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New Image for SeaFall

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by raphaell7

<div>Seafall, Cube Factory of Ideas, 2016 — box (image provided by the publisher)</div>

Reply: Risk Legacy:: Rules:: Re: Questions regarding 30 Troops & Missle hidden packet (spoliers limited to only this packet)

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by Billybob327

Hello!

We started playing Risk Legacy a few days ago and are currently in the middle of game #2. Last night, I put down 36 troops on the board, and we opened the corresponding packet. Sadly, nothing inside it made sense so we put it aside, figuring out it'd make sense later. Thanks to the thirty troops, everyone rallied against me, and thanks to terrible (like really really terrible) dice rolls, I lost those thirty troops in a couple of turns and the game is back to where it was before (roughly) I put them down on the board.
Because the content of the packet made no sense at all, I investigated after we decided to pause the game for the night, and realized that the packet actually contained what we were supposed to get when using the third missile (which was a terrible spoiler, I'm really not happy about that). Apparently, a few people had mislabeled packets, so we're not the only ones. Anyway, now there's a new discussion with my group: should we or should we not open the 30+ troops and one missile packet immediately? Or wait until the situation happens again? I did spend the one missile I had in the meantime.
I feel like we should open it, and if we need to change a couple of things (like me getting the missile back), we should adapt (after all, maybe the turn of the game would have been very different if I had opened it on time), while another player wants to wait until the situation happens again. I feel at a disadvantage right now since I used the cards to get the troops instead of getting a red star, and I'm the only player who needs to exchange the cards no matter what to win (the others have starting red stars and can take control of others HQ).

The only info I have about the packet is that it contains a new faction (Aliens), but that's it. I don't know if it'd be an advantage for me or the others, or a disadvantage, or neutral.

Thanks for taking the time to read! :)

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 22

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by Archonyx

Archonyx wrote:

Another couple of questions regarding Ker and Patmos:

1) The Octopus box contains new buildings and ship upgrades, but Entry 250 doesn't instruct us to add them in yet. Is this deliberate (because a future rule will add them in) or an oversight? I seem to recall that previously unlocked buildings and upgrades were accompanied by a specific instruction to add them in)

2) Right now, the person who discovered Patmos gets glory for the explore endeavor (1 glory) and for completing the Milestone (2 glory). Does thIs player also get the glory shown in the inset space on the board (like they would for discovering a regular island)? Argument in favor: that's what you do for discovering regular islands. Argument against: the only rule that actually awards you that glory is printed in the Captain's Book entry you read when you find the island, and there's no such instruction in Entry 250


Just chatting with JR and have official answers for these latest two questions:

1)
They're to be added in when the box is opened, I believe. Oversight on our part.


2)
Yes, they additionally gain the glory for the inset box. Finding Patmos is a big deal!

Reply: SeaFall:: Rules:: Re: Stone Archway and Rule 6 [Spoiler]

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by Archonyx

Official answer from JR:
Yes, it's a portal of the ancients that doesn't require a dangerous waters check to enter... but it does require one in the space you end in if that PotA requires it.

Reply: SeaFall:: Rules:: Re: Does Enmity Increase Repair Cost for 4th Starting Island?

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by Archonyx

Archonyx wrote:

The 4th starting island contains a repair icon, but per the special feature of this island, a player has to pay 6 gold to repair here.

If a player has enmity tokens on this island, do they increase the cost of this repair action? Our group voted no, reasoning that the rules explicitly specify only two actions that have their costs increased by island enmity (purchasing goods, and purchasing ship upgrades at island docks).


Official answer from JR:
The group is correct, no increased cost

Reply: Risk Legacy:: Rules:: Re: Questions regarding 30 Troops & Missle hidden packet (spoliers limited to only this packet)

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by marhawkman

Well, I'd start the next game as if you satisfied the unlock on your second turn.

Reply: Risk 2210 A.D.:: Variants:: Re: Venus map Prototype!

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by marhawkman

That's kinda pretty. :) makes it look unique.

Hmmm I feel inspiration stirring.....

Reply: SeaFall:: General:: Re: Boaty McBoatface


Reply: SeaFall:: Rules:: Re: Stone Archway and Rule 6 [Spoiler]

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by DaviddesJ

This shows the problem with impromptu, off-the-cuff "official" answers. This can't be right, as it directly contradicts Rule 6:

[o]Do not do a Dangerous Waters check for the portal you arrive at.[/o]

Reply: SeaFall:: Rules:: Re: Stone Archway and Rule 6 [Spoiler]

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by Archonyx

I just took him as saying that if you start from another portal and END on the printed stone archway, you do a dangerous waters check (because of the one you entered from).

