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Reply: Pandemic Legacy: Season 2:: General:: Re: Found sticker, need to know source and cost

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by quadparty

jeep wrote:

Half the mystery solved. Thanks. If anyone has the other half, please let me know. Thanks!


Cost of 1 upgrade unit to add it to an infection card.

Thread: Pandemic Legacy: Season 1:: Rules:: Dispatcher and abilities of other characters (July spoilers)

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by einsam

I'd like to clarify how and why abilities of characters work when they are moved by Dispatcher. FAQ here https://boardgamegeek.com/thread/1470601/compiled-faq-spoile... for July says that
[o]“Paramilitary Escort” upgrade says “whenever you leave a city [...]”, does that mean that it also works if the Dispatcher moves that pawn?
No. The Dispatcher moves pawns according to the Dispatcher's abilities and upgrades. However, if the Dispatcher had the upgrade, any pawn they moved would trigger the effect.[/o]
But at the same time everyone says that when Dispatcher moves Medic's pawn to a city with the cubes of a cured disease these cubes are still removed automatically.
Could you explain why is it so? For me this looks like a contradiction because both abilities are passive abilities of characters so they both should be either invoked or not by Dispatcher.

Reply: Pandemic Legacy: Season 1:: Strategy:: Re: Question on character balance (August Spoiler)

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by Matt620

Twilight_Sonata wrote:

Matt620 wrote:

Remember that you pick characters last. After you infect the board and draw your cards.

We are very aware of this and have exploited it. =)

Her ability is also very helpful for preventing Faded outbreaks, particularly if you combine her with the "Flexible" upgrade.

If the goal is to prevent Faded outbreaks, the Quarantine Specialist and Colonel both seem way more reliable (or even the Soldier just quarantining), since there's no gamble involved in their abilities because they don't need to get lucky drawing Coda cards.

Slight spoilers for following months.
[o]You will have other searches. All of them are in Faded cities. Being able to keep that clean will be VERY useful, particularly since the Virologist does not need to be in the area to use her power [/o]

We've already finished through October and completed all of those.
[o]If anything, those searches make it even more of a bad idea to use the Virologist. You need to keep Coda cards to search with. You can't afford to waste them removing faded when you could have other, more reliable characters like the Quarantine Specialist and Colonel keep those under control without needing to spend precious Coda cards.[/o]


Well, for me [o]The Colonel was unusable for story reasons[/o] and it was more important for the Soldier to be doing other things. Not to mention you still need to cure the three diseases, which is impossible for the characters doing the actual searching since they need to be where CoDA is. The final mutation of Cod-A requires me to put Faded figures whenever I draw the Player card, and since Share Knowledge is very specific, I find it is useful.

It's up to you, personally. I hear people extoll the virtues of the Researcher and the Dispatcher, but I found them to be really useless as the game went on. The Virologist is situational, but I was in situations where she prevented Faded outbreaks quite handily.

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher and abilities of other characters (July spoilers)

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by Matt620

einsam wrote:

I'd like to clarify how and why abilities of characters work when they are moved by Dispatcher. FAQ here https://boardgamegeek.com/thread/1470601/compiled-faq-spoile... for July says that
[o]“Paramilitary Escort” upgrade says “whenever you leave a city [...]”, does that mean that it also works if the Dispatcher moves that pawn?
No. The Dispatcher moves pawns according to the Dispatcher's abilities and upgrades. However, if the Dispatcher had the upgrade, any pawn they moved would trigger the effect.[/o]
But at the same time everyone says that when Dispatcher moves Medic's pawn to a city with the cubes of a cured disease these cubes are still removed automatically.
Could you explain why is it so? For me this looks like a contradiction because both abilities are passive abilities of characters so they both should be either invoked or not by Dispatcher.


As I understand it, you use the Dispatcher's abilities, scars, and the like.

Thread: Betrayal at House on the Hill:: Rules:: A couple more questions

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by MichielTummers

Dear all,

I got a couple more questions for this game. I'm sorry I asking so much, I am just the person who likes to know a game, because I want the full experience without ruining it

A: with barrier tiles, do you place the character/monster on left side right side of the tile to indicate where it stands? How does it work with the tower? It just seems like a very clear path to me.

B: how does a hidden traitor haunt work in a two player variant game? Even with a dummy player or each player playing two at the same time, this would be very óbvious right?

C: I assume the monsters strength, sanity (if any) are information which is described in the traitor tome right?

D: in the manual it says that monsters can freely move up and down the coal chute. Does this mean explorers can do this too? I assumed it was a one way slide.

That's it for now

Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 15: Finding items

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by chrishall20

Ahh ok, I gotcha. I don't have the guides with me now as I'm at work. Best guess is you just need to tell them which item they have when they get it. Although I didn't see it explain that anywhere in either book.

Reply: Betrayal at House on the Hill:: Rules:: Re: A couple more questions

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by ozjesting

A: That is what we do with barrier tiles. I can't remember the Tower, has been awhile.

B: No idea....never played 2p. Seems like the wrong game for 2 ;)

C: Yes, monster stats in the tome.

