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Reply: Pandemic Legacy: Season 1:: General:: Re: why buy?

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by mhuitema

I'd say what others have been saying, it's a completely subjective thing but I harbor no regrets about the money.

When I was considering buying it I was looking at it less like purchasing a game and more like purchasing a few weeks worth of some truly amazing entertainment. I played with my friend and her daughter and we split the cost so it only cost each of us around $35--you could find some friends to team up with and do the same. For $35 the value for money faaaaaaaaaar exceeds most other forms of entertainment I might have otherwise bought with it. Many a time we've spent that for dinner for two at a medium-scale restaurant with barely a thought so I didn't have to think too long and hard about buying this.

I don't know what your tastes are but if you really enjoy Pandemic I don't think you'll regret the $70 (or significantly less if you can find a deal).

I probably won't get another legacy game though as that could get to be quite an expensive habit. I've experienced it once, and that will be enough. It was well worth it to me.

I will say the money bothers me significantly less than the waste. It does create a lot of garbage, I do have to admit that downside.

Reply: Pandemic Legacy: Season 1:: General:: Re: why buy?

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by zpeteman

1. If you've only lost twice, you're probably doing it wrong.

2. Because Pandemic Legacy is an AMAZING game. Worth every penny.

Reply: Pandemic Legacy: Season 1:: General:: Re: Anyone else kind of pissed about...(end of December spoilers)

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by mhuitema

I think ignoring it is the right thing to do, I'm sure it was just meant to be tacked on as a fun thing at the end and not taken too seriously.

Reply: Pandemic Legacy: Season 1:: General:: Re: why buy?

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by mhuitema

I don't know if #1 is true. The crew I usually play regular Pandemic with played quite a few times before the first time we lost (on Standard difficulty, once we went Heroic it definitely happened all the time). Also lots of people stick with Introductory difficulty for a while.

If he's had the game for years or something and only lost twice then yes, I'd suspect a rules misinterpretation.

Reply: Risk: Star Wars Original Trilogy Edition:: General:: Re: Need to replace a missing card, what kind of paper/other options?

Reply: SeaFall:: Reviews:: Re: Review after a full campaign, 3 games into our Second (spoilers all tagged)

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by Willottica

Second campaign complete:

The first campaign was exciting and left us wanting more.

The second campaign was good up to, but not including, the end. With all the same players, it was far more competitive right from the start - but at the end of it all, I was done. I had no desire to start anew (which is fine, because $90 a pop!)

Part of the problem was our final game, and our lifestyle. We have 3 small children, and with all the little pieces, we can't really play until they're all in bed. And then once you start a game, you kinda have to finish it.

In an attempt to increase the difficulty of the final game, we
(MAJOR finale spoilers)[o]1. Decided that the gates of Hell could only be closed when all three seals had been retrieved. (I believe this decision is supported by the rules, and avoids the situation where someone just goes and closes the Gate on turn 2 and really kills the buzz.)
2. Houseruled, at the start of the campaign, that we would have to discover the secret of a statue before we could retrieve a seal (this thematically makes sense, but is contrary to the rules for the final game, each seal has instructions written to tell you how to retrieve it).
3. Used the ruling that you had to own, or have owned, a tablet, in order to use its number.

These rules seemed like a good idea at the time. But the final island got discovered quite early: at the end of Game 9. We hadn't yet found ANY secrets (though at least we had discovered all 3 statues and the tablets had all been recovered).

So in our final game, we had to first raid each other to get missing tablets, then explore the hidden Tombs to get the three secrets (and avoid the dead-ends, which we hadn't started either), gather the required tribute, get the seals, and finally close the gate.

It took us 5.5 hours (starting at 8:30-9:00, with a crying baby interrupting us every so often). We were both exhausted from a long work week, performing in a show the next day, and dreading the impending awakening of our kids at 7am. So to say the final game was a slog is an understatement.

That being said, if we didn't have kids, or could have effectively split the game in 2, I think it would have been a much more enjoyable experience. As it was, I wanted to go to bed, and was getting mad at my fellow players because they weren't actively raiding tablets and I had run out of enmity tokens.
We did it though, through three winters and into our third year, the world burned until there were no colonies left. We had scarcely a dozen advisors left (after Death and token-passing). We got lucky and only hit one Hidden Tomb Dead End. We each recovered a seal. And on the final turn, our temple-mason only needed to roll a single success (which he achieved, shocker)!
[/o]
I don't believe that the end-game has much replay value at all. But maybe in a month or two I'll suggest we replay it [o](not having to rediscover the secrets), just retrieve the seals.[/o] I think we'll randomly distribute the colonies, maybe even the province boards. And it might be good, if it happens, I'll update with a review again.

