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Thread: SeaFall:: Rules:: Late Game Rules Questions (Box 5 Spoilers)

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by spidere

[o]
1) When taking an advisor from another player's council room using The Holder of Secrets or The Seeker of Answers, does it refresh? (It doesn't seem like it does, as written, since there's no indication that it does -- but it /feels/ like it should, like raiding does.)
2) Similarly, when taking a relic using The Ninth Initiate.

3) Can you use the Antique Tablet, "Exhaust if you have no gold in your vault to add 12 gold to your vault." during the first winter, before you have added any gold from the first harvest? (It seems like yes, as written -- but it /feels/ like the answer should be no, because in that case, why have the limitation at all?)
4) Similarly, using the Ancient Tablet, "Exhaust if you have no fortune tokens to gain two fortune tokens." (Since setup has one place all cards from your storage chest in their appropriate locations, then take reputation and fortune)

[/o]

Reply: SeaFall:: Rules:: Re: Active advisor when buying treasure?

Thread: SeaFall:: Rules:: Sites (Box 6 Spoilers)

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by spidere

[o]
Does the Gate to Hell count as a land site? The "Important Terminology" defines a Site as "A location within a region that can be raided or explored. A province has many sites, including fields, and building sites. Islands have unexplored and explored sites." The Gate to Hell can be closed via raid or explore endeavor, and (though it doesn't explicitly say so) presumably one must be there to do so. However, it doesn't /feel/ right -- because if one can use research map additions for land sites, that seems to make it relatively easy to succeed in the Explore endeavor to end the game.
[/o]

Reply: SeaFall:: Rules:: Re: Spoiler: Prologue

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by Gorgar0

I've been wondering about the consequences on Game 1 regarding Luck and Reputation tokens.

[o]
As you are supposed to receive the tokens during setup, and you choose the new leader card after setup, do you get the tokens?
[/o]

Reply: SeaFall:: Sessions:: Re: Campaign session reports for Seafall - all spoilers hidden!

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by PeterM2158

Great points well made, and thanks for the spoiler box as I haven't reached that yet! I agree with everything you say there (except about it being expensive. £40 in the U.K., which is a lot cheaper than most board games, so even if you only played it twice you've got your money's worth, especially if you split the cost with the group).

I do agree with what you say about the story, but for me that's a tiny part of the experience.

Will be interesting to see what happens later in the campaign, as that's when most people seem to quit.

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

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by DrEris

I've got two haunts finished

What a night for a Knight and Decoy for a Dognapper

I'm playtesting them now to find issues

One thing I've already noticed is need to make cards for Scooby themed items omens and events. It's not Scooby enough with out them.

Oh and if you lose each haunt its more Scooby too less violent.

Reply: SeaFall:: Rules:: Re: Gaining an upgrade provides glory?

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by joshaddington

jgunnz wrote:

"Whenever you gain a renowned advisor" where does this come from didn't see it in the rules?

Renowned advisors are the advisors that have the glory symbol.

Reply: SeaFall:: General:: Re: Five games in and structurally this game seems unsound.

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by arkayn

heyvince wrote:

I've heard people talk about these starting bonuses this way, but what is the strategy? How should they be spending them? and more importantly, Why? What's the strategy?


It's hard to say exactly what the strategy is in that situation because it consists of the same strategies that one would use in any game and presumably some of the strategies you've used to amass such a huge lead, but with more money/rep/fortune to work with. Even with your 5/5 leader with upgraded fields, with that large of a points lead, the other players can start with more gold, more fortune, more reputation, one of your enmity, and a better kept advisor. Where is the structural advantage you are supposedly getting as the leader?

Stay in your harbour and spend the first turn spending the gold on a Building/Upgrade?


You don't necessarily need to stay in harbor. Just buy an upgrade and sail. Next turn, if you're not busy with something else, then buy a building and sail (or buy a building and upgrade at a Docks, if you have enough money for 3 builds). Or buy an upgrade, sail, then raid/collect taxes next turn, and THEN build and buy an upgrade. Or use your money to buy the best advisors. Or something else.