D: It does NOT say monsters can go up and down the chute! It says monsters can USE the Coal Chute but take NO damage! Same with collapsed room. It is not a free 2 way tile for them, just an easy jump down for no pain. It is indeed a one way slide.

Reply: Betrayal at House on the Hill:: Rules:: Re: A couple more questions

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by MichielTummers

it says literally page 19:

"Monsters can freely move up or down from the Coal Chute and collapsed Room."

So this means it isnt a one way slide right?

Reply: Pandemic Legacy: Season 1:: General:: Re: 5 Players?

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by fredd13

cybertrigger wrote:

Conclusion: If youre on the fence about playing this game with 5 players or dont play it at all, DO IT! It totally works!

Many thanks to everyone for a very useful thread.

My group plays a wide range of games, but recently always seems to end up with at least one game of Pandemic per session (with the OtB expansion), so I've been seriously tempted by PL ever since launch. Number of players has always seemed a barrier, though; we CAN be only 4, but more often we're 5 (it depends on one of our players' job schedule). But with Season 2 recently launched, and the price of Season 1 lower than it once was, I decided that I couldn't resist any longer, and bit the bullet. It's nice to see that there are serious possibilities.

(It's also quite amusing to see a thread that becomes increasingly blank "spoiler" space as it gets further on - but that's both understood and much appreciated!)

Reply: Pandemic Legacy: Season 2:: General:: Re: I Preferred - Season 1 or 2 The POLL

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by kakawette

bazik123 wrote:

i felt 2 is way better until i realized in a campaign with my son the game is forcing us to lose 4 games in a row, with no theoretical way to win. i am afraid this effectively means we might be done with the game before may has even started


And why you would be forced to lost 4 games in a row??? It is absolutely not needed.

Reply: Pandemic Legacy: Season 2:: General:: Re: Starting game charter upgrade choice - Architect

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by jwoodcroft

Jesselargent81 wrote:

I'm curious if anyone DID NOT give the laborer character the Architect upgrade and how that worked out for them?

I've been discussing with my team the possible benefits of diversifying over specializing and I am curious if anyone else went this route. A quick search of Architect shows me people almost exclusively choosing to specialize.


In my two-player game we gave the Architect to the Farmer and upgraded the Laborer to be suited to deal with other parts of the game.

With both players able to construct with four we've found that we rarely need to spend actions sending each other cards, and we both have more than enough functionality otherwise while we wait for the right cards to come up.

We're about to start October and, though we've lost four games, neither of us has received an exposure and we've yet to let a city hit 0 pop (I understand something bad might happen if we do...) we've also (February/March spoiler)

[o]completed every research that's currently available in the game.[/o]

I understand the game is easier with two, but by our metrics I think we're doing okay.

Reply: Pandemic Legacy: Season 2:: General:: Re: Starting game charter upgrade choice - Architect

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by Crothian

Our first upgrades were movement oriented. Since the board was growing we figured getting around easier would be better. We lost the next two games.

Reply: Betrayal at House on the Hill:: Rules:: Re: A couple more questions

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by ozjesting

That looks pretty definite. ;)

Thing is from my end...the rule book I am reading only goes to page 13 and only talks about monsters using coal chute in the sense of "no damage" I can't find anything that says what your rule book says.

file:///C:/Users/Nick/Desktop/Tommy%20Stuff/Game%20Stuff/Betrayal_At_The_House_On_The_Hill_Revised_Rules.pdf

This is the rule book I have.

Apoligies for the confusion (but it is a hall mark of this game so it's like we got to play a round together) :)

Reply: Pandemic Legacy: Season 2:: Rules:: Re: SPOILER FREE - Easy to miss rules?

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by sethohman

GregF wrote:

* When drawing from the bottom of the deck during an Epidemic, remove all supply cubes from it (not just three). Don't place a plague cube, even if there are no supplies.


This hosed us in March. May have been able to pull a win. We have been putting a plague cube on the city if there are no supply cubes. Thanks!

Reply: Betrayal at House on the Hill:: Rules:: Re: A couple more questions

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by MichielTummers



what i think is weird then is the "monsters trap in basement" rule. They can just use the stairs to Foyer or the coal chute.

Considering that tile, Stairs to foyer, it consists of 2 doors. I assume, because it isnt explained anywhere, that if i place that tile, it is one part connected to a existing basement tile and the other one DOESNT have to be directly cionnected to a foyer door right? It is just a hidden stairs, u end up via the wall or whatever in the foyer if you enter that door right?
Also there cant be anything placed on that specific tile on the literal door to Foyer right? So i cant place a basement tile on the other side of that stair tile, if you enter that room, you just end up in the Foyer.

Reply: Pandemic Legacy: Season 1:: General:: Re: Tips for playing?

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by einsam

Similar story for me. Me and my game group we bought Pandemic Legacy few month ago and started with normal Pandemic. First games were really tough, we always were loosing although in most cases there were just few turns to the victory :). But after playing about 10 games we managed to figure out some strategies that helped us. Now we are going through Legacy campaign and we won 7 games out of 9 so far.

