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

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by countertorque

Son of Barahir wrote:

Looks like you're the right guy to ask. I've been looking specifically for Rule 7. I opened the box that's supposed to have it, but got 2 copies of one of the other rules and don't have rule 7 at all. The only reason I even know I'm supposed to have rule 7 is because I emailed Rob Daviau and he responded that I'm missing rule 7. Can you please send me rule 7? Thanks so much!


Text of Rule 7:

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

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by countertorque

much0gust0 wrote:

Cardboardjunkie wrote:

So if you look at all owned advisors of that type, are you getting glory and/or stickers for them?


No, because it isn't during your activating step on your turn. It's an event.


Agreed. This is clearly different from interrogating them, which is when you would get glory and read an entry.

Reply: SeaFall:: Rules:: Re: Sea Fall Advisor clarification

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by countertorque

Jlerpy wrote:

sputnik23 wrote:

Event card P spoiler:

[o]At the end of Round 5, the Whispers Multiply destroyed 2 of the available advisors, leaving only 3 (all undesirable). Everything we've read in this forum indicates that advisors are only refreshed after a "hiring". The player with the astrolabe then started a round, and chose to skip the advisor-hiring phase, and instead choose to not purchase a treasure. The hiring phase never started, so it never finished, so the next player also only got a choice of the 3 crappy advisors. Did we play this correctly?[/o]


That's an interesting point. I would have thought that it would happen anyway, at the end of that phase of your turn. But perhaps I'm wrong.


We refilled the advisors after the event card. I agree it's not exactly per the rules, but it seemed to clearly be the intent and considering how everything else is written, we didn't see any reason to be pedantic about it. You can do what you want.

Reply: SeaFall:: Rules:: Re: Rules question regarding curse interactions [Minor spoiler]

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by countertorque

jayahre wrote:

Unfortunately, the curse happens first - if he unloaded the goods before moving the ship, he'd be safe!


So, then if the empty ship sails and then loads goods at the end of the sail action, nothing is lost on that turn? The curse has to happen either before or after the load/unload part of the sail action (both of which say they happen "after sailing"), right?

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

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by countertorque

Osuniev wrote:


[o]

6) Since Ker is "ALWAYS ACTIVE", what happens if you don't have an Province token to put on the board to mark control of the island region ?

Place Ker under its island inset to show no one controls it. It can be activated by any player with a token who visits. It is abandoned effectively.
[/o]


So... we do need a marker on New Ker?

Thread: SeaFall:: Rules:: Box 5 Enmity Question (C'mon...spoilers, people!)

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by much0gust0

How are you all interpreting the Colony's power in Box 5? Are you applying permanent enmity EVERYWHERE, or just on Tortosa?

Based on how the Ker colony card worked, I would guess that it would apply everywhere...but on a purely mechanical (and fun) aspect, I would want it to only apply at Tortosa. Thoughts?

Reply: Pandemic Legacy: Season 1:: Rules:: Re: HELP: Spoiler Requested! Sticker 29 text needed

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by DrRednek

clever wrote:


Just relax and play May.


Uhm, yeah... that. :zombie:
Thanks

Reply: SeaFall:: Rules:: Re: Question: Missing component - box 05 (spoiler alert)

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by countertorque

WarpFlame wrote:

One more question. We have two times the Tavern.
I think one of those should be a temple...


We only have 1 Tavern.

Reply: SeaFall:: Rules:: Re: Pondering The Secrets of the Statues

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by countertorque

So, we're waiting for a reveal that specifically instructs us that we can use the numbers to read the entries in the book.

Are you saying that's never going to happen? Based on the info you posted above, we should just start reading the revealed entries?

Reply: SeaFall:: Rules:: Re: Box 5 Enmity Question (C'mon...spoilers, people!)

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by countertorque

much0gust0 wrote:

How are you all interpreting the Colony's power in Box 5? Are you applying permanent enmity EVERYWHERE, or just on Tortosa?

Based on how the Ker colony card worked, I would guess that it would apply everywhere...but on a purely mechanical (and fun) aspect, I would want it to only apply at Tortosa. Thoughts?


