by lactamaeon
Enmity stickers are unlimited. You can use a colored marker, printed labels, or something similar.↧
Reply: SeaFall:: Rules:: Re: Running out of enmity stickers... [minor spoilers]
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Reply: SeaFall:: Rules:: Re: Running out of enmity stickers... [minor spoilers]
Check out what a forum search for "running out of emnity stickers" gave me.
https://boardgamegeek.com/thread/1655986/what-happens-if-you...
https://boardgamegeek.com/thread/1655986/what-happens-if-you...
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Reply: SeaFall:: Rules:: Re: Running out of enmity stickers... [minor spoilers]
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Reply: SeaFall:: Reviews:: Re: Ranior's Spoiler-Free SeaFall Impressions (Final Update)
Yeah, I hear you. People (not just you) are complaining about the unexpected boosts of 8+ glory, but it honestly evens out. Our main explorer had many of those turns, and he was Prince for 4 games and finished 3rd overall, but I had zero of those turns (the unexpected kind) and I was Prince for 12 and winner of the campaign. I also only explored maybe 3-4 sites total across all the islands. So, clearly those boosts are nice in the short run, but long-term you can't count on them.
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Reply: SeaFall:: Rules:: Re: Running out of enmity stickers... [minor spoilers]
by Becq
Here's a suggestion for those concerned about running out of enmity stickers: acquire a pen in each of the five faction colors. Then, when certain affects tell you to apply an enmity sticker (other than for normal enmity uses), make a mark in the appropriate color, instead!(For normal enmity, it's probably best to use stickers.)
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Reply: SeaFall:: Rules:: Re: How to interpret...
by Becq
+1 on the above interpretations.↧
Reply: SeaFall:: Reviews:: Re: Ranior's Spoiler-Free SeaFall Impressions (Final Update)
by Ranior
Glad to here it was your experience that they balanced out in the long run.But...
it was undeniably frustrating to have finally built up all the resources needed to build a colony only to watch the player already in the campaign lead by a nice margin get blessed with great fortune and wind up earning more glory than I thought he possibly could and I therefore got stopped from making my colony, earning the glory and long term benefit such a move would have provided.
That's just incredibly frustrating to me. That doesn't make the game fun at all. Perhaps you can say it all evens out in the end, and maybe it would have. But I didn't want to play through more games like that just to hope it would have.
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Thread: Stop Thief!:: General:: Stop Thief -- Wow, the Kickstarter is Live
by rdbret
Wow, the StopThief Kickstarter is up today and it looks amazing. At first, I originally was not all that excited over this game because I showed very little interest in the 1979 version of the game. Never played it and never desired to.But now, I'm super excited for this game. I love it when games are so well designed in every facet. I think the modern upgrades are what did it for me along with the immersive art. I'm definitely going to be paying attention to everything restoration is doing. Now they just have to remake Conspiracy!
https://www.kickstarter.com/projects/restorationgames/stop-t...
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Reply: Pandemic Legacy: Season 1:: General:: Re: Anyone else kind of pissed about...(end of December spoilers)
I was definitely annoyed by all of this: only having 1 attempt, Team Bravo coming out of nowhere to basically reset the game for you, the losing 200 points.
The fact that you only get 1 chance to find him, combined with the search bonus being requiring a military base IN Atlanta. Even after we lost the search, we went ahead and built a military base in Atlanta so we could find him in the next game. And then BAM, Team Bravo, "saves the day". Now we have a military base in Atlanta, which was a terrible thing, considering the parameters of the next game... AND we get penalized for it at the end.
And I agree that the Team Bravo thing was stupid. Even worse, imo, it was a cop out. They didn't want to have to account for all the possible scenarios leading into the end of the game, so they just completed it for you and reset to a known state. I get that planning for all eventualities would be time consuming, but there are better ways to reset then just a card that may as well just say "pretend you did all this stuff you didn't actually do." For instance, make the searches mandatory objectives, or perhaps lower their requirements for each game that you don't complete them.
Honestly, I enjoyed the entire game... up until this little series of events. It just felt rushed and poorly planned. It kind of soured the end of the game for me. I had been recommending the game to all my friends and now I'm just kind of "meh".
The fact that you only get 1 chance to find him, combined with the search bonus being requiring a military base IN Atlanta. Even after we lost the search, we went ahead and built a military base in Atlanta so we could find him in the next game. And then BAM, Team Bravo, "saves the day". Now we have a military base in Atlanta, which was a terrible thing, considering the parameters of the next game... AND we get penalized for it at the end.
And I agree that the Team Bravo thing was stupid. Even worse, imo, it was a cop out. They didn't want to have to account for all the possible scenarios leading into the end of the game, so they just completed it for you and reset to a known state. I get that planning for all eventualities would be time consuming, but there are better ways to reset then just a card that may as well just say "pretend you did all this stuff you didn't actually do." For instance, make the searches mandatory objectives, or perhaps lower their requirements for each game that you don't complete them.
Honestly, I enjoyed the entire game... up until this little series of events. It just felt rushed and poorly planned. It kind of soured the end of the game for me. I had been recommending the game to all my friends and now I'm just kind of "meh".
