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

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by JuggaloNinja

It was clear in the FAQ that atolls don't give glory. My only wonder was if the advisor that gives an extra glory can make an atoll worth 1 if you take no damage.

They really should never have called them endeavors if they weren't supposed to give glory though, especially since only the Dangerous waters specified no glory. Very confusing in all.

Reply: SeaFall:: Rules:: Re: [SPOILER] What is an Endeavor?

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by JuggaloNinja

Can an advisor that gives an extra glory for doing an endeavor w/o damage increase one of these from zero to one though?

Reply: SeaFall:: Rules:: Re: The Continent Awakens milestone reward

Reply: Pandemic Legacy: Season 1:: Rules:: Re: November impossible to beat (SPOILERS)

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by Deano2099

happy_bee wrote:

Thanks guys, plenty of workarounds that we've missed. Unfortunately the ops expert was dead at this point, but we could have used the rivals for it.

Still it sounds broken to me: Find a particular combination of character relationships and/or equipment (C4), so that you can... build and destroy an object within one game? Meh.


Not really. If you've not built many military bases you likely haven't been prioritising destroying them either, so you're likely to have C4 stickers available. Any character can sticker one up and use it, and the Soldier can recover it from the discard pile.

Plus you should have two on the board at least from the start-game builds, unless you destroyed one in the first part of November.

Who You Selling For

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by Dustin Crenshaw

Sadly no game meetups this week. I did meet with jason and brett 2 days in a row to game a little bit. Today corey joined us for another game of seafall.



To clarify, game of the week, doesn't mean the best game. It means the best play of a game in a week.
Similarly, dud doesn't mean worse game I played, just one that fell the most flat.


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[BGCOLOR=#FF0000] ~NEW TO ME~ [/BGCOLOR]



Upon a Fable
3 Players
I thought I was looking good for the win. However Jason had a ton of bonus point cards. He'd pull it out.

VERDICT - :star::star::star::nostar::nostar:
It took us a bit to get going, as we read the rulebook on the spot (which was printed out of order). It was a little tough learning the names, but once we got a two turns in it all was making sense. The game is alright. I wish we played on the tighter board, as resources were a dime a dozen. I think this is an excellent gateway. It teaches light drafting, light tableau building and worker placement. I'd certainly play again. Tighter board and/or expansion would likely improve my rating.

:) Very good gateway
:) Blends worker placement, tableau building and drafting well

:soblue: Abstract theme
:soblue: Way too easy to get what you want in the standard game
:soblue: Terminology takes a bit to get use to


________________________________________________________________________



Tides of Madness
I lost the first round badly. So my strategy the next round was too only think about what Jason would pass me, based on what he thought I'd think he'd go for (good luck following that!). I just went the opposite. It worked out well. I had big 2nd and 3rd rounds and won the game.

VERDICT - :star::star::star::nostar::nostar:
Solid 2p filler. My huge complaint about Tides of Time was the tie breaker card. I felt it was crazy broken. I was basically told I didn't know how to play the game when complaining on bgg about it. I feel completed justified it was broken, since it's been removed from the game.

:) Removal of broken "win ties" card from Tides of Time
:) I think I am thinking what you think I think I'm thinking
:) Madness gives you a little more to think about

:soblue: However, losing to madness seems really unlikely
:soblue: Not gonna change your mind if you didn't like the first


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[BGCOLOR=#FF0000]~NOT NEW TO ME~[/BGCOLOR]




Tiny Epic Western
Another game I thought I had won. But Jason won by 1 point thanks to the wanted card.

VERDICT - :star::star::star::halfstar::nostar:
What a time difference with a group that knows poker well makes. First play was 2.5 hours, this one was right at an hour. And that was with some AP too. As for the game itself. Still really enjoy the poker parts, the dueling and the worker placement. I dislike the set collection and the resource difference meaning so little. So not a keeper, but I'd play it if requested.


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[BGCOLOR=#0099FF]~DUD OF THE WEEK~[/BGCOLOR]

SeaFall
I won my 2nd game out of 3, by chasing milestones.