There's nothing in the rules or on the island or on the colony that would suggest it applies everywhere. It's pretty clearly only at Arados.

Thread: SeaFall:: Rules:: rules: exploration and raid

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by tcheuv

Hello,
I would like to know if it's possible, when you choose exploration action (or raid action), to do 2 explorations (or raids) if your 2 ships are on two different islands (so, one chosen action for each ship in one round)?

It's not clear for me...

Thank you to help me :-)

Reply: SeaFall:: Rules:: Re: rules: exploration and raid

Reply: SeaFall:: Rules:: Re: rules: exploration and raid

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by Fishhead1982

Off the top of my head the sail action that allows two "actions" because you can move two ships. Everything else is single use.

Reply: SeaFall:: Rules:: Re: Box 5 Enmity Question (C'mon...spoilers, people!)

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by Fishhead1982

Definitely only at Arados. However that permanent enmity becomes the base level of enmity for other islands.

Reply: SeaFall:: General:: Re: Anybody try this with two *and regret it* ??

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by reshurc

I loved my 2P campaign with my wife more then my 4P with a few friends.
-She won!
-We entirely filled the Campaign tracker on back of Rulebook.

-It was more relaxed.
-More of an adventure and less of a cutthroat victory or death approach.
-It instantly hooked my wife and she's been begging to find games just like it, which I haven't found anything to compare. She wants to start another 2P campaign just to see the different options of what we didn't choose in the Captains Booke.
-I highly recommend 2P with a loved one where you want to share the story and not have to worry bout getting 2-4 more people together and engaged in the game for 14-18 2-4 hour games games.

Reply: SeaFall:: Rules:: Re: Box 5 Enmity Question (C'mon...spoilers, people!)

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by reshurc

We played that it was only Enmity on Arados. Definately nothing "definite" in the Rules though. If haven't learned by now everything is vague in this ruleset.
But we fought for a good while before finally agreeing because we thought the intention was for it to be another 'Everywhere' Colony like Ker.
Which would make sense....because nobody is "Raiding" inside the Temple you are Exploring. So the only person to have to place Enmity is the guy that goes to complete Conquering the Colony in the first place. Why do they have all the enmity spots for 1 sticker that you use when you conquer, right?

Anyways it could work both ways.

Session: SeaFall:: [SPOILERS] The Province of Mainframe, Game 6

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by lactamaeon

IN WHICH
... Renown Is Demonstrated
... Dark Temples Are Discovered
... There Is Gold Beyond Measure
... Inspiration Is Provided
... The First Colonies Are Founded
... Devices Are Thwarted

After a long holiday break from Seafall, our group gathered again to play Game 6! An eventful game, to be sure.

As before, I will not be hiding SPOILERS, so proceed with caution!

Princess Dot of the province of Mainframe has retained Ray Tracer (The Navigator) from the previous game, and is hoping to either establish a colony or discover another Ancient Tablet this game. We have a total hold of only 5. In the previous session, she kept finding goods in Ancient Tombs that she was unable to utilize effectively; however, finding a relic would make colony-building more difficult.

A Charter is issued from the continent, lowering the price to purchase goods. Dot hires on Jessica (The Spice Merchant), and sends her to the island of Stygios to purchase four goods.

Before long, the Pirate King begins to Demand Respect from the provinces. Our Adventurous Princess hires on an advisor named MaLynn (The Treasure Hunter), with orders to research (collecting a total of five cards!), sail to Bermuda, and explore one of the Tombs within. There, we meet a native shaman who demands that we leave. We stand our ground for some time before he curses The Saucy Mare, gaining some reputation with the natives. The Pirate King raids Prenderthale's Council Room, kidnapping one of their advisors.

Our Princess orders Ray Tracer to make another endeavor into the Tomb, under cover of Fog. This time we impress the shaman, and he shows us wondrous things before slipping into a spice-induced stupor. While he slumbers, we make off with his Inscribed Tablet and a chest of gold, some of which Ray uses to help fund some research. Meanwhile, ships from Prenderthale discover a Temple of Bones on the Island of Lost Angles, bringing home ludicrous amounts of gold.

