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Reply: Heroscape Master Set: Rise of the Valkyrie:: General:: Re: LEAGUE OF EXTRAORDINARY HEROSCAPERS NINTH ANNUAL CHRISTMAS CHARITY EVENT.

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by SeanC

Donated my last 5 GG to the cause!

An avatar for Xmas would be cool...not that I have any idea what I'd use as an avatar, lol.

Reply: SeaFall:: Reviews:: Re: After three games

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by Lowden025

MrPretty wrote:



...Sadly we may never play it again as two people Haye it. ....


edit; "two people "hate" it?

Reply: SeaFall:: Reviews:: Re: After three games

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by Dexter345

Bridger wrote:

I'm not sure why people say there's so much downtime. Unless I'm performing a raid/explore action (of which I usually perform maybe 1 out of 3 turns), my turns are over in about 20 seconds.


I have one player who suffers from pretty severe analysis paralysis. This game has lots of options, and having to go through every one takes time.

As for me, I've stalled the game a few times too. I try to plan 2-3 rounds in advance, but I've had enemy players (well actually, just one enemy player) do some devastating stuff that forced me to completely reconsider my plan of action for the whole game. Right before my turn.

Our games usually go 12 or so rounds. The last one took us close to four hours. That's an average of 20 minutes per round, which sounds insane to me now that I'm doing the math, but that's what happened.

Reply: SeaFall:: General:: Re: Atoll count(atoll spoilers?)

Thread: SeaFall:: Rules:: Box 6 Questions [ALL THE SPOILERS!!!] [3 Player Game]

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by GedTheFlayer

Through careful planning, bold opportunism, and a frankly mind-boggling amount of luck, a player in our group has done it.

Box 5 Spoilers
[o]Using only one of the society advisers with a chart to the end of the world, and not even using the Temple (it was finally burned the turn before she did her endeavor), one of our players got 25 successes and explored the final island.

In case you're wondering how it was done:
[o]+5 successes from adviser "chart"
-2 to die pool, +2 successes from nautical charts
13 dice rolled (+7 ship (veteran sticker), +2 upgrades, +1 Support ship, +5 adviser, -2 from chart) 5 strong successes
Tablet that doubles the strength of strong successes
Artifact that allowed fortune at dangerous sites and a boatload of fortune to make sure all 13 dice were at least successes
Total 25 successes, 2 upgrades exhausted, 2 damage and a curse
[/o]
[/o]

However, having revealed the contents of the final box, our group has some questions.

BOX 6 SPOILERS!
[o]A key mechanic of raiding the Land of the Damned is to find the seals that are associated with the ancient statues to get auto-successes. However, since our campaign ended earlier than we expected, no one has completed ANY of the "Secret of the x statue" milestones, and no one has completed "A Temple Reborn". Given the new milestones that have come out, our questions are as follows.

1.) Are the milestones from the "regular" game still a part of the game, or are they removed? As it stands, we won't have space for all the new milestones on the track (2 short), and since the rules specifically state this is the LAST game in the campaign, the milestone for actually completing the game's main objective will not come into play.

2.) Is it even possible to get the seals without having achieved the relevant "Secret of the Statue" milestone? We have a guess as to how those milestones are achieved (probably the secret Tomb Map entries), but we haven't done it yet. Hell, we don't even have the silver statue discovered. Even if we knew for sure, we don't have all the relevant tablets in play to get to them.

3.) Given our table's history of stupidly lucky rolls, I think it's eminently possible to complete the main objective even without most of the perks mentioned in the box 6 rules. Even so, do the designers have any suggestions for what to do in the case of a potential "auto-lose" setup where the seals are unachievable, very few artifacts are in play (we only had 4 the whole campaign, and 2 got sunk), and the right advisers don't come up to hit that 20 dice pool before the world burns down? [/o]

In summary, it seems like we managed to hit a couple of different edge cases, and would like some clarity on how to proceed. That being said, this campaign has kept us on the edge of our seats the whole time. All players agree that this is one of the best gaming experiences we've ever had, and we are so stoked to play through this grand finale.

Reply: SeaFall:: General:: Re: Atoll count(atoll spoilers?)

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by lactamaeon

duncanid wrote:

Should the cards be ripped up after each is completed?


According to the Booke entries, yes. But there are apparently more cards/Booke entries than their are stickers.