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

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by Atlee

Willottica wrote:

Most people on the threads have seemed to rule that the things that don't specify "at any time" can only be used on your own turn -- but that seems like a useful and legitimate use case for that tablet (or one that they would specifically want to rule out). It really would have been great to have more definitive timing rules.

However, if you can teleport home before the raid starts, I think your opponent should have the opportunity to shift the target of his/her raid -- specifically, to your ship -- if he/she so desires.


Thanks for the quick response.

Agreed. The order of operations would be:
Player A announces hiring the Soldier's Guild.
Player A uses action 1 to sail to Player B's home province.
Player B then exhausts Eroded Tablet to get a single ship home to help defend.
Player A uses action 2 to raid whatever they want in the area (Province or Ship).

As it played out, once we decided that I could teleport back, the attacking player decided to do something else instead. Attacking the ship and stealing my relic would have been a nice way to punish me for being clever.

Thread: Betrayal at House on the Hill:: Rules:: Question about getting a haunt too soon

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by casperthegm

I've been doing some reading and watching, getting ready to play the game. It looks rare, but on the off chance that a haunt were to take place really early (like within 1-3 omens) would it be reasonable to have a house rule that it can't happen until at least 4 omen cards are on the table?

Just seems like it would be more fun to let thing play out a little longer, explore, and collect some items. I haven't actually played yet, so maybe someone out there can point out pros/cons to this house rule idea.

Thanks,

Justin

New Image for Betrayal at House on the Hill

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by DanielRobison

<div>$2 Foam board insert. ugly, but effective. Dollar Tree containers to organize chits. Holding Widows Walk as well. all books and boards not shown fit right on top.</div>

Reply: Pandemic Legacy: Season 1:: General:: Re: 3 players or 4 players?

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by Darkangeldown

clivej wrote:

It's worth mentioning that, strictly speaking, you should choose how many "virtual players" you're using, i.e. how many pawns and characters, before you begin playing a particular game. That is, before reading mission briefings, doing initial infections, choosing Funded Events or whatever. (Obviously, you have to have chosen before you deal players' starting hands.)

Also, be careful to progress through the legacy deck exactly when told to - no sooner, no later.

I mention these points because (spoiler for start of February):
[o]You don't get the Quarantine Specialist at the end of January, you get them at the start of February. You should have already chosen how many characters you're playing in February before you discover there's a new character arriving, or indeed learning anything about relationships, quarantine, etc.[/o]


Where does it say that you have to chose how many characters you are using before mission briefings etc?

According to the rulebook deciding the number of players needs to be done during Step 5 ( along with selecting funded events) and dealing out the player cards. therefore it stands to reason that set up steps 1-4 which includes reading the briefing , setting up the board /pieces and initial infection can be done before choosing - at least that's the way I understand it.
Step 7 is where the actual character cards are chosen ( again this will be after board set up /initial infection etc,

Also regarding the spoiler
[o]I don't really agree with you there, the Legacy card clearly states it should be drawn BEFORE setting up February - as per legacy deck rules each card is then drawn one at a time and resolved until a STOP card is revealed - the Quarantine specialist is revealed during these draws and therefore before set up of Feb and is therefore available to be chosen as part of Feb team ( as stated on card LG 06 B) the next stop card is drawn at the end of Feb. Unless I am missing something [/o]


Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon

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by dream_rpg

You may play 30 times and it may never happen in a real game.

The way I see it is this: Betrayal has a high amount of variance built into the game design. Dice Rolls, Room tile reveals, and Card Draws all effect exactly how many resources (vs bad things) the players find before the haunt is triggered.

Yes, it it is theoretically possible, though not probable to trigger the haunt with omen #1-3. Statistically some upper range of omens (#10-13?) is equally possible.

(for statistical reference in the 16 plays that I've recorded, we've encountered the haunt once at #3, but the rest of them triggered in the 6-9 range).

But, in my plays, I don't think I've ever had a 'bad' game of house. When I sit down with this game I accept that the game is a thematic experience, and I look forward to our journey through it and the story we can tell afterwards.

Reply: Pandemic Legacy: Season 1:: General:: Re: How many months before you failed a game? (Minor spoilers hidden)

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by Darkangeldown

Well I spoke to soon as we lost the first game in October:(

[o] Drew epidemic card on the first turn then Drew 2 epidemic cards together later on - this was bad luck as we also drew 2 epidemic cards together last month. The 4th epidemic card was drawn just before I would have found patient zero and with that the search went cold- this then left us with having to quarantine 7 faded cities ( we already cured 3 diseases and sabotaged 2 MB,s and the other search had already gone cold)which was just not so easy as my Quarantine specialist was lost during September. not a good month so far [/o]

Reply: Risk 2210 A.D.:: General:: Re: How long do your games usually last?

