputation to get more gold...
3. The first game you start using the glory track to determine the winner. At the end of a round if anyone has reached/passed the glory marker the highest total wins. The first game will have 3 milestones as indicated by the rules. They are separate from the 4 from the prologue and are marked as such.

Four milestones for game 1 (as shown in the rulebook). Five if you include the "First Game" milestone that you resolve at the beginning of the game.

Reply: SeaFall:: Rules:: Re: Rules questions.

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by KoalaXav

lactamaeon wrote:

Some nits picked:

KoalaXav wrote:

You can transfer goods from your ship to another ship or warehouse at the same (land) site (island or port) at the beginning or end of each ship's movement.

You can sell goods anywhere with a market symbol showing that color of good. All of the province warehouses have a market that can sell all four colors of goods.


You are right about beginning or end. My bad. Didn't have the board in front of me so didn't remember where the symbol shows.

As for the land site thing, water hexes are not 'sites', and I specifically said island or port. So :p

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

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by thomasrobb


Practicing spoiler tag
sorry - I want to make sure I can use it correctly

[o]Just practicing making a Spoiler tag - sorry[/o]

Reply: SeaFall:: Rules:: Re: Failed raid and enmity

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by KoalaXav

Becq wrote:

KoalaXav wrote:

Per page 11, it clearly states enmity is placed on a site when that site has been successfully raided (or otherwise mistreated), so I would argue that while you can choose not to plunder, you are voluntarily treating it as a failed raid and gaining no glory. The logic is simple.

Enmity is placed if the raid is successful. Ergo, no enmity placed means no success. They go hand in hand. Nowhere does it say place enmity only if you take plunder.

I disagree that it's so clear-cut. Consider the following:
1) Enmity is linked to plunder, not success. "(p19) Place enmity tokens equal to the plunder value on the site." Note that this has nothing to do with number of successes rolled: if you roll 6 success, you can plunder a value 5 site and place 5 enmity, or plunder a value 1 site and place 1 enmity.
2) Plunder is optional. "(p19) After a successful raid against a province, you may plunder one site on the province board." In general, "may" implies that you have a choice not to do the thing in question.
3) Success is determined by ship survival and die roll, not choice of plunder. "(p10) If you did not roll a single success, or if your ship sank as a result of taking damage, the endeavor is a failure and your turn ends immediately. Otherwise, you succeed (even if you took damage)." See also the quote in #2 that makes the choice of plunder a consequence of success, not a cause of success.
4) Glory is based only on success. "(p10) Gain 1 glory for a successful endeavor, and your turn continues."

So, based on the sections quoted above, If you roll at least one success and don't sink, you succeed and gain a glory, then choose a plunder option (or decide not to plunder). If you plunder, you place enmity based on the plunder you chose (and can't plunder if you can't place the enmity).

The quote you mentioned does seem to indicate otherwise. However also consider JR's post, just a few posts above yours. What the game design team states is often considered to carry some weight, and in the context of the thread, agrees with and clarifies the above points, and resolves the apparent contradiction. By the way, I could easily see it being resolved the other way -- your interpretation is logical, too.


I can't say I'm really a fan then of the official interpretation. It feels too much like taking advantage of a loophole.

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