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

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by ira212

Cool. Do you let it interrupt an endeavor that's gone badly?

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

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by Osuniev

We play every tablet (except the one who says "any time" can be played during your turn, in between actions/phases/etc. So we wouldn't allow its use DURING your endeavor, but just befpre or just after. I still feel it's REALLY useful : you often save 3 turn of sailing back home with your resources for example, while your other ship continues exploring or whatever it's doing... It's situational, but I often find it much better than the tablets which give reputations or luck tokens.

Reply: SeaFall:: Rules:: Re: Research (two cards) leader upgrade versus Research +X adviser upgrade (minor game 1 / box 1 spoilers)

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by Osuniev

It might be clearer, but as pointed out by JN, people would believe you can stack the effect. It's exactly like the "Tax : 4 gold" (instead of Tax +1)

Reply: SeaFall:: Rules:: Re: The Captain's Log (Unofficial SeaFall FAQ and compilation of rules clarifications and game play information from SeaFall's developers)

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by Osuniev

All over the map. Unless specified otherwise, buildings work even when your ship are not there.

We should open different threads for this questions, it will avoid clogging this one and will help people find the answers without having to navigate spoilers.

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

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by Osuniev

[o]1. The rules specify that you always leave all the milestones in play, no matter how many. Just put them somewhere next to the others (we had such a situation when we opened box 5)

2. Yes, it should be possible to get a seal without revealing it. Players will probably still try to reveal them, if only for the Milestone glory and bonuses.

3. As you have seen, hitting 20 dice pool is completely possible (even without the advisor chart, your lucky winner (I assume he's now emperor ?) did 20 successes.
So don't worry it's not unwinnable.

My advice if you like this game and don't want it to end shortly :

Do not allow anyone to attempt closing the hell door until all three seals are opened.

It is very easy to do if you have, say, a +9 advisor and a seal, or the temple, or something of the kind... But it's I believe more epic and thematic if all three seals have been discovered (even if the player only have one (or zero) himself). If everyone loses before that... Well, register the milestones, the glory, redispatch the titles, and restart the game !
[/o]

Glad to see I'm not the only one to love the game. Sure, it has its flaws, and it's not for everyone, but what a ride !

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

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by Osuniev

Lord frost wrote:

lucusvonlucus wrote:



At the end of the first game we could raid she asked quite seriously, "What happens when I run out of enmity stickers to place on the board?"

Actually, I'm not sure of the answer to this and I expect we will need to know that at some point.


You find something else to use, it's been confirmed by rob they there unlimited


Instead of crossign out or covering enmity stickers when you should, just peel them out and reuse them.

Note that if a group LIKES to fight, it's perfectly possible to have A LOT of conflict, with enmity being passed back and forth as ships raid ships... We had a few games where this happened to us because everyone wanted to get something that was aboard a ship.

It's rarer for province (since you can only raid a treasure room once a year) though.

Reply: SeaFall:: Sessions:: Re: Sell me on playing out the games post box 4(octopus)

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by Osuniev

Agree on everything Eric said.

Some additional things :

If that other player has the ornate chart, just STEAL IT from its treasure room, if you have a good Soldier.

If you have a good explorer, just go there and EXPLORE. It's worth mentioning that exploring IS the only path that stays good throughout the whole campaign. But specialuzed ships matter less in the short run than getting those advisors. If someone got the +7 explore advisor before you... Maybe raid their council room ?

If you already have 3 colonies, you can't realistically steal from the other (o¡if only because you'll be short on enmity tockens). You reach diminishing return from the 3rd colony onward anyway, because you can't activate them all.

Ker is going to make your next game difficult. On the other hand, Ker is only there for one or two games. You might want to save on luck and fortune tokens for next game, so you can erase that permanent enmity you have on Ker. OR don't care, let the other deal with it, and focus on exploration/raiding others exclusively. Both are viable strategies.

Choose one of the milestone, and rush to get it.

Finally : even 30 points difference is not the end of the world where you are. No, the campaign is not over. In the very late game, you might sometimes score 12-15 glory in ONE ACTION. Enjoy your starting bonuses while they last !

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 23

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by countertorque

McBehrer wrote:

So, I actually have 2 follow-up questions as well.

First: with Ker, since it's always active, do you need a colony marker on it?

Second: with "new Tortosa," after you steal it, I notice that it's a REALLY GOOD colony, but I don't quite understand the effect. It appears to be the same as normal Tortosa, but I would assume it only applies to the governor? Does it apply to all of the Governor's raids? Ask raids against the governor? Raids against the governor, but only at New Tortosa? I would assume the former -- and, given how good it is, a negative effect makes sense -- but it's still confusing.

Side note: anyone else feel like there weren't enough Enmity stickers? Especially now that we use them for Interrogations and everything?


