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

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by ironregime

MichielTummers wrote:

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?

This is another case of a confusing decision made by the publisher when printing the 2nd edition.

The 1st edition art for the Stairs From Basement tile had only one door, which connected to a room in the basement. Going up the steps took you to the Foyer.

For some reason, the 2nd edition printing of that tile added a door icon at the top of the stairs (where the Foyer should be). You cannot connect another tile (not even the Mystic Elevator) to that door, because it already leads to the Foyer.

MichielTummers wrote:

The tile reads: To AND from Foyer. How do you go from Foyer to that stairs? Do you just declare, i use one moment and go to stairs to Basement tile while being in the Foyer?

Correct. It costs one space of movement to do so.

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

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by Rygel

The Dispatcher/Medic combo is perhaps the best in the game.

It is totally legal.

The Medic removes all cubes of a cured disease from the city is in.

It is automatic and free for cured diseases.

That is simply his ability.

And it triggers anytime he moves to a city, regardless of how he moved to that city.

[o]But obviously he does not work for Faded.[/o]

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

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by Candi

Two player game, no Labourer:

Architect onto Radio Operator

Courier onto Farmer (this seems like a clear optimization choice too)

Reply: Pandemic Legacy: Season 2:: General:: Re: Hard, easy, unbalanced? (thoughts after SUSD review)

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by Teiwaz

Just finished Season 2 and I go with SUSD, it's a lot easier than Season 1.

Difficulty drops after you discover certain things.

Reply: Pandemic Legacy: Season 2:: General:: Re: Game board dimensions?

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by Tobinsky

Would be interested too in this option!

I already put a lot of effort into season 1 after our gamegroup playthrough to make it replayable and I would apreciate to plan this time somewhat ahead and by chance right before the beginning of the campaign.

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

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by rmsgrey

We never actually used the Virologist - as a non-military character, she lacked mobility, and was less effective than Quarantine Specialist or Colonel at dealing with Faded.

Generally, we had other uses for our C0dA cards - either as equipment, or for searches - rather than spending them to do what other characters could do without the cards...

I'm not saying that the Virologist is bad, but we had other priorities.

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

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by rmsgrey

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.


Paramilitary Escort works when a character is moving - at that point, it's as though it were the Dispatcher's pawn being moved, not the other character. Note that the Dispatcher's second ability - move a pawn to a pawn - would trigger the moving pawn's Escort since that doesn't use the Dispatcher's own upgrades, etc.

For the Dispatcher-Medic combo, when you move the Medic into a city, nothing happens - at that point, you treat it as though the Dispatcher were entering the city. However, a moment later, after the move has been completed, you look and see "Hey, Medic's in a city with cubes of a cured disease!" and clear those cubes automatically. And then the Dispatcher takes another action and moves the Medic again, and again, between moves, the Medic is in a city so cured cubes leave.

The Medic's ability still works even when he's not moving, but the Paramilitary Escort only applies during movement.

Reply: Pandemic Legacy: Season 2:: General:: Re: Support thread for those who aren't getting to progress quickly

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by Malkaw

Playing with my wife and 2 friends, have been playing every monday since the game came out and we just finished march (only play 1 game per session though) good news is so far we won all 3 (barely) but April is looking very hard

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

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by iamzimmer

rmsgrey wrote:

We never actually used the Virologist - as a non-military character, she lacked mobility, and was less effective than Quarantine Specialist or Colonel at dealing with Faded.

Ah yes--possibility #C, by this point of the game you've lost one or both of those characters. In my game we had lost the Quarantine Specialist.

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

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by Jesselargent81

With four city cards the chance of having 3 of a colour is 27%, the chance of having 4 is 2,5 (so two players with abilities to build with four is about 5%)

With five city cards the numbers change to 48 for three en 9 for four( so 18%)

With six city cards it is 66 and 21 (42).

Those differences are enough for me to compensate for the downsides of specialization (you are relying a bit more on luck, only one player can build very good and this player may not die)


(I think there are some typos in your text as Im not quiet sure what you mean in some of these instances)

Additionally:
Did you adjust these numbers to consider number of players total?

Thread: SeaFall:: General:: Players in and out

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by Jancarius

I'm just curious, how well does Seafall support players going in and out? We have 5 players who regularly come to our board game night, myself included, but lately one has had a divorce and has started to be way more inconsistent. Some legacy games like Gloomhaven work pretty well for players coming and going, others do not. I was curious if I need to plan around "always these specific folks" or not?

