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

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by lactamaeon

Several in our group has taken to pasting destroyed components into our journals/captain's logs.

I've also been taking pictures of everything between games to have a record of our exploits. It's also handy for being able to refer back to old Booke entries.

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

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by Becq

Sounds like a great way to make sure everyone's included and having fun!

One thought, though:

I think that in the early game, your two-payer plan should be workable. However, you might find that later in the campaign, that playing the game as the alternate factions (leaving the "core" factions out of the game) might carry some consequences that are potentially troublesome to the campaign as a whole. I don't think it would break the campaign ... but even so, if having the third core player absent is a rare occurrence, you might be better off just skipping SeaFall on those days to ensure that the whole core group can play.

The rotating positions may also struggle more as the campaign progresses, but my guess is that you're aware of that (and those factions aren't competing for the win, in any case).

Regardless, sounds like your campaign is off to a great start, despite your situation!

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

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by Aganerral

my group agreed this was silly. I can can understand the story aspect of it, but everyone had picked their favorite appearance and the ones left were the cards that people didn't particularly want to be. So we all tweaked the names a little bit and kept the same card.

Reply: Betrayal at House on the Hill:: General:: Re: Any haunt suggestions for a group of casual gamers?

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by l-hansen

It seems like you have already made up your mind, and just wanted us to agree.

Sorry, but that's not going to happen.

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

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by Becq

Having extra money speeds up many strategies:
1) If you prefer exploring, buy the +2 upgrade on the first turn before sailing. Or if your money pile is larger, you can also buy a building on the first turn, then buy a second upgrade on the second turn before sailing. (Other players would need to do some money-gathering to match you.)
2) Same with raiding.
3) If you're a builder, the extra seed money makes building a lot easier. With enough bonus money, you can simply buy the hold upgrade you need (if any) and the goods you need for the colony, without trading for income first.
4) If you're a trader, lead off with a marketplace (or several).
5) If your opponents tend to destroy or steal your hard work, invest some money in a garrison structure (or several).

The extra money isn't going to win you the game, but most of those options generate you some quick "head-start" glory, which can give you a definite edge.

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

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by Becq

Further clarification:

The "renowned advisors" have nothing at all to do with the discussion above. They are advisors available in the starting advisor deck that grant bonus glory under certain circumstances.

There are also some advisors (as hinted in the rule JN quoted) that have a glory symbol printed on them. And as Morthai noted, any time you gain one of those advisors by any means, you gain the printed glory -- and lose that same glory any time you lose that advisor. (This is also true for structures and upgrades -- you always gain glory for acquiring them in any way, and lose that glory if you lose them.)

I think it's a mistake referring to that later group as "renowned advisors"; they are advisors that have an inherent glory value. And the actual "renowned advisors" don't grant any bonus glory just for acquiring them.

New Image for Heroscape Marvel: The Conflict Begins

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by exo20811

<div>Case upgrade as I convert more heroclix to heroscape</div>

Reply: Pandemic Legacy: Season 1:: Strategy:: Re: Lose on Purpose (no spoilers)

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by braceletwinner

The "lose on purpose" choice came up this past weekend for our group. We're in October (no spoilers outside of the spoiler tag) and realized fairly early that the new objective would be almost impossible to achieve. So we decided to focus on making it easier for the next game and make winning secondary. However, as we got near the end of the game, we decided it was best to lose in a controlled manner so that we have a +4 swing in Funded Events for the next game, which I think we'll need based on what we have to do (explained below).

[o]
The objective was to find the person in City Zero, which was Lagos for us. The problem was that Lagos had Fallen - level 5. That meant each person had to burn two cards to Drive/Ferry into the city, and could not use cards to fly in. So we decided to build a military base there (to allow Military Shuttle Flights), which cost three yellow cards to construct (two to get in, Lagos to build) and made the search impossible - by the time we even saw enough cards for the search, he was almost off the board anyway. There was no way to get those cards to the person in Lagos.

So now we had the choice of having two or six Funded Event Cards for the next game. We were reasonably well placed and had eradicated two of the three diseases, so we only needed to manage the Faded. We did that for the rest of the game as we just exhausted the player deck. The only really bad thing that happened was that Lima rose from Rioting to Fallen due to it being entirely blockaded (Panic level rises with each outbreak in this case, but the outbreak marker does not move).

The next game will be dicey, as we'll have to get a military person quite a few yellow cards and binoculars. I think our focus will be on the search, and expecting to lose the game, while not actively trying for the loss.
[/o]

I hated that we chose to lose, but I think it will make winning the entire game (if that is even a thing - I don't know if winning in December means you "won" the game, or you just won in December) easier. So I look at it as a tactical retreat to better our chances of winning the war later.

Reply: Pandemic Legacy: Season 1:: General:: Re: What did you name your diseases? [No Spoilers]

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

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by DegenerateElite

I write the milestone booke number on the milestone log.

Then in the actual booke I make a not of the glory gained and the requirements.


Then I DESTROY!!!!!!

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

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by DegenerateElite

Dexter345 wrote:

Yeah, the point of it is to set the tone for the whole campaign. You will make decisions, there will be consequences, and you can't take them back. In Risk Legacy it helped there was the sticker reading "What's done can never be undone" that has to be broken in order to even open the box.

