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Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by Becq

(Box 1 spoiler)
[o]Keep in mind that you don't actually need to have increased your base hold rating to build colonies. You can also get the required space by using the hold upgrades, or by using the Smuggler advisor![/o]

Reply: SeaFall:: Rules:: Re: Advisors + Exhausting

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by Becq

Dexter345 wrote:

One turn per year. Advisors refresh during the Winter.

Yes, advisors normally can only be used once per year...

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

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by Becq

jgunnz wrote:

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?

And that's why I posted further clarification. Read it in my post above. Hopefully it helps; if you're still confused just say the word.

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

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by lactamaeon

jgunnz wrote:

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?


No (but they tend to have text granting extra glory if a specific condition is met).

Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by lactamaeon

Becq wrote:

(Box 1 spoiler)
[o]Keep in mind that you don't actually need to have increased your base hold rating to build colonies. You can also get the required space by using the hold upgrades, or by using the Smuggler advisor![/o]


Yes, but the players who were in a position to do this didn't seem to notice it in game 5 (the first possibility they had). Before game 6, I nudged them in this direction and they built a colony each, and then one of them won game 7 on the back of the Builder's Patron and the have 5 structures milestone.

Late to the party...A Heroscape discovery!

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by Rob Williams

As i was in town during a particularly damp Monday morning, i decided to pop into a charity shop or two to shelter from the wintery weather. Now, if like me, you are a fellow thrifter. You will know that most visits are a little disappointing, but occasionally a gem amongst the rubbish appears.
And so it was on that Monday morning. Glancing up at the small selection of slightly tatty kids games, something caught my eye. It was Heroscape Master Set: Battle for the Underdark . I inwardly gasped (is that possible?) and grabbed it, i knew of Heroscape but never thought I would find any in the UK charity shops. But here it was, in a good condition box, for the princely sum of £1.99!!!
Just when I thought I had used up my Luck Charm for the day, i looked lower down and saw a box tucked behind some toys on the floor. It was Heroscape Master Set: Swarm of the Marro in a slightly tatty but satisfyingly heavy box. Again priced at £1.99. I felt like a lottery winner ( i know, sad really) as i purchased my games and asked for a large bag to protect them from the harsh weather.
Later on at home i checked both games out. I have never owned or played Heroscape before so i wasn't sure what i would find.



A LOT of stuff is what I found. The D&D set was complete except for one water tile. The Swarm of the Marro set was missing one robot figure and a few hexes but had a load of extra figures from various other sets and a bunch of extra dice, cards, counters etc. Altogether I was pretty chuffed with this find.



I love the mixture of characters, the varying quality of miniatures and painting adds to the charm.



My daughter and I have given the games a couple of plays already and have loved it. I think the visual appeal of the game works well for encouraging kids to play it. Also the rules are pretty simple, even when playing the 'Master' game.
I have already taken the plunge on the 'bay' and bought a copy of Heroscape Master Set: Rise of the Valkyrie for a reasonable amount. So i will post some pics of our next game with everything all combined for a big battle!!

P.S. I haven't posted for ages, but trust me , we have been gaming (and moving house).

Reply: SeaFall:: Rules:: Re: Advisors + Exhausting

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by cstauch

I appreciate everyone's replies. Seems like a basic question but we've found that the rulebook leaves something to be desired when it comes to clarity. Just wanted to get it right.

Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by eagleeye42

Becq wrote:

(Box 1 spoiler)
[o]Keep in mind that you don't actually need to have increased your base hold rating to build colonies. You can also get the required space by using the hold upgrades, or by using the Smuggler advisor![/o]


Buying the extra hold space also cuts into either the resources you need to build a colony or the gold you need to buy those resources (or both). It's certainly possible to get a colony founded this way, but it's fairly slow, in a game that is already a race.

