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

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by sexpanther

Thanks - that's very helpful.

A bit of a turn-off for me, potentially. I have a semi-regular gaming group, but we often play lots of different things. Perhaps I can convince the missus...

It does sound really, really great though. I'm seriously excited about it.

Reply: SeaFall:: Variants:: Re: Looking for Advice for a Modified Prologue (SPOILERS possible)

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by PootJenkins

I decided I'm just going to change the 3 glory point requirement for naming an island to 2 points and just roll with it. should speed it up without making much of a difference.

Thread: Betrayal at House on the Hill: Widow's Walk:: Rules:: Haunt 82: Get a Clue questions/clarifications (spoilers)

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by gheintze

We played this scenario last night. I sent the following email to WotC for clarification. Any insight here would be appreciated.

I have a few questions regarding Haunt 82:Get a Clue.

In the "Right Now" section, it states to use the weapons in order, but the Rope is not included in the order. Why is this order important and should the Rope be included?

Also in this section, it states that Rope starts with the traitor. In "You Win When..." it states that the Rope does not start in the Dining Room. However, in our game, the Traitor was in the Dining Room. I assume that the text in "Right Now" means that it starts wtih the traitor instead of in the stack of items in the Dining Room.

The biggest issue is that in "You Win When", it states that one of the alibis must use the Rope. However, since the weapons must be used for alibis and the Rope is not in the list, it's not clear when or how the Rope is used to establish an alibi.

This is further confused by the fact that in the Traitor's Tome, the winning conditions are "all the heroes are dead OR the Rope is dropped in the Dining Room and the police arrive before those left alive have their alibis." In our game, the police arrived and 1 of 5 explorers had not established their alibis. However, the Rope had been used for one of the other alibis. Thus, the heroes could not win (not all alibis had been established, although one of the alibis used the rope in the Ballroom), but the traitor could not win either (the Rope was not in the Dining Room).

Geoff

Reply: SeaFall:: General:: Re: Removable labels

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by Ecosmith

My view on Legacy games is that if the rules clearly state (or obviously imply) that a component must be destroyed or ripped up or otherwise physically damaged, then the rule must be followed. Otherwise, youMre playing a variant.

Eco

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt 82: Get a Clue questions/clarifications (spoilers)

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by TheMexijew

I had similar concerns with this haunt.

We also had five players. 2 heroes established their alibis, 1 died, and 1 had not established their alibi. At the start of my turn, I (the traitor) increased the turn/order track to 11. I had the rope, jumped in the mystic elevator, made it to the dining room and dropped the rope. On the next player's turn, they came into the dining room and picked up the rope and stayed there. That's it. When it got back around to my turn, at the beginning of my turn, the turn track hit 12 and the cops showed up. I didn't get a last turn to try and wrestle the rope away from someone who was standing in front of me. The correct item(omen) was in the correct room, but it was in someone's hand, not dropped.

So...did no one win? We joked saying no one had succeeded so we were all out in patrol cars and taken to the station. But it was anti-climactic to say the least. I would say an easy fix is the turn marker I crime ts at the END of the traitors then.

To answer your question about the rope not being in the item list, because it is the omen that triggered the haunt, it is already in possession of the traitor. So there is no "set up" involving the rope.

We also azsumed the rope could be used as an alibi since it could be stolen/pickex up. I didn't read the survival guide so I don't know the specifics of what can and can't be used.

Halloween @ the FLGS

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by John

Last night the local FLGS had a gaming event (smallish town, we are trying to drum up interest in board games so these events are in the work-in-progress category), I showed up with a couple games from the personal stash in tow (Love Letter, Innovation, 7 Wonders: Duel, and Cosmic Encounter). I had been sitting on a copy of Cosmic Encounter for nearly a year now and it has never made it to the table, so I was hoping that this would be the night it would finally get it's first ounce of attention.

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When I arrived a few folks were nearing the end of a play through of Betrayal at House on the Hill. They played another round after that one finished up and I was able to jump into the fray. Let's just say that I need to play this one again, or multiple times before I could give it a positive review. Ultimately the problem for this play through was that the planets and stars had aligned to make the game so easy that it just wasn't what I had expected. We drew Haunting 42, the one with the statue that you have to give a specific item, afterwards it will manifest and deal with the invincible (to conventional attack) traitor in your midst. However, the player that ended up pulling the omen triggering the haunting had one of the required items on them, and it happened to be the item that corresponded to the traitors weakest stat. To top that off, prior to becoming the traitor, the soon-to-be-traitor player ended up trapped in the basement after falling through a hole in one of the ground floor rooms. So... Threat that can't get to the players, victory conditions instantly completed due to fortuitous circumstances... Game was basically on auto-win mode once the end game started. I found this disappointing, but I realize that a good portion of that the whole situation was luck based. It could play out completely differently in the next iteration of that same haunting. So I'll just move on realizing I have no real opinion of this game and it needs a few more plays before I would feel comfortable giving it a rating.