The other groups I've seen with this problem just drew an extra atoll in marker for the extra sticker.

Reply: SeaFall:: Reviews:: Re: After three games

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by lactamaeon

We've had games come close to 3.5-4 hours I think, with 5 players. At 7-9 turns per player, that comes out to about five minutes per turn? Which is higher than it should be, but some of the Booke entries can take a while to resolve especially with flipping back and forth. Of course, we might be counting setup time in that as well.

We cut about an hour off that (2.5 hrs) on the day I had setup done before everyone showed up and we started having the player to the right read Booke entries for the active player. Everyone was happier with that.

Thread: SeaFall:: Rules:: Box 3 spoilers

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by ira212

[o]The Eroded Tablet says that you can exhaust the tablet to teleport a ship home. Assuming you can use it at any time, how does this actually work? For example, let's say you're in the middle of a raid or endeavor, and your flagship is about to sink, so you use the tablet to escape. If you have another ship there, does it become the flagship? Do you avoid the damage? I'm curious if there have been official rulings anywhere on this, or how people have house ruled it. Thanks![/o]

Reply: SeaFall:: General:: Re: Ship to ship raids (Spoilers)

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by Dexter345

We unlocked ship-to-ship raiding in the first non-Prologue game we played. It doesn't take long.

Thread: SeaFall:: Rules:: Spoilers - Clad in Marble milestone

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by ira212

[o]The reward for the Clad in Marble milestone is a glory sticker on a build site. If you already have a glory sticker on a build site, can you put a second one on the same site? We ruled "yes," since the instructions say "put a glory sticker on any build site," but it seemed worth confirming. Being able to build a building that's worth 3 glory is nice, but I guess you did work for it by completing two milestones...[/o]

Reply: SeaFall:: Rules:: Re: Box 3 spoilers

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by lactamaeon

[o]I don't think it takes you out of any sequence you're in.

So, if you're in the middle of an endeavor (your own or someone else's), you won't escape the consequences, flagships won't change, etc.
[/o]

I don't think there have been any official rulings.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Sharing knowledge question

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by lucioperca

The Researcher's ability explicitly lists itself as two rules: The Researcher can Share Knowledge to give any card, and another player can Share Knowledge to take any card from the Researcher. To me, the fact that these are both written out distinctly implies that a character is only considered to Share Knowledge when they themselves are initiating the action. This seems to fit the usual semantics of the rules. That said, I can see why this might at times not make sense thematically.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Sharing knowledge question

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by runtsta

In the rulebook about the Researcher, it doesn't distinguish between the two.

Researcher

When doing the Share Knowledge action, the Researcher
may give any City card from her hand to another player
in the same city as her, without this card having to match
her city. The transfer must be from her hand to the other
player's hand, but it can occur on either player's turn.


This also makes clear that the Researcher is doing the Share Knowledge action, even when it's not her turn, which supports the concept that these abilities apply even when it's not your turn.

Reply: SeaFall:: Rules:: Re: Box 3 spoilers

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by ira212

[o]

lactamaeon wrote:

I don't think it takes you out of any sequence you're in.

So, if you're in the middle of an endeavor (your own or someone else's), you won't escape the consequences, flagships won't change, etc.

Hmm. OK. Have you seen this Tablet be useful? If it's not a "get out of jail free" card, then when is it actually used? I can imagine some uses for a merchant strategy going back home to sell, but in our game, I haven't actually ever seen it be useful. All the other tablets seem much better to me, so I'm looking for some game balance that makes the tablets approximately on par with each other. Obviously there are some things that are better than others, especially with tombs, but I find this one a bit tricky to resolve. Thanks for the discussion![/o]

Thread: SeaFall:: Rules:: Buying and warehouses, Box 3

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by dcwoodbury

Per the rules on page 9:
"Before and/or after you sail, if both your ships are together at any
region (that is, at land), you may rearrange goods between their holds.
You may also load or unload goods from your ships’ holds into or out
of warehouses you control in that region."

Can I only transfer goods between my ship and a warehouse in the region as part of a sail action? Is the second sentence in the quote also dependent on the "before or after you sail" phrase from the first sentence, or is the second sentence its own statement? Is any point in the game when you are not sailing a time before or after you sail?