Buying treasure? The player that won the "have 60 gold" milestone did it on the turn the Pirate King Demanded Gold, so he immediately bought a 4 Glory treasure. I sailed over, raided it, and won the game. So people have chilled on the buying of treasure.


They probably should have chilled on buying treasure and not defending it. Or on buying treasure, letting you steal it, and then not stealing it back (granted, if you ended the game as last player in turn order, then they wouldn't have had the opportunity, but in most games, after the first (second, depending on how you count) winter, given that you started the game at a huge disadvantage, you should no longer be last in turn order).


Reply: SeaFall:: Rules:: Re: Gaining an upgrade provides glory?

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by lactamaeon

joshaddington wrote:

jgunnz wrote:

"Whenever you gain a renowned advisor" where does this come from didn't see it in the rules?

Renowned advisors are the advisors that have the glory symbol.


In case this is confusing, see p. 13 under "Hire and Advisor":

Select an advisor card in the forum and pay its cost in gold or reputation to hire. If the advisor doesn’t have a name, you may name them. Put it face-up in your council room. Gain the printed glory amount of that advisor, if any (most don’t give glory).

Thread: SeaFall:: Rules:: [Spoiler, kind of] Non-standard Endeavors and Glory

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by kingalces

This rules question is in regard to Endeavors that have no official difficulty value. It comes into play after the first mystery box is opened, so it could be somewhat considered a spoiler.

Question:

When the Captain's Booke or some other mechanism tells a player to roll an Endeavor (usually an Explore roll triggered by Uncharted Waters), there is often no standard difficulty value to compare against. Instead, there are categories based on count of successes rolled (0-2, 3-4, et cetera). Some may or may not cause damage.

The rulebook says that any successful Endeavor earns a Glory. When this is the case, it would seem that the definition of a "successful" Endeavor is not obvious. If you roll 1 success, but it puts you in the lowest category, is that still a potentially successful endeavor?

Assumed Answer:

Unless someone has a better official clarification, we've house ruled it as such, to try and match to the behavior for standard Explore actions and Raid actions.

If you roll at least 1 success in a triggered Endeavor, and the end result as given by the Booke does not cause your ship to sink, count it as successful and gain one glory.

e.g.

So, let's say you roll 2 successes. Category 0-2 in the Booke for this triggered Endeavor causes 2 damage to the flagship. If you sink from that, you fail. If you don't, you succeed and gain one glory (even if it's still the worst result).

If you roll 0 successes, you still trigger category 0-2 and the same number of damage, but you never get a glory from it (even if you didn't sink).


Reply: SeaFall:: Rules:: Re: Spoiler: Prologue

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by DeS_Tructive

Dexter345 wrote:

The black guy in my group picked him, and then that leader died, and he was left to pick some white woman and call her the black guy's daughter.


The same thing happened to me, for the same reason. I took a felt pen and "darkened" my new character.

Reply: SeaFall:: Rules:: Re: [Spoiler, kind of] Non-standard Endeavors and Glory

Reply: SeaFall:: Rules:: Re: [Spoiler, kind of] Non-standard Endeavors and Glory

Reply: SeaFall:: Rules:: Re: Spoiler: Prologue

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by lactamaeon

DeS_Tructive wrote:

Dexter345 wrote:

The black guy in my group picked him, and then that leader died, and he was left to pick some white woman and call her the black guy's daughter.


The same thing happened to me, for the same reason. I took a felt pen and "darkened" my new character.


We had kind of a reversal of that, where the black man inherited a province from a white woman. We had some fun discussing whether he was the result of a mixed-race marriage, an adoption, or the grand vizier usurping the province.

That player was playing the province that loves gold, and if I'm remembering correctly ultimately decided that their hierarchy was just based on wealth and this black dude was just the next richest person after the first leader died.