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A short while later I ended up running through the rules and playing a game of 7 Wonders: Duel, and in typical fashion when I teach this game I got rolled. The way the age I cards came out I had a tough go of trying to get resources and ended up being severely crippled in basic resources the entire game. It was manageable, and I was able to limit my opponents ability to get wood, but he had an abundance of stone and clay so the wonder I had drafted at the beginning of the game that destroys a brown resource card was basically worthless for that particular aspect. By the third age neither of us had taken a single science card, the military track had been moved almost equally by both of us and was close to the center of the board, so I tried to focus on victory points exclusively. After acquiring nearly all of the blue cards in the round I had padded my point differential 30-9 in the blues, everything was looking good from my seat. Unfortunately for me this game was won by victory points from other sources due to how the cards had come out. My opponent had taken the card "Moneylending Guild" and was sitting on 10 points (30 coins) in currency at the end of the game. That doubles with the moneylending guild and that 20 points shot him to a 46-60 win. So, yeah he would have won without the card, and I cant for the life of me remember all the details of each age during this game. It would be interesting to see how those early decision cost me points later in the game. Once of those times where it would have been great to document each age before starting. Anyhow, while I have only played this a few times this was not my best showing.. I really like how fast and interesting this game is, I've got the expansion on preorder and I cannot wait to roll that into the game and see how it plays.

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The next game was the abstract strategy game Onitama. Neither of us had played this before so we pulled it out, read through the rules quickly and had a go at it. Wow, five moves that cycle between us over the course of the game, and each game can have a different variety of moves from a deck of possibilities. Having young children that are not even old enough to be classified as "soon-to-be gamers", this is the kind of game I can imagine playing with them when they get a few years older. Simplistic, everything is laid out for both players to see, and overall I think the games would play out fairly fast with limited analysis paralysis potential. I would like to play this one again, it seems really good as far as abstract strategy games are concerned. Not that I have much experience with those, but I could see this being a nice compact game to have available and it perfectly capacitates the usual number of players that we have when playing games at home. I had to look up The Duke after I got home to see why these two games were compared and while The Duke looks quite complex, this game felt very simple to grasp the entirety of what was going on around the board.

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So.. after a couple two players games (we had a lull in board game participation), we picked up a player and started a game of Innovation. Each game of this I play makes me like it a little bit more than the last, and that definitely has to do with my increased understanding of the game. There are a few cards here and there that cause a problem with how to use them correctly, for instance, during this game we had a question about the card "City States". We ultimately played the card correctly, but there was some uncertainty on my part during that portion of the game. My strategy during the last few plays was to race through the ages and it definitely seems to help get more scoring and dogma opportunities up and rolling. I ended up winning this game after pulling the age 7 card that allowed me to score an age 8 card and return a card from my score pile. This shot me up in score quickly and I was able to finish the required achieving in the following few turns. One of the aspects of the game that I like is how the end of the game approaching is obvious to everyone and the rest of the table usually has a turn or more to attempt to counter. I have yet to see this work, but my total number of games is rather low, so.. I'm sure it will happen sooner or later. My one complaint about this game is that the box does not even come close to holding the cards after being sleeved, and this is a game you probably want to sleeve. So, Innovation found a new home in a clear plastic container that fits sleeved cards, and fortunately also can capacitate the player boards and rulebook.

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And finally, the night ended with a few six player games of Codenames. What a fun party game... My team won one of the three games after our opponents mistakenly guessed the instant lose space. Otherwise, the other two games were very close but we came up just short in both. I was able to be the spymaster for the first time and it is quite a bit tougher than I had imagined. I'm am now a bit envious of others that can link three or more words together cohesively with a single clue. I was able to give concise clues for two words at once, but I could not come up with any way to link Aztec, time, eagle, snow, bark, witch, circle and a few other oddball words together in a group of 3 or more that I felt was likely to be correctly guessed. I gave Coven 2, and Iditarod 2, as clues before the other team guessed the black space.