That said, I do understand complaints about it. There's one black character in the starting leaders, and it was cool to see the representation. 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. I could definitely see the case for having more available starting characters. Of course, more cards means more manufacturing cost, so I get why there are only the ten.



It actually puts you in the frame of mind that your choices don't matter and the game is gonna do whatever the hell it wants.

Reply: SeaFall:: Rules:: Re: (BOX 4 SPOILER) Fulfilling two milestones in the same turn

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by btm463

Thanks everyone. We rolled back 5 of my points since everyone lost a turn, and continuing from there. I think we hit one of the rarer situations in the game and just never had to claim two milestones before.

Reply: SeaFall:: Variants:: Re: Creating an alternate campaign ? Looking for ideas :)

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by bjstover

My box came with a 3rd boat of each (not sure if it was small or big boat). I was very confused when I saw the 3rd boat and through maybe it was something for later.

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

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by btm463

I've found this game requires the group be similarly skilled in board gaming. We've had some awesome plays in every game where the winner gets barely ahead, sometimes with a precise attack on others, for the win. If you got someone putzing around relearning the game every session, they will quickly become somewhat irrelevant. That is one downside with this legacy. You CANNOT have floaters.

Make sure you know the raiding rules. They are quite confusing and there are some whammys in there we did not notice until later (SHIP-TO-SHIP RAID CAN DO INFINITY DAMAGE/PILLAGE TO ENEMIES IN YOUR TERRITORY FOR 1 TOTAL ENMITY!). I've found that if you aren't top 2 at exploring, you better be a raiding threat and look for one big attack that can cripple your rival/leader. Or hire the Pirate Advisor if you want to raid other players over and over.

Our group has complained about the rules, wordings, and mechanics at times. But we are still having great fun with the game (such that we are neglecting other games) after Game 6. Last place is always less than 15 points away from the leader, and each game has a nailbiter big move that crowns the winner.

Edit: Do you know about the bonuses you should be getting every game on the back of your placing card??




Reply: SeaFall:: Variants:: Re: Creating an alternate campaign ? Looking for ideas :)

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by Becq

iswearihaveajob wrote:

Man. I really feel like not giving 3rd or 4th ship was really a let down. Rob Daviau said that you originally could build a whole fleet but it took away from what he thought were the main focuses. Still, even just 1 more ship would have been an epic unlock. Just a little card to the side of your main board and a mini is all it would take...

Just to make sure: you're talking about adding a ship (or several) to every faction as an unlock, rather than to a single faction as an upgrade, right?

If you meant it as a bonus reward, it would be far too powerful. And if you meant it as an option to acquire, then it would be a must-have.

But as a universal addition ... would it actually change much? In my campaign, most players tend to keep their ships together for support, since single ships are much more vulnerable to raids and ship pairs are stronger in endeavors.

Reply: SeaFall:: Rules:: Re: (BOX 4 SPOILER) Fulfilling two milestones in the same turn

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by lactamaeon

This is a very interesting case for a couple of reasons.

- Would the game have ended on the conquest alone? If so, you actually maybe penalized yourself by taking both (as you could most likely claim the "have 3 active colonies" milestone on your first turn of the next game, giving you a huge glory boost towards another game win.
- Whichever one you take, someone theoretically could take the other (by building/conquering a 3rd colony of their own, or by conquering Ker from you!)

@Becq: what do you think should happen if someone chose the 3rd colony milestone, and the game ended before the conquest of Ker milestone is claimed? Do you get to claim it next game, or can it only be claimed when someone conquers it from you? We had some discussion along these lines earlier and I'm not sure either answer is really satisfying here. (Admittedly, this is also pretty corner-case!)

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

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by jgunnz

I'm confused there are many advisers that have the word "renowned" in their title but have no glory symbol on the card?

Are you supposed to get any glory for hiring them?

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

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by Becq

Note that you *can* activate an advisor (that you had previously hired, but that is not exhausted) on the turn you buy a treasure. As others stated, you won't get discount bonuses on the treasure purchase, since the activation comes later.

Maybe this was already obvious to you, but it seems worth making sure.

Reply: SeaFall:: Rules:: Re: Repair Action (no Spoiler)

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by Becq

jgunnz wrote:

I have a damaged shop and a sunken ship. If I send my ship to a nearby island and do a repair action does my sunken ship also rebuild and appear in my main port?

From the rulebook, p15:
Repair
Repair any of your ships at a location with the repair symbol. To repair, refresh all exhausted upgrade tokens and dismiss all damage cards. Repairing costs nothing unless a damage card says otherwise. If you repair, you may also rebuild any sunken ships of yours and place them in your home harbor.

So as long as the island you mention has a repair symbol (there is one available on one of the starter islands, though you need to pay for access), then you can repair your damaged ship there and rebuild your sunken ship at your home harbor as part of the same action. For your other action, you could sail or build a structure -- but you couldn't upgrade because you already used the "Repair OR Upgrade" action.

Reply: SeaFall:: General:: Re: Starting Game (well?) After the Prologue

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