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Reply: SeaFall:: Rules:: Re: "Highest Rank"? [box 5 spoilers]

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by Hexprone

So the event will be irrelevant a great majority of the time? Ok.

A lot was left extremely vague in the rules as written.

Reply: SeaFall:: Rules:: Re: Rule Clarification: Dice for Raids

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by Temelin

There is still some ambiguity to me. For attacking everything makes sense, but for defending there seems to be multiple interpretations.

Some of this involves a few spoilers opened in the first 3 boxes, but I don't see how you couldn't easily guess these things are coming:
[o]In another thread, the person mentioned that:
“Province enmity and At War With enmity applies whenever anything a player controls is raided, regardless of its location”.
Nobody seemed to take issue with this, but it is not how we were interpreting the Province enmity stickers.

The key questions are bolded:

If I have 1 enmity sticker at Player B's province and 1 enmity token in his "At War" section and I raid one of his ships out on the open water, How many dice do I lose?
What about if I raid his colony?
(I just want to hear about the enmity's effects. Don't worry about sail/raid values, support ships, the colony's garrison, etc.)


I would answer 1 to the ship question and 1 to the colony question. Both because of the At War token.

We have been treating the enmity stickers as applying only to that specific location on the board, including enmity stickers at provinces.
However, enmity in the At War section Player B's board WOULD apply to ships and colonies being raided in the cases above.
From reading the rules on page 11 (so many times) it is clear how bonuses work for attacking and how enmity works when your province is attacked, but not when your "other stuff" is attacked.

On page 18 under "Raiding a Ship" it says "Add 1 die... if the attacker controls the space. Remove 1 die if the defender controls it."Does this mean that tokens in the At War section and province sticker enmity both do nothing when a ship is raided?

On page 20 under "Raid a Colony" it says to "use the governor's enmity." Does this mean their garrison is increased by the enmity tokens in that player's At War section and enmity stickers in their province?
Using a phrase like "governor's enmity" is not defined anywhere, as far as I can see. Is governor's enmity = province enmity stickers + At War enmity tokens? Or just At War tokens?[/o]
Sorry if I came across vitriolic at all. I'm just frustrated spending time trying wading through this rules minutiae that has permanent, game-changing consequences.

Despite all this, the game is still amazing.

Reply: SeaFall:: Rules:: Re: [SPOILERS] Rules concerning rule 21

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by DaviddesJ

mcs1213 wrote:

[o]It is actually both the province marker an the fact that the card is face up that tells you a colony is active.[/o]


[o]What are you basing that on? There's nothing in the rules that mentions turning the card over. But it does say that you place a province marker and that shows that the colony is active.

Rule 21 should probably say that when you conquer the colony you replace that province marker....[/o]

Reply: SeaFall:: Reviews:: Re: Spoiler-Free Updated Impressions After 4 Full Games (Plus Prologue)

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by Temelin

I posted a question in this thread:
Re: Rule Clarification: Dice for Raids

It relates to a rules clarification above:

Slyght wrote:

“Province enmity and At War With enmity applies whenever anything a player controls is raided, regardless of its location”. This line alone would have cleared up a lot of issues that we and other people on BGG had.


I've searched the FAQ and this is still not clear. Did you find this in another thread? If so I would appreciate being directed to it.

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

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by DaviddesJ

[o]Our reading is that you harvest fields you control even if they are on inactive colonies. Activation lets you use the ability of the colony, and collect for it in phase 8 of winter, but the field value isn't dependent on activation.[/o]

Reply: SeaFall:: Rules:: Re: Non glory granting endeavors/advisor

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by Temelin

I appreciate the link. It's difficult to thread search some of these things because of so many rules question threads.
That should probably be added to the FAQ, unless I'm blind and missing it.

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:

Personally, I'm past vanilla Risk--I think I personally would like this game more than most in the series. whac3 and I have different personal tastes in risk....but he understands how the games work so well I can use his knowledge to better make an informed purchase decision.
:thumbsup:
Even though I personally agree with the other posters who have issues with most risk games.
My dad likes risk, though, so I might be able to use this so both of us are happy.:)

Back to the game....and my liking to variant games....
It sounds like I will have to make some more cards,
1) probably increasing moon+earth conflict.
2) some other way to encourage game end, without turn limits (I don't like) or increasing reinforcements to insane levels (I really don't like).
Yeah the ever-increasing reinforcements idea was dumb. Quite frankly, if vanilla was the only Risk, I wouldn't play Risk. Risk 2210 was the reason I started to like the game series. Once you get to late game all semblance of strategy goes out the window as people take turns bum-rushing each other.

Risk 2210 fixes this by 1: dropping the bumrush mechanic entirely, and 2: making card use a lot more interesting. It's not just collecting to turn in for troops, cards do a wide variety of things now.

It definitely gets fiddly when you think about how many decks there are to deal with though, but it's not bad.

But I digress....