Reply: Pandemic Legacy: Season 1:: Reviews:: Re: Pandemic Legacy is a poor successor to Risk Legacy

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by rmsgrey

Prullenbak wrote:

Also, I feel like people are greatly overestimating the value of a little funding. We won in january and february, so we were on 0 funding for march. We lost or first game in march and then we won but without even seeing any special funded card. Then, back on 0 funding, we won our first game in april. So, in a total of 5 games, we maybe used two funding cards. three at most. It looks like the game balances itself out quite nicely: If you loose, you'll get some funding and upgrades to balance out the worse state you put the world in. If you win right away, the world is in a better shape, so you don't need the funding. The seems to be little to no incentive to strategically lose games on purpose.


Even if you never draw the events, they add cards to the player deck, so the first couple of Epidemics are, on average, delayed slightly, which also makes a difference.

And there's enough game-to-game variation in Pandemic based on the shuffles that not needing Events in one game doesn't mean they don't make a significant difference to your winning chance - they generally come out in games that are running longer, where you're more likely to lose (Pandemic gets harder as you go as you start drawing more cards in each Infection Step, so become increasingly unable to keep up with the addition of new cubes to the board)...

More generally, there are scenarios where you face a choice between losing through deck exhaustion, or trying to win but risking outbreaks. For example, suppose it's late in the game, 8 yellow city cards are in the discard, the Scientist has 3, the Researcher has 1, the Scientist is next to a Research Station, and the Researcher can also reach a Research Station on their turn, which is now, but South America is ready to blow - a chain outbreak of at least 4 cities that would end the game - but the only city involved not in the infection discards matches the Researcher's yellow card. Either the Researcher uses that card to take a direct flight in and defuse South America, or they move to meet up with the Scientist and give them the last card for the last cure, but if that yellow city gets drawn before the Scientist's turn, there's a significant number of panic increases... Obviously, reaching that state means some mistakes have probably been made earlier in the game, but less contrived scenarios where you're choosing between a "safe" loss or a risky win are possible...

Thanksgiving, the Holidays and Gaming with the Family

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by Brandon Kempf

This piece originally appeared on the WDYPTW website



I don't know who posted it over on Facebook, but this meme perfectly describes how I feel when I talk about a game or try to explain a game to my family. Not my wife or children, bless their hearts, they get me, they understand what I'm going on about, most of the time at least even if they are busy watching the tv or checking their phones. But my parents or my brothers obviously just see me as this crazy person who has built this crazy land in my head. A place where it's easy to see why you don't have to follow suit when playing a trick taking game and it just seems like a normal acceptable thing to do. A place where you don't need dice to have randomness and a place where sending workers to do all the work for you is fun, not oppressive.

I have sat and played games with my family, don't get me wrong, they do humor me now and then. Over Christmas we usually will try to play at least one case from Sherlock Holmes Consulting Detective, which surprisingly(not really) ends with my mother saying something to the affect that she knew what was going on in the first 15 minutes and she could have saved us all 2 hours of our evening. I have played Diamonds with my father and my uncles who, after it was all said and done, just wondered why we didn't play Hearts or Spades or Euchre or any other myriad of card games that we've played 100s of times over the years. I've played Ca$h & Gun$ with my Grandmother at Easter and had her walk away with double the money of the next person. But most of the time, they see me walk in with my IKEA bag full of games and just sigh. In fact, my mother usually makes me take the games out of sight so they don't "offend" her sense of decor. I do it each and every holiday when we get together, and I will continue to do it, one of these days they'll understand, right?

I think my brothers are my biggest confusion. We've had a lot of fun playing games like the aforementioned Ca$h & Gun$ and One Night Ultimate Werewolf. So much so that we had to stop due to laughing so much. I got excited once when one of them was going to host a "game night" and invited us over, come to find out the game was Clue. Which is fine, I would have played and had a good time with my brothers and their wives, but still, Clue? I thought I had shown them the way!

But I am thankful for my family. They are, for me at least, the reason for the season. Sorry about that, I had to do it. I will continue to be that crazy family member who will give himself a hernia carrying an overstuffed bag of board games that will not get played to each and every bigger family event, and yes, I will listen to my mother and I move the games off to a side room so they don't mess up the aesthetics of the decorations.

10 In the bag this year for Thanksgiving:

Azul
Sticheln
Dragon Castle
WereWords
Santorini
Memoarrr!
Ticket to Ride
DownForce
Indulgence
Ladder 29


Everyone have a fantastic Thanksgiving, if you celebrate it. If you don't I hope that you all have a fantastic Thursday and that it is filled with family and friends nonetheless.