Here are some general insights:
* Make sure you get all the rules correctly. For instance, we couldn't win our first games because we missed the rule about event cards and played regular Pandemic without them.
* Be proactive rather than reactive - always have a plan for next 3-4 turns. You should never get into the situation "I don't know how to spend my last action, probably will just move somewhere". This is an antipattern. Of course you will adjust your plans each turn to the constantly changing situation on the board but nevertheless you should plan.

And here are some practical advices if you don't want to figure them on your own:
[o]* Treat 3-cube cities as soon as possible. Especially if their infection cards are not in discard pile yet or the last epidemic happened more than 3 turns ago or at the game beginning.
* Choose characters and the turn order properly. For us the combination of Dispatcher, Medic, Researcher, Scientist worked the best, exactly in this order. Dispatcher should go before Medic so he can move Medic wherever he is needed the most. Researcher should go before Scientist so he can give to Scientist his cards when they are ready to create a cure. Researcher and Scientist in this combination share their hands. Just wait until they have 4 cards of the same color in total and then get them together with help of Dispatcher.
* It helps a lot to ignore collecting the cards in first two rounds (8 turns for 4-player game) and focus only on treating the diseases. Don't be afraid to spend your card for Direct Flight just because "I already have two reds". After two rounds each player will have at least 4-5 cards in the hand and then it will be much more clear what to do with them.
[/o]

Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher and abilities of other characters (July spoilers)

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by einsam

Ok, then when Dispatcher moves Medic's pawn to the city with cubes of cured disease these cubes shouldn't be removed because Dispatcher doesn't have this ability, right?

Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 15: Finding items

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by ironregime

The first edition of the game came with pentagonal tokens that had SHIELD and ANTIQUE ARMOR printed right on them. The publisher switched these out for generic ITEM tokens in the second edition. Cost savings strikes again!


Views of the pentagonal counter sheet, courtesy of Antony Hemme.
The Antique Armor and Shield tokens are on the top row.


Reply: Pandemic Legacy: Season 1:: Rules:: Re: Dispatcher and abilities of other characters (July spoilers)

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by geneze_cb

einsam wrote:

I'd like to clarify how and why abilities of characters work when they are moved by Dispatcher. FAQ here https://boardgamegeek.com/thread/1470601/compiled-faq-spoile... for July says that
[o]“Paramilitary Escort” upgrade says “whenever you leave a city [...]”, does that mean that it also works if the Dispatcher moves that pawn?
No. The Dispatcher moves pawns according to the Dispatcher's abilities and upgrades. However, if the Dispatcher had the upgrade, any pawn they moved would trigger the effect.[/o]
But at the same time everyone says that when Dispatcher moves Medic's pawn to a city with the cubes of a cured disease these cubes are still removed automatically.

The difference is that the “Paramilitary Escort” upgrade refers to the moving action, while the Medic's ability its different. The Medic removes and prevents cubes to appear in the city he is in.

einsam wrote:

Could you explain why is it so? For me this looks like a contradiction because both abilities are passive abilities of characters so they both should be either invoked or not by Dispatcher.

Paramilitary is not passive, it requires the action of moving. The Medic's ability is passive, for every place the Medic is in, you check for cubes of a cured disease color. It doesn't matter who moves the medic, or even if the medic is moving or not (an example of this is the fact that if cured disease's cubes where to be placed on the city the medic is in, no cubes are placed)

Reply: Betrayal at House on the Hill:: Rules:: Re: A couple more questions

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by ironregime

MichielTummers wrote:

A: with barrier tiles, do you place the character/monster on left side right side of the tile to indicate where it stands? How does it work with the tower? It just seems like a very clear path to me.

On the turn a hero enters a barrier room, place the figure next to the door through which you entered. You are immediately allowed to attempt the roll to cross it. You may make this attempt only once per turn.

- If you fail, your movement ends; on your next turn, you can try again, or turn around and go back the way you came.

- If you succeed, move your figure to the other side of the tile, next to a different doorway. This does not count as a space of movement; you may continue moving.

Traitors (and monsters) can ignore the text on the tile, but if stopping there, they must still choose which side of the tile they end their move on.

If you prefer a clear line of demarcation and aren't squeamish about altering your game components, you can draw a line across these tiles with a highlighter or marker.

MichielTummers wrote:

B: how does a hidden traitor haunt work in a two player variant game? Even with a dummy player or each player playing two at the same time, this would be very óbvious right?

Hidden traitor haunts were added in the 2nd edition. If you are playing a 2-player game and end up with Haunt 34 or 43, you can either select a different Haunt (using the Selecting a Haunt optional rule on page 16) or locate a copy of the 1st edition Secret's of Survival and play the same Haunt number from that book, which doesn't have a secret traitor.

MichielTummers wrote:

C: I assume the monsters strength, sanity (if any) are information which is described in the traitor tome right?

Yes, traits that are important to the Haunt will be provided in the Haunt books (usually the Traitor's Tome). Traits not listed are not used.

MichielTummers wrote:

D: in the manual it says that monsters can freely move up and down the coal chute. Does this mean explorers can do this too? I assumed it was a one way slide.

No, explorers cannot climb up the coal chute. Only monster may do that. This was clarified in the 2nd edition rules. (It was a little unclear in the 1st edition.)
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