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So after all was said and done, Cosmic Encounter never got it's time in the spotlight. I'll keep toting it around when I have the opportunity. I think once I can get it played people will really enjoy it. But until then..

Reply: Risk Legacy:: Rules:: Re: Bugged version - How to recognize it?

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by papvin

Just got one of theese bugged ones, no instructions, army cards or parts sheets. :soblue:

Reply: Betrayal at House on the Hill:: Variants:: Re: Scooby Doo Custom Betrayal

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by DrEris

My Scooby figures arrived. I used the spills and thrills figures, they are a little big

I may replace them later. I just don't want to go with metal figs if I can help it.

Thread: Betrayal at House on the Hill:: Variants:: Betrayal at the house on the hill Deluxe edition

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by DrEris

This is an ongoing post of my efforts to create a deluxe betrayal set

My plan is to replace tokens for the haunts with figures and additionally I have bought a first edition of the game to add back in the replaced cards etc.

I will keep everyone updated

Played it at a game day yesterday that PretzCon ran at my FLGS

The figures were a hit but I need to find a cat figure, mine is a panther and was a little big

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

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by runtsta

alexgodlex wrote:

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)

In Step 3 of setup, the last sentence is:
Place all current objectives in the objectives area.

P:L is definitely a game where a careful reading of the rules and setup each game can make a big difference!

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Question about Locks/Obstacles and line of sight.

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by Lumancer

"Obstacle" tokens, in the one haunt I've encountered them, are just used to keep track of where objectives are in a more complicated scenario; I doubt they block LoS in any haunt unless expressly stated.

Regarding locks, the flavor explanation for LoS is that all doors are open and thus that you can shoot in a straight line through them. The locked room's doors however must necessarily be closed while locked, so I'd be very surprised if they did not block LoS.

Thread: SeaFall:: Variants:: Audio version of Captain's Booke? [NO SPOILERS]

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by epsalon

It seems that the Captain's Booke could be ideal as a mobile app with audio narration, and allowing on-screen selection for the "choose your own adventure" type choices. I envision that the app could play out loud actors reading out the entries, and then display the logistics text on-screen.

It can even randomly select an entry when exploring an island, though that would require some way to sync which entries have already been crossed out.

Obviously building this app would be a huge undertaking, and would require a greed light from Plaid Hat Games.

Any interest?

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

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by clivej

I've said it before, but it bears repeating:

Destroy everything you're told to destroy and nothing you're not.

At the end of each game, pack the game away, then unpack it at the start of the next. Everything that stays put in that process (stickers, writing, advancement through the legacy deck, opened windows and packages, destroyed components) is permanent between games; eveything which is lost in the process (the positions pieces on the board, etc.) is reset.

If you're playing another game immediately, just pretend. (-8

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

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by clivej

You can play it with a second group by buying a second copy, though. (And notice there are two colours of box...)

But be aware there are plenty of surprises the first time you play Season One. The experience will be diminished if you play it again, and you'd have to be careful not to spoil things for anybody in the group who was playing for the first time.

Reply: Betrayal at House on the Hill:: Variants:: Re: Betrayal at the house on the hill Deluxe edition


Reply: Risk Legacy:: Rules:: Re: Bugged version - How to recognize it?

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by marhawkman

What exactly was missing? Which packet was it?

well it'd probably be easier to list what packet you opened and what came out of it.

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

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by DaviddesJ

[o]I agree there's a kind of implication, but since it's not mentioned in the rules it seems wrong to put too much weight on it. You could just as easily conclude that the two sides are just for convenience to remind yourself, but there's no functional effect of flipping the card over.[/o]

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 akinfantryman

whac3 wrote:

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.

I played, and loved, Castle Risk quite a bit when I was younger....I was amazed there were official variants to boardgames! (I thought I was the only one who designed variants.)

That being said, that was back when I loved any boardgame, because there were so few of them available.

I did come to the conclusion the admiral card was overpowered, but this was also before I really understood how to evaluate boardgames....:devil:

Must give it a try sometime...

I would like to try it again sometime.

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 akinfantryman

marhawkman wrote:

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. ... Once you get to late game all semblance of strategy goes out the window as people take turns bum-rushing each other.

I wouldn't say dumb. It did allow the game to end....so it worked. Definitely not my personal favorite mechanic, though.

marhawkman wrote:

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.

Thanks! This is awesome! Just what I wanted!:D

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

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by Temelin

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]

By this same logic, do you allow players to build buildings on sites on inactive colonies?
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