VERDICT - :star::star::star::halfstar::nostar:
Not a fun play. Downtime really hit me bad this game. My turns were about 30 seconds each time, while waiting 5-10 minutes to come back around to take another 30 second turn. I did change my mind on a turn, that made it a little more fun. Even though I won, the play felt like 1/2 a play and cheap. However I am hopeful for the next game. Because we've knocked out all the easy milestones. I'm not looking forward to being first player again. I still think the catch up mechanic in the game is way too strong.


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Rush & Bash
3 Players.
I came in 2nd, after lagging behind all race. A big assist from Jason right at the end, who won the race.

VERDICT - :star::star::star::nostar::nostar:
I quick filler to get our brains working before Through the Ages. Good thing to, because mine clearly wasn't. This is a decent racer, but end of the day I like Hot Rod Creeps better even though the set up time is worse.


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[BGCOLOR=#FFCC00] ~GAME OF THE WEEK~ [/BGCOLOR]

7 Wonders: Duel
2 Games
First game I felt I was doing so so terrible (because I was). So I just started going heavy blue. I would loose by military on the last card of the game. However we still checked scores, I would have lost 65-59 if not.
Second game I started off doing something I seemingly never get to, have resources. This would be a nice feeling all game, as I didn't feel I was struggling the entire time. I took a gamble on a card flip that could have let Jason get a science victory. He didn't get it. I would win 62-55, my first win of this in sometime, maybe ever.

VERDICT - :star::star::star::star::star:
Cannot wait for the expansion. Honestly I need to pick this game up for myself. One of my all time favorites for sure.


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Codex: Card-Time Strategy
A teaching game to my brother, then a full 3 hero game. He won, though I was taking it easy on him while he was still learning. I fooled around with some odd combos. Some worked, some didn't.

VERDICT - :star::star::star::star::star:
I have a rant, and it's not a minor one. I got the expansion in yesterday. I could not believe, for $40, it doesn't come with the fracking binders needed to play the game. $40, for 180 poor quality cards. Worse, it also didn't come with the couple of little cards needed for 3+ players. Unbelievable. If the game wasn't so amazing, I would have sold the game and never looked back. I've always heard Sirlin Games are overpriced. I didn't know they cut corners as well. Pisses me off I now how to pay even more to get binders. They don't even sell them, so now I have to spend a bunch of time learning about binders to figure out which ones to get. #nothappy

The game itself is still one of the best games I've ever played.


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Through the Ages: A New Story of Civilization
3 Players
I had 1 goal, get extra culture production early. I failed to do that. I misread a wonder, and it sort of thre my whole beginning off. In the end game, I had way too much culture production and not enough resources. I would finish about 80 points behind Brett the winner. Who had no military, who we attacked plenty, but didn't seen to care. He won with ease.

VERDICT - :star::star::star::star::star:
Fantastic game. I know I'm improving, but damn it sucks finishing last every play. I'm really happy Jason likes the game. Once again didn't take overly long to play. At this length, should continue to hit the table at least once a month.


________________________________________________________________________


FINAL THOUGHTS

I sadly let my life aggravations carry into the gaming weekend. So I probably wasn't the must fun guy to game with this weekend. Hopefully this week is better. It should feature 2 solid days of gaming.



JUST ARRIVED/ARRIVING SOON
Runebound (Third Edition) expansions
Picked these up this week. Pretty good stuff. Not happy that they didn't give you an even number of each skill type. Set up is gonna be annoying as you have to remove certain ones. Another expansion should allow us to draft skill card sets, which will be really fun. There is enough to do it with 2p, so I will try that out now.

Islebound: Kickstarter Edition
Another good review, I decided to pull the trigger. I like ancient world a lot, but his other games have all been disappointments lately. Everything I see about this one I like, seems like an improvement upon Empires of the Void.

Game of Thrones: The Iron Throne
This should be in my hands this week. Very excited. Like the idea of Cosmic, but it's way unbalanced and chaotic. This grounds it.