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Reply: SeaFall:: Rules:: Re: Running out of enmity stickers... [minor spoilers]
by Webbe
TheRealStupid wrote:
My search-ability on these forums is... poor. :(
Thanks for the quick responses!
Thanks for the quick responses!
Best way to search for anything on BGG is to google it.
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Reply: Stop Thief!:: General:: Re: Stop Thief -- A Good Day Today. The Stop Thief! Kickstarter is Live
by tarrkid
As someone who played the 1979 version, many times, I was interested in this, and glad it was returning. However, I figured I wouldn't back it, because I've already got a large enough Shelf of Shame; I don't need to be adding more games.Plus, if I wanted to have a bunch of players chasing around a hidden infiltrator, I've already got Specter Ops on my shelf, and in that, the infiltrator is another player... On the surface, it seems like a more interesting game.
But then the Kickstarter launched, and I had to back it.
One, like you said, the updates really look nice. The movement/ability cards seem really intriguing, especially.
I also like the app integration for this, meaning it can do so much more than the
But also, I want to support the first Restoration Games product, to be a voice telling them that I like what they're doing, and I want to see more.
And I literally laughed out loud when the "Robért Legasse" (Rob Daviau) suspect card says "When captured: Write your name and the date on this card". Well-played, Mr. Daviau, well-played.
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Reply: Betrayal at House on the Hill:: Rules:: Re: Question about getting a haunt too soon
One of the best, and most memorable games I've played was when the haunt came out on the second omen. The specific haunt left no way for a victory among the survivors, but we all had a great time at the rare experience. Especially the traitor, picking us off with ease one by one. It may not come across as a good time, but my group hasn't laughed so much since.
My advice; play it out, and you probably have time for another game.
My advice; play it out, and you probably have time for another game.
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Thread: Betrayal at House on the Hill:: Rules:: Haunt 36 - Traitor Attacking Boat
Does the traitor have to be in the same room as the boat to attack it? It is not explicitly stated, however the traitor is a ghost that has taken "physical" form and so we assumed they did have to be in the room with the boat to attack it. It seems odd though, that it takes five successful attacks, even with average dice rolling that would take ten game turns. Our heroes made it out of the house in like 3 turns, the traitor didn't stand a chance.
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Reply: Stop Thief!:: General:: Re: Stop Thief -- A Good Day Today. The Stop Thief! Kickstarter is Live
by rdbret
I just read the rule book. Done. Sold. I have everything I need to make a final decision and this one will makes my list as a 2017 must buy. I only buy 2-3 games a year and this just looks like this will be so much fun to play with friends. Super amped for this release. Wished the game played 5 or 6 however. So the only drawback is that we can only have one other couple over at a time to play it.That said, everything Restoration Games has done with this game from the art to the ramped up gameplay is A+. Days of Wonder has long been my game company of choice but the company just hasn't been the same since it was acquired my Amsodee. So I have been looking for the replacement go to company for a while now and I thought it might have been Queen Games with the release of their amazing game: Escape. But they just have not followed up with additional games which were equally cool and/or fun to play.
Therefore, I would have to say that with more efforts such as this, Restoration Games could definitely be my new Days of Wonder. Now THAT's saying something. Heck, I might even be inspired to do something I have never done. Which is back a Kickstarter project. It just looks that good.
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Reply: Pandemic Legacy: Season 1:: General:: Re: Starting a four-player game next week, all newbies (including me). Any advice?
mattm4444 wrote:
I've read the rule book twice and I think I get the gist of how it's going to flow once we get going.
Any advice on teaching the three other people what to expect and how to approach the game? Or, should we just go for it?
Super pumped.
Any advice on teaching the three other people what to expect and how to approach the game? Or, should we just go for it?
Super pumped.
Newbies need to play the regular game at least once to get the fear of the Epidemic cards drilled into their psyche.
My group just finished the first month. It was pretty good and we're really looking forward to month two.
Things we screwed up:
1) We read the first card in the legacy deck, but didn't read the top of the second legacy card in the deck. Dag nabbit. That was pretty important.
2) We didn't get the complete understanding of the Researcher role and we were using that role too powerfully. The Researcher is allowed to GIVE any city card to any player in any city, and any player is allowed to TAKE any city card from the Researcher while they are in any city, BUT...in order for the Researcher to GET a city card in their hand from another player in the first place, the Researcher and the player have to BE in the city in question.
So...yeah. C'est la guerre. Like the rules say, "just keep moving forward. No do-overs."
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Thread: SeaFall:: Play By Forum:: Campaign #2017-002 - Game 5
by gpmark
This thread will be used to track the turns of Game #4.Glory Track:
= 15
= 0
= 0
= 0
= 0
= 0
Game 3 Titles:
Going first, BLUEwill be the LADY.
Going second, GREENwill be the BARON.
Going third, RED will be the COUNT.
Going fourth, PURPLEwill be the DUCHESS.
Going fifth, GREY will be the PRINCE.
These are the milestones available:
A Fable Reborn (UNLOCK) - Use the Strange Chart to find the OCTOPUS Island
• Gain 2 glory.
• Go to entry 316.