Rule 19 has a sentence at the end that says "Place one of your province markers on the island space on the board to show ownership of an active colony." My reading is that means all active colonies need a marker. I think there's a thread elsewhere that contradicts this, but that's how I read the rules.

Not sure about any of the Tortosa questions.:soblue:

Reply: SeaFall:: Rules:: Re: Research (two cards) leader upgrade versus Research +X adviser upgrade (minor game 1 / box 1 spoilers)

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by MJamesK

Whoops didn't consider that it could just be limiting stack-ability. That makes sense.

Thanks!

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

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by xen911

ira212 wrote:

Cool. Do you let it interrupt an endeavor that's gone badly?


Nope!

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

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by countertorque

DaviddesJ wrote:

Osuniev wrote:

The normal rules of a colony say it. Why would Ker be different ?


The normal rules for colonies say that when you activate a colony you place a province token.

The rules for Ker say it is always active. So you never activate it, so you never have to do that.


I don't agree with this. The last sentence of Rule 19 says "Place one of your province markers on the island space on the board to show ownership of an active colony." This is after a sentence saying that you can build colonies active or inactive. It reads to me as a separate rule, not part of activating or building a colony. Rule 8 mentions the marker for consistency.

I think the governor of Ker has to put a marker on it when they capture it and at the beginning of each game.

Reply: SeaFall:: Rules:: Re: English version of rule stickers

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by countertorque

I just sent you box 3. We opened box 4 and 5 in the same session, so I can't give you scans of them separately. Also, I haven't scanned them yet. When I get around to it, I'll copy you.

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

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by ira212

FYI, I got confirmation from Rob Daviau that no token is required to activate New Ker. I'll post it soon...

Session: SeaFall:: Game 5 (Box 3 unlocked) [spoilers tagged]

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by TheRealStupid

Our group played through Pandemic Legacy with five players - we had our normal group of four, but whenever one player couldn't make a session, we had a dedicated "filler" player who would rotate in and out. It was with this dedicated group of five that we are playing Seafall.

Note this is a continuation of our playthrough. Links to the prior session report are
first session
second/third session
fourth session

We had unlocked the third chest during our fourth game. This report will contain spoilers, but I will try to tag anything that would affect a first-time playthrough. Having said that, all of the milestones now in play are from unlock boxes. Any discussion of milestones and strategy to get them is going to venture into spoiler territory. There is less and less to report that isn’t spoilerific each game session.

Our players, in order from lowest to highest scores at the outset of the game:
- The “efficient” Lord, who always seems to be one step behind everyone else. (And falling further behind every game.)
- The Baron, who is a clear contender, but seems to have been crippled by his uncanny ability for desperately poor rolls. (At one point, he rolled seven dice with only a single success.)
- The Count (me). I’m not really developing any single strategy, and I suspect this may either be a great boon, or a horrible mistake. At the start of this session I was only one point behind the Duke.
- The Duke, who seems to be forming a kinda-sorta alliance with the Merchant. (We’ll see how long that lasts.)
- The Merchant, who, despite his honorific, will be known by this title. He was playing as the Prince in this game, having sprung up from the lowly Lord role to a lead of 5+ points above every other player in only two games! Having said that, I expect his lead to evaporate as he basically took advantage of several merchant-flavored milestones to rocket to the front. With those gone, he will be forced to change strategies to remain in contention.

[o]The Lord was the only player with a Colony at the start of the game. Two of milestones in play are “get three colonies” and “have five structures” (which requires a minimum of two colonies).[/o] Aside from that, almost all of the milestones in play seem to be very difficult for every player. I expected this to be more of a “development” session, where we all just work on gathering strength and nothing really gets accomplished. As it turned out, I was only partly right.

First “year” (six turns), each player was working on a different strategy. The Lord was gathering materials and using them to build various upgrades and working towards the aforementioned milestones. The Baron seemed content to continue his strategy of exploration, mostly staying out of the action. The Duke seemed extremely focused on hit-and-run tactics, attacking other players whenever they seemed to have an advantage, and utilizing his Advisors and Appellation to remove enmity whenever possible. The Merchant was busy setting up his arbitrage empire, by buying goods, reselling them gold and focusing on setting up two Marketplaces (+8 gold for each good sold after initial investment cost of 48 gold). Since the Duke and the Merchant had non-competitive goals, they started working together very early on.