I'm one of the people who has worked on variants for using multiple planets. One of the core rules changes with that was to make it so stations could be built anywhere, not just land. Which means you can build one on the Moon to use as a launching platform to invade other bodies. (Invade Earth is still useful in that it lets you launch from a territory without a base) Honestly this didn't make sense to me anyways.

This game is a lot of fun to do maps and other mods for. https://boardgamegeek.com/forum/1898/risk-2210-d/variants

My favorite addition is factions, this is mainly due to how it makes the game asymmetrical in an interesting way. Also it's easy to make up your own. Factions can be done as a print and play expansion. All you really need is the faction info sheet... Well some of the factions use the Tech commander so you somewhat need him too.

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

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by marhawkman

More or less.... but don't actually open the packet before the game starts.

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

I think my favorite is probably Castle Risk. It's not perfect but I do like the idea of armies at the end of the turn for what one controls then and the possibility of armies at the start of the game from cards. Diplomats cards are cool as well. The general and marshall cards are done in different games as leaders which are pieces on the board but not units. The Admiral card means you can't just defend the land frontier and neglect everything behind it. Plus the game tends to be quick.

Reply: SeaFall:: Rules:: Re: [SPOILERS] Rules concerning rule 21

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by Archonyx

It's not in the rules, it's on the cards themselves. The back of the colony cards all say "Inactive" and have another space for your to write the colony's name. The clear implication (to our group, at least) is that the colony cards start out flipped to their inactive side while they're inactive, then are flipped over to their active side once activated.

(For this same reason, I'd disagree with your idea in another thread that the fields on inactive colonies can be harvested. If it's inactive, the card is on the inactive side, and you can't see or use anything on the active side).

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

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by whipko

DaviddesJ wrote:

[o]Our reading is that you harvest fields you control even if they are on inactive colonies. Activation lets you use the ability of the colony, and collect for it in phase 8 of winter, but the field value isn't dependent on activation.[/o]


The rule is unclear. When the Colony is inactive. The card is flipped. so there will be no field until you activate it on phase 7.

So you won't get the gold during the 1st winter phase. Maybe I am wrong.

Reply: SeaFall:: Rules:: Re: Rule Clarification: Dice for Raids

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by whipko

Temelin wrote:

There is still some ambiguity to me. For attacking everything makes sense, but for defending there seems to be multiple interpretations.

Some of this involves a few spoilers opened in the first 3 boxes, but I don't see how you couldn't easily guess these things are coming:
[o]In another thread, the person mentioned that:
“Province enmity and At War With enmity applies whenever anything a player controls is raided, regardless of its location”.
Nobody seemed to take issue with this, but it is not how we were interpreting the Province enmity stickers.

The key questions are bolded:

If I have 1 enmity sticker at Player B's province and 1 enmity token in his "At War" section and I raid one of his ships out on the open water, How many dice do I lose?
What about if I raid his colony?
(I just want to hear about the enmity's effects. Don't worry about sail/raid values, support ships, the colony's garrison, etc.)


I would answer 1 to the ship question and 1 to the colony question. Both because of the At War token.

We have been treating the enmity stickers as applying only to that specific location on the board, including enmity stickers at provinces.
However, enmity in the At War section Player B's board WOULD apply to ships and colonies being raided in the cases above.
From reading the rules on page 11 (so many times) it is clear how bonuses work for attacking and how enmity works when your province is attacked, but not when your "other stuff" is attacked.

On page 18 under "Raiding a Ship" it says "Add 1 die... if the attacker controls the space. Remove 1 die if the defender controls it."Does this mean that tokens in the At War section and province sticker enmity both do nothing when a ship is raided?

On page 20 under "Raid a Colony" it says to "use the governor's enmity." Does this mean their garrison is increased by the enmity tokens in that player's At War section and enmity stickers in their province?
The phrase "governor's enmity" is not defined anywhere, as far as I can see. Is governor's enmity = province enmity stickers + At War enmity tokens? Or just At War tokens?[/o]
Sorry if I came across vitriolic at all. I'm just frustrated spending time trying wading through this rules minutiae that has permanent, game-changing consequences.

Despite all this, the game is still amazing.


Enmity stickers Always apply for ship and colonies.

Reply: SeaFall:: General:: Re: Missing materials or did we mess up? [Spoilers]

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by wimble

DaviddesJ wrote:

[o]If there are more atoll cards than stickers, I'd just improvise and draw an extra one with a marker on the map. We haven't run out yet.[/o]


[o]That's what we did, when we hit the same problem yesterday: cut the atoll icon from the card, and stuck it to the board. Which, incidentally, meant there was enough space to name it![/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Question about objectives (minor March spoilers)

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by alexgodlex

We've just played the May month and i was lost about objectives. It introduce a new objective but says you need to complete 3 ones. SO i just picked 2 more objectives to have 3 objectives on the board. But i realise now i should have all my objectives on board (4) and complete 3 of them.