I think the likelihood of building a colony depends heavily on the available advisers, at least early on. In our first game post Box-2, I got lucky on adviser flips and basically swept up every adviser that supplemented buying. I also went into it with 6 hold available (economy is my thing, which is apparently about to bite me). I established 2 colonies. Nobody else even bothered trying (though they did all upgrade their available hold to 5 at the end of the game).

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

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by Becq

(Box 4 spoilers)

lactamaeon wrote:

@Becq: what do you think should happen if someone chose the [o]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!)[/o]

While I haven't seen that happen, here are my thoughts:

First, note that you can never voluntarily defer claiming a milestone. I mention this because otherwise, any interpretations for claiming credit for a past event could open up ways to game the system. For example, if I satisfy Milestone X now, but know that I'm going to lose the game anyway, why not "bank" that milestone until next game, so that I can set myself up for a big win? So let's be clear that this really only refers to a case where you find yourself able to claim two milestones during your turn, claim one, then the game ends before your next turn.

That said, I'd separate milestones into two broad categories: those that require your province to satisfy a certain conditions at the time it claims the milestone ("Have thing X"), and those that require a certain event to have occurred to claim the milestone ("Do thing Y").

For the first type, you only continue to qualify so long as the conditions continue to be met. So, using a Box 0 (non-spoiler) example, let's say you buy third treasure, then on your first action you build a third structure. After that action, you check for milestones, and find that you qualify for both, but are only allowed to claim one that turn. Both of them require you to "have" something, so as long as you still have that thing on your following turn -- and nobody else claims that milestone -- you may claim it on the following turn (or possibly later, if you manage to satisfy yet another milestone on the next turn). But generally speaking, you won't "Have thing X" on the first turn of the next game, so you won't qualify then and you will have lost your opportunity until you satisfy it again.

(Box 2 spoiler) [o]Note that the "three active colony" milestone looks like an exception to this, but isn't. Even if you own three colonies at the start of the game, you won't qualify for the milestone because they aren't active -- though if you activate all three during the first winter, you would claim the milestone after your first action of the first turn.[/o]

For the second type, my thinking is that since you only need to have "Done thing Y", once you have done so you will satisfy the requirements of that milestone forever. Make sure the other players make a note of it, and write it down, if necessary. Keep in mind that there is (almost) always the risk that someone else will "Do thing Y" and claim the milestone, leaving you S.O.L.

Aside: by the time you open Box 4, you'll realize that
(Box 4 spoiler)
[o]it's impossible for two people to "Use the Strange Chart to find the (octopus) island", so that milestone is safe to defer.[/o]

In the specific case you mention,
(Box 4 spoiler)
[o]I would say that you qualify as having conquered Ker "forever" and qualify as having three active colonies only until you no longer have them. Note also that if someone else conquered "the island formerly known as Ker" before that milestone was claimed, I'd let them claim it -- even though it's not Ker any more, strictly speaking.[/o]

I can't necessarily back any of those interpretations up with rule references, but that's the way I'd advocate interpreting the rules. Except for the initial bit about requiring you to claim milestones at the earliest allowed opportunity.

Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by chadm

I really like the explore bonus colony when I was able to place it near two newly-discovered islands.

:cool:

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

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by lactamaeon

Becq wrote:

(Box 4 spoilers)
[o]Note also that if someone else conquered "the island formerly known as Ker" before that milestone was claimed, I'd let them claim it -- even though it's not Ker any more, strictly speaking.[/o]


You know, I had forgotten that bit momentarily, but it's enough to make me think you're probably right.

Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by lactamaeon

chadm wrote:

I really like the explore bonus colony when I was able to place it near two newly-discovered islands.

:cool:


I now have that one ("The Edge of Beyond") on the island of Innsmouth, where it will be boosting the majority of remaining explorations (including, potentially, the final island). Here's hoping it works for me :)

Thread: SeaFall:: Rules:: Are we playing this right? (Minor Box 1 spoiler)

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by davbart

I've got a couple more questions where I'm not sure if we're playing things right. First one is with the Uncharted Waters deck, do the atoll cards get put back into the deck once used? It didn't say to remove the cards so we haven't been doing that but I'm thinking we ought to have been removing these as otherwise we'll end up seeing these cards again and again and we'll soon run out of atoll stickers.