My strategy was to [o]build my first colony. Unfortunately for me, I had not upgraded any of my ships Holds so gathering six resources was going to be extremely difficult. My initial plan was to buy a Hold upgrade as quickly as possible and start working towards a Colony. I sailed my fastest ship to a nearby island and bought 2 wood, intending to use it for the -8 cost for a Hold upgrade. My second (slower) ship started heading towards my intended colony target. But then on my second turn, fate smiled on me! The Event card for the round gave a +2 gold advantage for selling! Perfect! Even better, one of the advisors up for grab on my turn was a Woodseller who gave a +3 gold bump if I sold only wood. His cost was 4 gold, or one reputation. I happily spent my “free”, “extra” reputation. Suddenly, the wood in my hold was no longer worth 8 gold (the discount for buying an upgrade or structure) but had skyrocketed to 11 gold each! (Raw cost of 6, plus 2 for the event, plus another 3 for the advisor bump.) I sold both of my wood. On my next turn, rather than getting a +1 Hold upgrade as intended, I bought the most expensive +2 Hold upgrade (for 18 gold). My plan was coming together!! (Mostly due to extremely good luck.)[/o]

[o]The Lord quickly had enough materials to found another colony and it was looking like he was going to do just that in a turn or two.[/o] Seeing this coming, the Duke attacked the Lord’s fleet, stealing a major portion of his goods. The Baron took advantage of heretofore unknown ocean currents to get even further from the home provinces, and discovered a brand new island in the distant sea. Unfortunately, the newly discovered lands were dangerous during Winter, so the Baron elected not to explore further and quickly weighed anchor and started for home.

Winter was far off (it was only turn three!) so I sailed to [o] the only available Tomb on the map, one with a value of 7. This tomb had been attempted once prior (by someone other than me), with the attempt resulting in a complete disaster and the flagship sinking. I activated my Archeologist Advisor, Doctor Scott, who gave me +4 to explore and +2 to Tombs, and made the second attempt. Quickly scanning the list of Tombs I chose the “fortune” tomb. As luck would have it, this tomb was an Explore endeavor! Between my Advisor bonuses and ship upgrades, I was going in with nine dice. (NESTED SPOILERS FOR TOMB SECRET!!) [o]This particular Tomb allowed me to spend Fortune tokens to add additional dice to my attempt. This raised my total dice count to 11 for a 7 goal.[/o] I rolled extremely well with only one failure out of my dice total. Clearly a success! And with no damage, this netted me a 4-point milestone, and the first Relic of the game![/o]

Between the Lord gathering good for his plans and the Merchant buying everything that wasn’t nailed down and quickly selling it for gold that he rolled into the two Marketplace upgrades, easily available resources were getting extremely rare. Even though we were only in Turn 4, I kept asking “How much longer until Winter?” (I was looking forward to the restock.) There was no way to gain more goods without raiding, and having seen the long term detrimental effects of that strategy, I was a bit hesitant to start down that path. Besides, raiding only netted a single good each turn and that was far too slow for my plans.

My favorite Advisor, Geronimo the Wind Master, became available. With his help, I raided [o]a distant (wood) Dock on Paradise Island and gained a “free” upgrade, and two more Glory – one for the successful Raid endeavor and one for the upgrade. (I chose the upgrade that would give an additional Glory each Winter – a decision that would ultimately change the outcome of the entire session!)[/o]

Unfortunately, that [o]‘gain a glory’ upgrade[/o] was apparently threatening to the Duke. On turn five, he sailed out to meet my ships and attacked my flagship. Between Advisor bonuses and ship upgrades, he was rolling something like 9 to 11 dice against my Sail of 4, and Hold of 4. He ended up getting more than enough successes, but then tried to convince me to not take the damage to my upgrades in order to preserve enmity. My ship was going to sink and I was going to lose two points of Glory no matter what (the ship being sunk had two upgrades that would be destroyed) so I elected to make him pay with as much enmity as possible! I spent my next turn repairing my sunken flagship and moving my surviving ship back to Paradise Island.

As we approached our first Winter, our Merchant had just started to get his money machine rolling, his early investments in Marketplaces was going to pay off, but it took him the entire first year to set it up. The Duke used the first Winter season to activate his Appellation ability and reclaim one enmity from me, but his total enmity supply was now down to only three tokens. The Baron was regrouping and the Lord appeared poised to [o]found his second colony.[/o]

At this point, it was clear to me that my initial plan was completely impossible to accomplish. My unexpected successes in prior endeavors had put me in the lead and I entered end-game mode and started looking for quick, short-term Glory gains.

I used the initial turn to move my newly repaired flagship to Spice Island (one of the first islands we had explored had five or six spice producing locations), and activated my friend Geronimo to raid the Docks on Paradise Island once again. As an act of pure spite, I chose the exact same upgrade as before [o](“Gain one Glory every Winter” - I had no intention of ever using the bonus as I did not expect the game to last through another Winter)[/o] even though it had already caused the Duke to attack me once. Not only did I now have a small stack of his enmity already, making me a much more difficult target, but he no longer had enough enmity in supply to successfully attack me again! I regained one of my two lost Glory, plus another for the successful endeavor.