Reply: Pandemic Legacy: Season 2:: General:: Re: Stuff you didn't see / how do these open? [end of game unblocked spoilers]

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by Johnorama

gkrieg wrote:

quadparty wrote:

KoolKow wrote:

And if anyone has gone through the searches, are there any other bad results besides Santiago?


Scratched off everything (even all of the exposure). Oddly, Santiago was one of the few searches we never got to do. Pretty sure it was the only negative one.


Do you mind telling me when people died? (I.e. which number exposure they got the skull on?) I want to know, but don’t want to scratch my cards because we are planning on framing the board.

I believe one died at 4, most died around 5-6 and one or two at 7.

Obviously which character dies when depends on which characters end up on which cards.

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

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by einsam

geneze_cb wrote:

Paramilitary is not passive, it requires the action of moving. The Medic's ability is passive...

Why isn't it passive? It doesn't say "After your action..." or something. When Dispatcher moves, say, Colonel's pawn, Colonel doesn't stay in the city, he leaves it automatically.

Reply: Pandemic Legacy: Season 2:: General:: Re: Support thread for those who aren't getting to progress quickly

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by rmsgrey

Our plan is 2 game months per calendar month (twice monthly board-gaming club - play one month then play other games for the rest of the session) so we're doing March this weekend.

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

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by geneze_cb

einsam wrote:

geneze_cb wrote:

Paramilitary is not passive, it requires the action of moving. The Medic's ability is passive...

Why isn't it passive? It doesn't say "After your action..." or something. When Dispatcher moves, say, Colonel's pawn, Colonel doesn't stay in the city, he leaves it automatically.


Paramilitary says "whenever you leave a city". There's no way to leave a city without movement. So, if movement is considered to be done by Dispatcher, then other movement effects are ignored.
I say it is not passive, because it requires you to actively make the Moving action.

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

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by rmsgrey

Only having played through February, I'm not exactly clear on what's coming up further down the line, but on general principle:

Diversifying means:
- More than one player can be good at something, which can be the difference between having to spend half the game trading cards, and being able to use the cards you draw directly
- If you lose a character, another character can still cover their tasks
- Additional versions of the same effect can suffer from diminishing returns

Specialising means:
- You only need to pick one character to get the maximum available help
- Additional versions of the same effect can synergise to give a bigger boost
- Only one character needs to be protected to preserve the full benefit

In Season 1, after the first few months, we found we were in a situation where we didn't have enough slots in the roster to take everyone we wanted to, so we focused on specialists for the important things, and got by on defaults for the rest. In Season 2, I can see us bringing the Labourer/Architect even after we unlock new roles, but if they were on separate characters, we'd probably drop the Labourer to make space for someone else.

Reply: Pandemic Legacy: Season 2:: General:: Re: WAY tougher or do we suck (NO SPOILERS)

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by molecularbear

Hilaryg wrote:

I'm a seasoned Pandemic player. Beaten every version on highest difficulty. We played S1 and lost twice over the entire game and had a high rating at the end. We are getting DESTROYED in S2.


Same background and experience here. We won the prologue, though it was closer than I would have expected for a "practice" game. We barely won Jan and Feb, but have been subsequently wrecked three games in a row. We have re-read the rules multiple times to make sure we are not missing any cards/rewards/mechanics. We spend a lot of time each turn debating the optimal play, so I don't think we are being particularly inefficient.

Minor gameplay spoilers:

[o]Right out of the gate after the 9 flips we seem to be confronted with hot spots that need to be addressed ASAP. Since each individual plague cube marches you one step closer to defeat, you can't really afford to take many hits. So, we're facing these hot spots, but dealing them is massively inefficient. A turn like {move, move, produce 1, deliver 1} is so slow and reactive that we will lose if we do that, but at the same time, not doing that will cause us to lose due to incoming plague cubes.

While I'm sure there is room to improve our play, our best guess (barring some misinterpretation of the rules) is that we have faced a run of bad luck, i.e., tricky initial board state combined with Event/Produce cards hiding at the bottom of the deck.

I've read through this thread and haven't seen anything gameplay or strategize-wise that we are missing.[/o]

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: Thrust Upon Them - May (***Spoilers for May Herein!***)

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by loganholman

I trust I'm not the first to notice the names of your havens.
"I've sold monorails to Brockway, Ogdenville, and North Haverbrook and, by gum, it put them on the map!"
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