Now facing Turbulent Waters, we are stuck with one ship unable to turn due to the shaman's curses. We sail into the uncharted sea and discover some dangerous waters. Fortunately, we are able to navigate around them to another island. Back home, the Princess raises a bit of tax revenue in hopes of building a Museum in the future.

Back near the mainland, Restless Bones rise from beneath the waves to attack ships belonging to the Lord of Arrakeen. Countess Talina of Prenderthale shows off her Gold Beyond Measure. Dot hires on Hardboot (The Grizzled Veteran) this time splitting our ships. The Saucy Mare reaches the Bikini Atoll, lifting one of its curses, and the Hardboot leads the SS Doyle in a raid on the docks of Amity, capturing some Bold seamen to serve on her crew.

The Pirate King begins to Demand Gold, and turns his eyes to the vaults of the Lord of Arrakeen. The Baroness of Leicester builds the first colony from the mainland, Virginia, on Amity Island, where her ships are now able to repair. Countess Talina orders her funds used to buy treasures and construct the Museum ahead of us. Our Princess hires on Elton (The Madman) to sail back to the Tomb on Bermuda and explore within once more. This time we provide some inspiration to a mystic scribe, and he begins to draw us some charts (4 research cards, emptying the deck*)

After the Winter Harvest, the turn order is unchanged. The augurs espy Good Omens. The Lord of Arrakeen orders his ships to destroy Countess Talina's Museum, delaying her victory for a crucial turn. The Countess's ships discover a Temple of Skulls, bringing a wealth of goods. Our Adventurous Princess Dot orders MaLynn to sail to Amity Island and explore its last remaining site. We burn 5 research cards and discover a wood market (the second such market on this island). MaLynn then performs her research, drawing all 5 cards back and leaving the deck empty.

On the final turn, a Market is declared, increasing the sale value of goods. Lord Hulk of Arrakeen builds the colony of Alpha on Treasure Island, where he will be able to buy two additional goods in future games. Baroness Jane of Leicester sends her ships (laden with iron) into the Tomb on Bermuda, and her captain is able to correctly judge the weight to counterbalance a Sacred Amulet. Countess Talina of Prenderthale sails into uncharted waters, discovering a new current and also the island of Innsmouth, putting her well over the glory target for the game. Our Princess of Mainframe sends Ray Tracer to explore a site on Tasmania, where we find some linen production and "take care" of one of Prenderthale's advisors.

*If I hadn't spent a chart on this, the deck would have only had three cards left, and I would have been allowed by the entry to take the fourth from another province! What a neat possibility.

This session was a lot of fun for most of us, I think. Our Lord may be having some issues, as he has been lagging behind and only now claimed his first extra thing to carry from game to game (the colony of Alpha). I've helped put together a strategy for his next game, though, and he's got a decent shot at another colony, a milestone, and possibly even the game win bonus. All of this is uncertain, however, as it's very likely that the next box will open in the middle of game 7 now that we are finally building colonies.

Thanks for reading!
-Lactamaeon

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Do 'you may' rules immediately win you the game if everything else is satisfied?

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by clivej

Whoops!

On the one hand I repeat my previous sentiment about it kinda serving you right.

On the other, you talk about waiting a round; are you aware that if a disease is Efficient to Sequence, someone with the necessary cards can cure it even when it's not their turn?

Reply: SeaFall:: General:: Re: Quick question, in the middle of game right now.

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by ddlaw11

Fishhead1982 wrote:

[o]We have an advisor (The Thug) that we are interrogating. There is something that shows up under the light but we can't make it out. We think it's a 5 but we're uncertain. Can some one look at theirs please? [/o]




We had similar issues, but with a magnifying glass and a round-table consensus we determined:

[o]The Thug has the Number "8". After reading the entry this seem to make sense as well[/o]

Reply: SeaFall:: Rules:: Re: Pondering The Secrets of the Statues

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by GregF

countertorque wrote:

So, we're waiting for a reveal that specifically instructs us that we can use the numbers to read the entries in the book.

Are you saying that's never going to happen? Based on the info you posted above, we should just start reading the revealed entries?


[o]Correct, assuming you're spending an Explore action at an island with a tomb. (and have all three tablets on you if you're playing that way)[/o]
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