Archon: Glory & Machination
Grabbed this during the MM sale. I have truly mixed experience with artipia. I love worker placement, this looks great. I've always held off though due to it being crazy high a year or two ago.

Apocalypse Chaos
I enjoyed my 1 play of this. George got rid of the game, so I picked it up in the cardhaus sale.

7 Wonders: Metal Coins
I actually didn't get 7 wonders metal coins, but a Magic set from Fantasy Coins LLC. I've seen some of their coins in person, they are top of the line. With runebound and codex using coins, I decided it was finally time to get some. I'll also use them for Gloomhaven when it comes it, and 7 Wonders Duel.



LEAVING ON A JET PLANE
Cry Havoc
Crazy I know. But every time I play this game, it feels exactly the same with only very minor differences. Some people love that in games, I'm not one of them. I am hopeful the expansion will fix this issue. So I will certainly check that out when it comes out in a year.

Street Kings
Good, not great. Just a bit more stuff, it would have been a keeper I think. Doubt it'll ever get an expansion though.

Tiny Epic Western
Another like, didn't love game.

Wilderness
I got this to game with my dad. After months of trying I give up.

Grimslingers
May be one I revisit. Being mainly a 2p game, it just wasn't gonna see much play over my favorites.

Wiz-War (eighth edition)
I gave this game a 3rd chance because my brother claimed he loved it. Well turns out he was wrong. He completely agrees, the theme is better than the game. At times it's amazingly fun, most of the time it's just ok.


:meeple:

Thread: Betrayal at House on the Hill: Widow's Walk:: General:: [Spoilers] Does this expansion have some rules issues?

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by NeedsNewDice

I love Betrayal and have played it over a dozen times. Although there's been an occasional hiccup with a rule here or there, I've never ran into any major issues.

However, I've had several friends tell me they've had problems with the way some of the haunts have been written for this expansion.

I played my first game of the expansion recently, and I had a lot of issues with it.

[o]The haunt was, I believe, 71. The 'traitor' is an exorcist trying to rid the house of ghosts (the remaining players). I had two pretty serious problems with the rules. I may have misunderstood them, but first issue: when a ghost is exorcised/defeated it isn't killed. Instead, all it's stats are clicked down to the last level.

Major issue: every turn a ghost doesn't attack, it's sanity goes up by one. Ghosts use sanity to kill the traitor. Maybe this was an intended mechanism to give the ghosts a better chance of winning, but it just seems like it could cause the game to drag out.

Second major issue: in order to defeat a ghost, the traitor must best them in combat and steal one of their items. The traitor then takes the item to either a room marked with an omen symbol or item symbol (the rules seem to give contradictory instructions on which room, exactly). The traitor can not win unless he gets an item from each ghost and uses the items to banish them.

Okay, we had this scenario. One of the ghost player had a lucky stone for an item and used the lucky stone, which then resulted in it being discarded. The ghost was now basically invulnerable as the traitor could bring down the ghost's attributes through attacks but could never kill it or banish it. [/o]

I understand that they used a bunch of guests writers for this expansion. I guess one explanation could be that not all of the writers were familiar with the nuances of the game and/or scenarios weren't playtested rigorously.

Like I said, this was my first game. I was just trying to get an idea if there are issues with the expansion or if it's just isolated to a few haunts.

Reply: SeaFall:: Rules:: Re: The Continent Awakens milestone reward

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by DaviddesJ

KoalaXav wrote:

[o]Otherwise, your glory is going up by a ridiculous seven in one action of an 11 glory game (1 for building the structure, 3 for claiming the milestone, 3 retroactive).[/o]


[o]Why would you get 3 "retroactive" points? The sticker is only worth 1.[/o]

Reply: SeaFall:: Rules:: Re: The Continent Awakens milestone reward

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by KoalaXav

I just realized my mistake and deleted my reply before I saw you replied to it. Lol. I was thinking it applied to the whole province. Not one build site.. Anyway. Its still a lot but not quite as game shattering. Five instant glory for one structure.