Seems it's writen clearly in the rules somewhere but missed it. Seems i'm not the only ones. I think as Legacy introduce all kinds of new rules everywhere the cards should be clearer sometimes. I would prefer that the rules on the cards would be a bit less ellusive… I wouldn't mind that the cards would be repetitive about important rules or had a 'hint section in it' like :

HINT : remember objectives stays in play ! (unless we ask you to destroy one)

Reply: Betrayal at House on the Hill:: Variants:: Re: 2 Player Variant

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by Kryptom

Hi,

Just wondering you ever tried either of the 2 player variants? If so, what do you reckon is then best?

Cheers!!

Thread: Pandemic Legacy: Season 1:: Rules:: December mission *spoiler*

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by Wibs

[o]there is a mission to vaccine the cities. We nuked one. Do we need to vaccine it also? Thanks. [/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: December mission *spoiler*

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by DaveD

Wibs wrote:

[o]there is a mission to vaccine the cities. We nuked one. Do we need to vaccine it also? Thanks. [/o]


Yes

Thread: Pandemic Legacy: Season 1:: General:: running multiple campaigns

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by sexpanther

Hi,

I'm late to this party, and I'm keen to get ahold of Pandemic Legacy.

But I have a very basic and slightly stupid question. Apologies in advance: how practical is it to play this with more than one group?

Judging from the video reviews, there are stickers which, once attached, are presumably hard to replace and hard to remove. Similarly, I wasn't 100% clear on how many variations were possible in the story as it plays out. I know there are hidden boxes that are revealed - but is there only one thing in each box? Or would a second campaign play out differently?

Just wondering at the replay value. Though of course, replay value can exist even if the campaign content is identical each time!

Thread: SeaFall:: Play By Forum:: Seafall PbF Resource: (SPOILERS!!!) The SHIP Chest

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by gpmark

Only view this if you want to know what is in the SHIP treasure chest:

[o]
The seas await! The provinces, pushed by the soldiers and explorers guilds, are heading into the great unknown. Whether by cunning, force, fortune, or fate, new lands will be found and new adventures will be written. History shows that those who head out into uncharted waters often don't come back. But boldness and glory await. As does the pirate king. The continent is in turmoil as those provinces that are further back have declared war on those more prestigious. Ships are no longer safe on the open seas.

Add new rules
Rule 3:
[o]
Uncharted Waters
If you end a sail action in an empty sea space west of the first four columns, draw the top uncharted waters card. If your ships end in different empty sea spaces, choose only one and draw a card for that ship. In the rare event where there is only one space left in a column without an island, do not draw a card. This space will be an island, once a player succeeds in an explore endeavor to find it.
[/o]

Rule 4:
[o]
Dangerous Waters
If you move into a space with Dangerous Waters, attempt a SAIL endeavor against the defense of the space. If you don't sink as a result of this endeavor, you may continue moving. If your ships sailed together into the space, you only have to pass the Dangerous Waters check once, using the other ship as a support ship. You do not gain glory for passing a Dangerous Waters check.
[/o]

Rule 5:
[o]
Currents
If you move into a space with a current, you may sail out of the space in the direction the current is pointing without spending a point of movement. You do not have to move with the current and moving in any other direction incurs no extra cost.

Atolls
Atolls are regions where ships can rearrange their holds and not be in uncharted waters.
[/o]

Rule 12 - Explorer's Guild:
[o]
Exploring the Sea
You may take an explore action to try to find an island in an empty sea space in a column without an island. The defense is the number at the column's end. If you succeed, you have found an island in that space. Gain glory for the endeavor as normal. Take a random island card from the storage chest. Read its entry in the Captain's Booke. Follow its instructions for where to put stickers to mark the island.
[/o]

Rule 16:
[o]
Raiding a Ship
You may raid another player's ship in the same space as your ships. A ship is not a dangerous site. The defender picks the flagship. The defending ship's hold is the defense. Its sail or raid is the garrison (defender's choice). Support ships add or remove a die from the raid pool as normal. Add 1 die to the raid pool if the attacker controls the space. Remove 1 die if the defender controls is.
[/o]

Rule 17:
[o]
Raiding a Ship
If you succeed in the raid, you may apply 1 damage to the defending flagship or plunder 1 item from the defending flagship's hold for each success rolled. Place one enmity token in the defending player's At War With section for each damage given or plunder taken, unless the raid was in a region you control, in which case place exactly on enmity token.
[/o]

Destroy current title cards. Use the new title cards.

Add new retired advisors and island cards to the storage chest.

Add new advisors to trhe advisor deck.



[/o]

Reply: Pandemic Legacy: Season 1:: General:: Re: running multiple campaigns

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by t3clis

no replay.
you play one campaign, and then you can throw everything away.

you will attach stickers to the board, the manual, the characters and the cards. you will scratch cards to make text appear and you will destroy cards and characters

it's shocking at first, it works extremely well for ~30hrs campaign.

it is advised to play with the same group.

and yes, it's worth it.
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