The Merchant/Duke alliance was kicking into high gear at this point, with the two players actively and unabashedly colluding at this point. They were openly discussing strategy about who would do what and how it would affect the other player. Basically, they were getting out of each other’s way and leveraging each other’s strengths to bolster their own position. And since they were pursuing non-competitive goals at this point, there was little disagreement between them... aside from them each trying to convince the other to shoulder the majority of the burden of their collective.

I moved out into the unexplored ocean and [o]pulled an atoll card. This ended up netting me another Glory point for discovering a shipwrecked crew. This result also pushed me to a new locale, where I discovered a new island. It turned out to be Island C, where simple success rolls (the dot) count as failures, meaning that this was going to be an exceptionally difficult island to deal with. Thus I named it Danger Isle. The Glory award for the successful exploration endeavor, plus the bonus Glory for filling in that row on the map, plus the aforementioned (and completely unexpected) Glory from the atoll pushed me over the winning mark for the game.[/o]

The game ended with the Merchant poised to start buying [o]3 or 4 point[/o] treasures every turn. He likely would have won the game again, had it gone on for another year. Unfortunately (for him) he had been lowest in game Glory the first winter so he was not going to be able to make a last-minute purchase to bolster his score. The Lord had gathered enough goods [o]to build his second colony[/o] on his final turn, giving him a nice score bump but not affecting the outcome. The Baron had used the Winter reset to buy the +2 Hold upgrade (the one from my sunk flagship) and was gathering resources to [o]build his first colony.[/o] He likely would have completed that in one or two more turns, but the game ended before he could realize that plan. The Duke was the only player left in the rotation after my surprise victory. (At the very least, it was a surprise to me!!) He used this final turn to [o]found his own first colony,[/o] also getting a nice score bump.

When the scores were tallied, I was back in the Prince position again with a nice score buffer. (I do not like this.) The Lord, despite his mid-game gains, was near the back of the pack in score. His 20+ point deficit behind the lead widened slightly, and his position is unchanged. The Baron, once again, fell victim to fate with a plan that was not able to come to fruition and also a relatively low score. His position also did not change. The Duke also did well enough that he maintains his 2nd place position and will be sitting in the same seat next game. The Merchant, on the other hand, spent the entire game in “setup” mode and only scored a few meager points. He moved down two positions to the Count slot. (I'm still calling him the Merchant, though.)

Our next game is not scheduled until after the Christmas holiday. Moving forward, I expect the Lord will easily cash in on the two milestones (both still in play!) in the next game, assuming he moves quickly and decisively towards that target. He will be starting the game with over 20 gold to start with and could easily leverage that for a quick win. I will likely be “soft pedaling” in the next game. I’d like to start exploring more Tombs, but I think it is important to not be playing last each round, and the healthy lead I’m developing will only benefit my adversaries. My strategy is going to be to get out of the Prince’s chair by scoring low, and hopefully controlling mt losses so I don't drop too far behind. If the other players allow the Merchant to ramp up his treasure buying machine, he could easily bury all of us.

New Image for V-Wars


Reply: SeaFall:: Rules:: Re: English version of rule stickers

Reply: SeaFall:: Rules:: Re: [SPOILER] Rule 23

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

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by GedTheFlayer

Thanks for the feedback. We've apparently been doing milestones wrong the whole time (only ever had 6 at a time). That clears up point 1.

As for the rest:
[o]Good to know we're not locked out of the seal mechanic because of our zeal to find the final island. Incredibly, despite having a 37 point game, the player who found the final island came in a very close second for the campaign; a stretch of rough games around the time Patmos and Ker came out for the other two left me with a hefty campaign lead, and I would have won the most recent game barring the island discovery.

I'm not too worried about the campaign ending too soon, we're probably going to wrap up with a thorough exploration of the remaining goodies, as suggested in option 2 of the continued play card. In fact, I almost like the idea of winning without the seals; who needs ancient magic when you've got a ship full of raw, unadulterated awesomeness? And the threat of everyone losing it all leading to a wary alliance is so fantastic.[/o]

Thread: Risk Legacy:: General:: Can this be played with the "no limit on number of attacking soldiers"-home rule?

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by Faithtoken

I was thinking of getting this for me and my siblings, but I know that some of them hate the "attack with a maximum of three units"-rule, and we usually play risk that you can attack with any number of units (you only get a maximum of 3 dice still).

Can the game be played that way or are there powers or rules that come into play later that will mess that up?

Thread: SeaFall:: Rules:: Missing Rule 6?

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by LordXeen

So last game we found our first portal of the ancients out at sea and are collectively scratching our heads about how they work. We've opened 5 boxes and have most of the rules in the book filled in but we're a bit worried because we had two copies of rule 9 and there's still a blank Rule 6 in the same area as dangerous waters and atolls and such so if someone could tell me a) If rule 6 should already be revealed (Again, boxes 1-5 are open) and if it is b) what the rules are? My gut says go in one portal come out another make and a Sailing Endeavor.

Thanks in advance.
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