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by jeradc

I think it was just the learning the rules part. I was playing with my boys ages 12, 11, and 10. So, could also have had something to do with it :)

Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon

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by teacherboy

I once had a game where the haunt was revealed very early, maybe around turn 4-5. It seemed too early to me, so we just decided to keep going as if it never happened. It didn't mess up the game at all, and the new haunt wasn't revealed for another 5-6 turns. I think it made for a better experience, although i would have been curious to see what happened if we had let it go.

Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon

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by Zahariel

In general, having a more fully explored house will benefit the heroes in dealing with the haunt; conversely, having the haunt start very early will often benefit the traitor. This is not a hard rule; there are a few haunts that are easier for the heroes if not much of the house is explored. Haunts that require particular rooms other than the haunt room during setup will order the traitor to find and place them when the haunt begins.

According to anydice, there is a 4.89% chance that the haunt starts on the 3rd omen or before. I think I've seen the haunt start on the 3rd omen once, and true to form the heroes lost very fast. If you don't like this, it's not going to hurt the game very much to skip the haunt roll for the first three omens; just be aware that it will probably make life slightly tougher for the traitor. To be fair, you should also mandate that the haunt automatically starts when the 10th omen is resolved, if it hasn't started already (although this is actually a much smaller chance).

Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon

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by Dave41fan

Play it first. If you play a few times and feel the need to change it, it's easily changed.

There's a reason this game is still so highly regarded years after its release. It didn't get that way because the rules were bad*.






*It got that way DESPITE some of the rules being bad... but the haunt roll isn't one of them.

Reply: Pandemic Legacy: Season 1:: General:: Re: 3 players or 4 players?

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by rmsgrey

Darkangeldown wrote:

clivej wrote:

It's worth mentioning that, strictly speaking, you should choose how many "virtual players" you're using, i.e. how many pawns and characters, before you begin playing a particular game. That is, before reading mission briefings, doing initial infections, choosing Funded Events or whatever. (Obviously, you have to have chosen before you deal players' starting hands.)

Also, be careful to progress through the legacy deck exactly when told to - no sooner, no later.

I mention these points because (spoiler for start of February):
[o]You don't get the Quarantine Specialist at the end of January, you get them at the start of February. You should have already chosen how many characters you're playing in February before you discover there's a new character arriving, or indeed learning anything about relationships, quarantine, etc.[/o]


Where does it say that you have to chose how many characters you are using before mission briefings etc?

According to the rulebook deciding the number of players needs to be done during Step 5 ( along with selecting funded events) and dealing out the player cards. therefore it stands to reason that set up steps 1-4 which includes reading the briefing , setting up the board /pieces and initial infection can be done before choosing - at least that's the way I understand it.
Step 7 is where the actual character cards are chosen ( again this will be after board set up /initial infection etc,

Also regarding the spoiler
[o]I don't really agree with you there, the Legacy card clearly states it should be drawn BEFORE setting up February - as per legacy deck rules each card is then drawn one at a time and resolved until a STOP card is revealed - the Quarantine specialist is revealed during these draws and therefore before set up of Feb and is therefore available to be chosen as part of Feb team ( as stated on card LG 06 B) the next stop card is drawn at the end of Feb. Unless I am missing something [/o]


The timing of deciding player count was given an official ruling in the infrequently asked questions thread: Infrequently asked, unanswered questions (spoilers tagged)

And the game rules are clear that the "before setting up your first game" on the first card of the Legacy Deck, and any equivalent for later months, refers to Step 1 of setup - after deciding player count but before choosing characters.

Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon

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by casperthegm

Thanks for the quick and thoughtful replies. I will probably give it a try first and then tweak, if necessary. Though I do like the compromise rule of no omen prior to the 4th omen, but conversely the traitor is announced no later than the 10th. That still gives it plenty of variability without allowing for one side to typically have a lopsided advantage. Anyway, you guys have given me some things to think about. Looking forward to finally getting to play this weekend. Thanks again.

Justin

Reply: SeaFall:: Rules:: Re: Building sites and enmity tokens (No spoilers)

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by Becq

Hey, if you and your table prefers to play it another way, by all means do so! I'm just posting the official answer for those who want to play strictly per the devs clarification.

Reply: SeaFall:: Rules:: Re: The Brute

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by Becq

I agree that the intention (in my opinion) was that you could return *one* good from one island.

From a strictly literal perspective, it could be argued that the text not only specifies the single good limit, but also implies ("that island") that you can only purchase from a single island when using that power. (Though I don't think that was the intention.)
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