This issue has come up in previous games when players wanted to discount the cost of treasure with a good in the hold of a ship at their home province.

With some unlocks:
[o]My interest lies in the interaction between buying and colony warehouses. If I have a colony, a ship at that colony, and take the buy action, can I place the goods at my colony warehouse?
[/o]

Reply: SeaFall:: Rules:: Re: Box 3 spoilers

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by lactamaeon

[o]I haven't seen it used yet; we've only just discovered it.

But also note that it can be used to summon a gun-heavy ship home near the end of the game, to then sail over and raid another province.

And my interpretation would still potentially allow you to "duck out" of some fights, so long as you flee before the raid starts.

When I first read it I thought it could bring *both* ships home, which was much more useful to me.

But saving even one action is reasonably powerful, IMO.
[/o]

Reply: SeaFall:: Rules:: Re: Spoilers - Clad in Marble milestone

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by Thisisntapseudonym

[o]The reward for the Clad in Marble milestone is a glory sticker on a build site. If you already have a glory sticker on a build site, can you put a second one on the same site? We ruled "yes," since the instructions say "put a glory sticker on any build site," but it seemed worth confirming. Being able to build a building that's worth 3 glory is nice, but I guess you did work for it by completing two milestones...[/o]


To my knowledge, there is no specific rule regarding either way; that said...

[o]How did you come to acquire the first sticker of +1 on your building site? It strikes me as odd that they would have two for building sites, and then choose not to specify. Are you certain that the first one wasn't meant for an upgrade slot instead?[/o]

Reply: SeaFall:: Rules:: Re: Buying and warehouses, Box 3

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by lactamaeon

I think that you have to take a sail action. [o]Your ships need to ferry the goods between the island site and the colony.

Otherwise why would you even need a ship in the region?[/o]

Reply: SeaFall:: Rules:: Re: Box 3 spoilers

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by Thisisntapseudonym

ira212 wrote:

[o]

lactamaeon wrote:

I don't think it takes you out of any sequence you're in.

So, if you're in the middle of an endeavor (your own or someone else's), you won't escape the consequences, flagships won't change, etc.

Hmm. OK. Have you seen this Tablet be useful? If it's not a "get out of jail free" card, then when is it actually used? I can imagine some uses for a merchant strategy going back home to sell, but in our game, I haven't actually ever seen it be useful. All the other tablets seem much better to me, so I'm looking for some game balance that makes the tablets approximately on par with each other. Obviously there are some things that are better than others, especially with tombs, but I find this one a bit tricky to resolve. Thanks for the discussion![o]I too have acquired this tablet, and have some irritations with its use being rather limited compared to other tablets. That said, some uses I've thought of... A surprise raid on a province: Use it to return your raider from far out, and raid them while they're away. Or if your ships are being raided (let's say you have a relic someone wants to steal!), then you can keep your ships together. If they raid and destroy your first ship -- the one without the relic, since you can pick which one is defending -- then you can use this tablet to escape the attack of your second ship.

This will also depend upon your interpretation of the rules regarding WHEN you can use tablets. Could you, for instance, use it on someone else's turn, when the sail toward your ship? I personally lean toward no, but the rules certainly not clear. From the limited information of what tablets I HAVE seen, I'd argue that you can use tablets on your turn only (excepting certain tablets that say AT ANY TIME).

I know it's not SUPER useful, but it's something. [/o][/o]

Reply: SeaFall:: Rules:: Re: Box 3 spoilers

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by iswearihaveajob

Reasons to go home:

-Repair for free
-Upgrade of any color
-Sell any color good
-Goods in your warehouse can discount treasure
-Only goods in the same region can discount buildings

I've got 5 reasons why that and [o]The Navigator[/o] are great. Not to mention movement efficiency is premium in this game.

[o]One of my best moves was exploring an island with the Navigator I had no business trying. difficulty 10, +4E from my man Franky C., 3 base exploration, +1 from support ship, fearless and nimble upgrades on support for another +1 and damage buffer. Hold upgrade on my flagship (everybody snatched the explore upgrades). So with a base of 9 dice I found a difficulty 10 island. The reason I attempted this was that I didn't need 10 successes. I needed 6.

So what I ALMOST sank from 4 damage? I just teleported home and repaired next round for no cost. It let me play super risky because I didn't really have to live with the consequences.[/o]
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