From Darkness Unscathed - Take no damage exploring a tomb. CLAIMED BY GREY
• Go to entry 313.
Power of the Ancients - Have two relics
• Go to entry 305.
Birth of an Empire - Have three active colonies.
• Gain 4 glory.
• Go to entry 329.
Clad in Marble - Have five structures
• Gain 4 glory.
• Go to entry 342.
Islands, with available goods and enmity tokens:
Island #1 - Ynys Grifftan:
Island #2 - Miranda:
Island #3 - If:
Island #4 - Libertalia:
Island #5 - Haven:
Island #6 - Bellerophon:
Island #7 - Danger Zone, site is in dangerous waters, 3:
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Reply: Pandemic Legacy: Season 1:: General:: Re: Starting a four-player game next week, all newbies (including me). Any advice?
by dthurston
Darkangeldown wrote:
Everything that everyone else has said.
Also after we have copmpleted a month, I now tend to look at the cards referring to the next month immediately. This gives me time to absorb any new rules before the next session. I do this as i have made a fair few mistakes in the past and have reset months and replayed a number of times.
Also after we have copmpleted a month, I now tend to look at the cards referring to the next month immediately. This gives me time to absorb any new rules before the next session. I do this as i have made a fair few mistakes in the past and have reset months and replayed a number of times.
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Thread: Pandemic Legacy: Season 1:: General:: Videos from the Game Developer Conference talks
by dthurston
Matt Leacock and Rob Daviau gave a talk about the design process at GDC 2017:http://gdcvault.com/play/1024300/Board-Game-Design-Day-The
It was pretty interesting, hearing about the emotional beats and how they videotaped their playtesters. In the talk they allude to things in general terms, but try to avoid directly spoiling the game.
(For some reason the slides aren't posted.)
Rob Daviau also gave a separate talk on Legacy games:
http://gdcvault.com/play/1024259/Legacy-Games-From-Risk-to
Slides for this one:
http://gdcvault.com/play/1024500/Legacy-Games-From-Risk-to
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Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 36 - Traitor Attacking Boat
by ironregime
Sounds like you played it correctly (though I'm surprised the heroes were all able to drag the Rowboat to the Balcony or Tower and escape in 3 turns).↧
Thread: SeaFall:: General:: Thoughts on Seafall through Prologue and Game 1 (spoilers through game 1/box 1)
by iawebb20
Disclaimer: My fiancee and I are playing the campaign as a 2-player game. Though my thoughts might come off as critical I can't overstate how much we both love it.With that being said as someone with an eye towards game design, it's quite an interesting experience to play through the game and try to think of some of the more...controversial design choices from a creator's point of view.
Firstly, the prologue's twist ending. On paper, I love the idea. More so I think than my fiancee, but nonetheless, I think it's a great storytelling device. Where it fails, in my opinion, is the execution. If they expect us to pick our favorite leader from a limited set at the outset of the game, spend a game getting attached and then kill him/her off at the end of the prologue they shouldn't have left us with the dregs we cast off (harsh but true). We both think that this could have been solved in a couple of ways.
One, they could've had secretly boxed away a new set of leaders. This, in my opinion, would've been the best solution. A good surprise to lessen the emotional turmoil of losing your preciously named leader.
The second solution would've been just to have a greater swath of leaders to choose from at the outset with a better balance of ethnicities and ages.
What we have is an old African gentleman (who unfortunately doesn't fit the narrative of an heir come freshly to adulthood ready to take on the world), a woman of possibly Hispanic origin, a handful of Caucasians, and an Asian man and woman. Now, while I applaud the diversity, what should've happened was a clear pairing off of ethnicities, male and female. Now I know some wouldn't want to play as male and some wouldn't want to play as a female, but in an interest to conserve budget I think this would've been the smarter financial decision. I question the thinking behind including an elderly black man in a game where you first play your elder, and then the heir from the same family. Especially when you consider they only included one leader of apparent African descent. Who was he supposed to have sired?
Now, this is all one aspect of the matter, the last and perhaps most grievous is the wording chosen at the end of the prologue used to convey the narrative. "Destroy all leaders" We actually destroyed two of the unused leader cards before we figured out what they were telling us to do. How difficult would it have been to say "Destroy all Leaders in play"? This led to a shortage of leaders for us and the decision was made to "head canon" that the leaders we had been using were, in fact, retracing the steps of their parents in an effort to understand the past.
These issues, unfortunately, soured the end of a game night we had been previously enjoying immensely.
The next night we started the first game and, again, had a fantastic time. I leapt ahead to win the game by snagging a milestone with a final score of 11 to 6. During the end game steps we discovered that we aren't a fan of the design philosophy behind the balancing mechanics of making sure the winner doesn't get too far ahead.
What we have is a set of rules that boil down to "the loser gets something and the winner gets nothing." Winning shouldn't ever get you nothing. All players should get something. It feels like a punishment for winning. What should have happened was making sure that that the losers got more, but that the winner still gets something.
Again, we left the game with perhaps more melancholy than we were expecting.
At any rate, we're both very excited about discovering new islands and research tonight, with the opening of box 1, and again, we both really love the game. Can't say enough good things about it.
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