My second question has to do with events and buildings that allow you to refresh the advisors. The way these things are written makes it sound like you only replace advisors that have been dismissed, so if there are no advisors they don't do anything. Is this right? It seems not very useful at least for us as the advisors usually get bought up very quickly.

Thanks in advance for the help.

As an aside, I'm really enjoying this game. Every new box we open changes the game in a big way. Between our 3rd and 4th game the game changed drastically and I had been doing very well up to that point but the 4th game two other players had a much better position and ended up far ahead of me. I'm still ahead overall for now but I'm pretty sure that won't last long. I'm really looking forward to how this all plays out and the future changes the game will bring.

Reply: SeaFall:: Rules:: Re: Are we playing this right? (Minor Box 1 spoiler)

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by lactamaeon

davbart wrote:

I've got a couple more questions where I'm not sure if we're playing things right. First one is with the Uncharted Waters deck, do the atoll cards get put back into the deck once used? It didn't say to remove the cards so we haven't been doing that but I'm thinking we ought to have been removing these as otherwise we'll end up seeing these cards again and again and we'll soon run out of atoll stickers.


My recollection is that the Booke entries on the Atoll card tell you to destroy the card. So, if you choose to ignore it, it goes back in the deck, but if you explore it, you destroy it.

davbart wrote:

My second question has to do with events and buildings that allow you to refresh the advisors. The way these things are written makes it sound like you only replace advisors that have been dismissed, so if there are no advisors they don't do anything. Is this right? It seems not very useful at least for us as the advisors usually get bought up very quickly.


You should be refilling the advisors every time you buy one. It's in the rulebook under "Hire an Advisor."


Thanks in advance for the help.

As an aside, I'm really enjoying this game. Every new box we open changes the game in a big way. Between our 3rd and 4th game the game changed drastically and I had been doing very well up to that point but the 4th game two other players had a much better position and ended up far ahead of me. I'm still ahead overall for now but I'm pretty sure that won't last long. I'm really looking forward to how this all plays out and the future changes the game will bring.


Really glad you're enjoying it! I'm having a blast, too.

Reply: Star Wars: Epic Duels:: General:: Re: Shrinkwrapping

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by Ronaldo

What is it now, 16-17 years ago? I wish memory was a little better to help you out.

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

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by Osuniev

Becq wrote:

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?


Oh yes, it would be an unlock. I thought about giving it only 1 Sail or something, so as to encourage players to split their fleet. Or the other way around : 6 Sail for the smallest ship...

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

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by countertorque

Becq wrote:

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.


Yeah, it seems like any province with a 3rd ship is going to quickly crush any province without a 3rd ship. I think Daviau made a comment about that in the design notes when they play tested it. So, it sounds like a fun idea, but it's got to be either painfully expensive to acquire and/or available to everyone at about the same time in the campaign.

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

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by countertorque

Gorgar0 wrote:

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]


There is a clarification in a thread somewhere that you do get the reputation and fortune tokens as part of setup for Game 1, even though strict turn order would not allow it.

Reply: SeaFall:: Rules:: Re: Are we playing this right? (Minor Box 1 spoiler)

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by DegenerateElite

The atoll cards are destroyed if you place the atoll.


Also there are six cards, six entries, and only 5 stickers.


So you have to draw the 6th one or ignore it.

Reply: SeaFall:: Strategy:: Re: Which is the best colony (box 1 spoilers)

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by Ian559

I've been going with a heavy trade strategy, and there is crazy efficiency value in not having to sail all the way back to your home port to sell goods.

Obviously I took the one that allows me to sell goods from it's warehouse, and I put it on one of the furthest four beginning islands that also had 5 goods spaces on it, one of each, so no matter what when I activate it and it collects I can get any of the goods I want for whatever building or upgrade I'm starting with.
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