Reply: SeaFall:: Rules:: Re: [Spoiler, kind of] Non-standard Endeavors and Glory


Thread: SeaFall:: General:: Varied Player Count: How We're Playing Seafall (Prologue + 3 Games In)

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by kingalces

Intro

This might be useful for anyone considering getting this game but worried about maintaining a consistent play group.

Though I play board games frequently with a wider array of friends, there's a core of 3-4 of us that can really commit to a game like this.

We loved how Risk Legacy worked quite well no matter how many people were playing at the time and didn't need too much consistency in players from game to game, but that's not really the case with Seafall.

Our Situation

Out of the 4 of us, one person is interested but probably rarely going to make it to the table (work schedule craziness). We want to include him when we can, but really there's a 3 player core.

However, despite our best efforts, there are going to be days when only 2 players can show up.

Handling Varied Player Attendance

- Of the 5 provinces, there are two divisions: 3 are "core" and 2 are "guest".

- Each of the 3 core players gets a core province to themselves. No one else can play that province. The guest provinces are a shared responsibility.

- All 5 provinces received one of the start-of-game bonus options that arise at the beginning of the first non-prologue game.

- On days with 3 players, all core, we play our core provinces.

- On days when only 2 of us can show up, we play a round using only the guest provinces.

- On days when all 4 of us can show, the non-core fourth player will play a guest province of his choosing.

- On days when there are 3 but the non-core player is one of them, the core player with the least glory will play their core province and the other two players will play as guests. If the two core players are tied in glory, both play with their core provinces.

- We assign ranks to the provinces at the end of each round, game-to-game, as if we had a 5-player group.

- We follow the recommended rules for handling missed games. Since we're flipping between core and guest, everyone is going to miss some games. Every missed game means a ship stat point increase, and at every third missed game, the province gets one of the winner-category upgrades.

- When we eventually finish the game, the "real" winner will be the highest glory from the core division (which is likely to play more games anyway).

Results So Far

It's worked fairly well, though we're of course only 4 games in (including the Prologue). It helps that we're treating this as a sort of an episodic TV show. Some episodes have to do with the core storyline, and some are about side characters, but ultimately they all move the season forward.

It takes a little bit of planning to make this sort of setup work, and it helps to have everyone on board.

Reply: Chronicles 1: Origins:: General:: Re: Any News ?

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by lfisher

keithjones wrote:

lfisher wrote:

The current trailer says Kickstarter Feb 2016, release GenCon 2016. I presume that is updated info?


That's old info; given that it is now 2017.


Anyway, I'd rather they take an extra couple of years to make sure they have an awesome game (and game system); but I'd love to hear a status update. I'm really looking forward to seeing this hit shelves.


2016 good point!

Reply: Betrayal at House on the Hill:: General:: Re: Damaged box in fold up table incident...

Reply: SeaFall:: Rules:: Re: Late Game Rules Questions (Box 5 Spoilers)

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by DegenerateElite

[o]1.) I think anytime you take an advisor from another player, that advisor refreshes as it goes into your council.

2.) Relics don't exhaust. If you mean tablets, then I believe they refresh as well.

When either advisors or tablets are plundered during a province raid, they are refreshed. This likely holds true any time they are taken from another player.

3.) and 4.) Both of those are usable only on the owning players turn. Sacred tablet specifically says "Exhaust at any time" on it, so it could activate a colony prior to Harvest in the first, or subsequent winters.
[/o]

Reply: SeaFall:: Rules:: Re: Spoiler: Prologue

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by Becq

I favor this alternate method to prologue leader selection:
[o]When you choose your leader at the start of the campaign, perform these steps:
1) In rank order, each player chooses a leader card.
2) All players put their chosen leader cards in their province boxes.
3) In rank order, each player chooses a (second) leader card.
4) Begin the campaign, using the second set of leader cards.

On an unrelated note, I also recommend in general that you don't destroy components; just designate the first unsealed box as the campaign trash, and toss "destroyed" components into it. This is particularly useful when you find the need to reference a previously claimed milestone. (I know some will consider this heretical and accuse me of spurning the legacy god; my response is to point to the glossary in the back of the rulebook.)[/o]

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