Curse you David for being so fast!

Reply: Betrayal at House on the Hill:: Reviews:: Re: you are entering the vicinity of an area adjacent to a location

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by jeb123

Curious how this game stacks up with "Mansion of Madness" 2nd edition.

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

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by KoalaXav

I like deciding which site to cross off the map and I like reading the entries aloud. Replacing the entire Captain's Booke with an app doesnt seem very fun or very thematic. And since they would likely have to sell this app to justify it, are there really that many people who want to pay even more money for an app with a limited shelf life? It's a bit like die rolling apps. Some people like them and they are very convenient but for most gamers, taking the dice out of their hand is the last thing they want.

I will keep my Captain's Booke, thank you.

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

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by mcs1213

[o]We played where you got nothing, no ability, no space to build, no harvest from a field when the colony is inactive. We understood the inactive colony having no power meant all of those. The colony is face down (inactive) so there is no field to harvest. It is also why Ker always being active is such a good thing for a colony, not only does it save you the 6 coin to activate it but it give you more during at the start of the game.[/o]

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

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by mcs1213

DaviddesJ wrote:

[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]


[o]I would say that the functional effect of flipping is not just to remind yourself but to give a visible status of that province. In a similar way that you flip over/ exhaust your advisors. Plus why make the printing of the card actually say inactive on the back if you aren't expected to turn them over.[/o]

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

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by mcs1213

[o]Also don't forget you will also loose a die for the other player controlling the space when raiding Player B's colony.[/o]

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

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by jadusty

Someone has already suggested something similar in an earlier thread. Perhaps you could look that up and then work on it together!

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 MrTwister

Lumancer wrote:

"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.

Interesting. That's exactly the kind of feedback I needed (as we have not found obstacles yet). For locks it definitely makes sense that they do block LoS.

Polioliolio wrote:

Do other players block line of sight?

Like if I wanted to shoot through two rooms, but there was another player in the first room, would that interrupt the attack?

Players don't interrupt line of sight as ar as I know (you can't really determine their exact location inside the room as to tell if they are indeed in the way of a bullet, so at least in my group we ignore explorers and monsters when testing line of sight).

Thread: SeaFall:: Rules:: Help finding sticker (mild early game spoiler)

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by knite

This was either the milestone for [o]gaining 30 gold in one turn by selling goods[/o] or [o]having 60 gold in your vault.[/o]

One of the choices is [o]the ability to sell a good of one type for free when taking the sell action.[/o]

I can't find the sticker for this, am I supposed to use one of the regular goods stickers?

Reply: SeaFall:: Rules:: Re: Help finding sticker (mild early game spoiler)

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by heyvince

knite wrote:

I can't find the sticker for this, am I supposed to use one of the regular goods stickers?


That is exactly what we did.

Reply: Risk 2210 A.D.:: Variants:: Re: Pluto and Eris

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by akinfantryman

So I was looking on flicker....very cool. Did you ever finish the Venus map?

On Flicker, what is the photo marked Vss6?

Reply: Risk 2210 A.D.:: Variants:: Re: feedback on Galactic risk

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by akinfantryman

This Galactic ruleset is pretty cool.
How often has it been played?

sundevilsoul wrote:


6) I have started making some Deep Space Station and Spaceship cards, which will function similar to the orbital complex concept (which I have made some changes to that as well, making it bigger and better). The Deep Space Stations are just that, space stations that can be added to the game area, in a particular zone. The Spaceships are just that, space ships, which are mobile and can move from zone to zone and attack other spaceships, orbital complexes, deep space stations, and space stations.


This whole spaceships idea is sounds good.
I did not see any files on this, did he never upload them?
I didn't see it in sklar's ruleset, was it not adopted in general?
I realize sundevilsoul hasn't been on in a couple years, so unlikely to get anything new there.:p

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

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by akinfantryman

Ahhh, here's the Venus thread! Can't believe I missed it.
I will have more to say, but it will have to wait for tomorrow.
:)
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