Reply: SeaFall:: General:: Re: Boaty McBoatface

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by losfp

Hahaha, I also named my brig Boaty McBoatface as it's technically not a ship.

I named my ship the "UNSINKABLE TOUCH WOOD".

We've just finished the prologue, looking forward to the rest of the game, however long it takes to play....

Reply: Risk 2210 A.D.:: Reviews:: Re: Why I like this game but not as much as most others in the series

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by marhawkman

akinfantryman wrote:

whac3 wrote:

akinfantryman wrote:

Do you have to end the game after 5 rounds?

I understand it is in the rules, but couldn't you just ignore/houserule it and play to last man standing?

Or is there something in the way the game is set up that keeps this from working?
Personally I think that's an improvement. The main difficulty is that the original game's ever increasing value of card sets forces the game to end. If I ghet 30 armies at the start of my turn, I'm going to wash across the board like a wave destroying everything in my path. This game would have a marked tendency for never quite having enough armies to do that.

One could of course use the extended board and just play it as the original with a larger board and leaders.

Mmmmm...good point.
You know risk very well.

Still, I'm an impulsive variant-er. I could change things....there isn't any game mechanic that requires the 5 round limit, is there?
Enh, he only seems to like vanilla Risk... :p

Anyways, The command card system kinda needs it, because as-written there is no rule for reshuffling the decks. As-is situations will arise where one of the more popular decks, often land, will get completely expended in only 5 rounds.

But realistically, it's a way to avoid deadlocks. Vanilla Risk tended to degenerate into utter chaos once players started doing massive card turn-ins. But even with the chaos it might take a long time. Especially in a 5-player game where you had more than one player who played defensively.

Initiative bidding plays into this because you may or may not want to go first in a given round. If you're ready to bum rush someone, you don't want others to get a chance to attack you first.

Reply: Risk 2210 A.D.:: Reviews:: Re: Why I like this game but not as much as most others in the series

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by whac3

marhawkman wrote:

Enh, he only seems to like vanilla Risk...…

You do realize this is one of a series of my reviews of games in the series and all but two are unabashedly favorable?

Thread: SeaFall:: Rules:: Non glory granting endeavors/advisor

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by JuggaloNinja

So certain endeavors are know to not grant glory as seen in the FAQ(certain rolls required in the captain's booke).

So in the event of the advisor that grants an extra glory for endeavors completed with no damage taken, would he raise the reward for one of these to 1 or do they simply not qualify as "real" endeavors?

Reply: Risk 2210 A.D.:: Variants:: Re: Venus map Prototype!


Thread: SeaFall:: Rules:: [SPOILERS] Rules concerning raiding to conquer colonies

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by Jesselargent81

[o]I have a question of how people have been playing raiding to conquer a colony. The rules are pretty clear about your not being able to raid a site on an inactive colony. However, is raiding to conquer a colony raiding a site? Are you effectively unable to raid an unactivated colony?

It say you make a raid action against the colonies defense but doesn't say anything about site. On the other hand, an inactive colony card (flipped) also doesn't have a defense value. So does this mean a defensive strategy would be to not activate certain colonies so people couldnt conquer them from you? [/o]

Reply: SeaFall:: Rules:: Re: [SPOILERS] Rules concerning raiding to conquer colonies

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by DaviddesJ

[o]Surely you can't prevent your colonies from being conquered just because they are inactive. Use the defense value on the colony regardless of which side the card is on. It's the province marker on the map that is the definitive indication of whether the colony is active or inactive.[/o]

Reply: SeaFall:: Rules:: Re: [SPOILERS] Rules concerning raiding to conquer colonies

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by DaviddesJ

[o]I have to admit the rules are awfully unclear. I would say that if you conquer an inactive colony it remains inactive, while if you conquer an active colony it remains active. But I'm only inferring or guessing.[/o]

Reply: SeaFall:: Rules:: Re: [SPOILERS] Rules concerning raiding to conquer colonies

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by Jesselargent81

That's my thought as well. Thematically AND logistically it would seem weird to be able to just sit on them.

Reply: Risk Legacy:: Rules:: Re: Questions regarding 30 Troops & Missle hidden packet (spoliers limited to only this packet)

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by Billybob327

marhawkman wrote:

Well, I'd start the next game as if you satisfied the unlock on your second turn.


Thanks! To make sure I got this right:
1. Finish game #2 without doing anything
2. Open the package after the victory thingys
3. Start game #3 with the new stuff from the packet

Right?
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