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Reply: Downforce:: General:: Re: Why not just an open auction for bidding on cars?

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by KlydeFrog

Bazmondo123 wrote:

Wouldn't it take longer doing it that way? The auction part of the game is just an aside from the real racing.

This variant sounds like it will just drag out the auction part longer


For me, the auction in the preceding games was an integral part. Not so much an aside, more like a starter to warm up for the main course. It does take longer but makes the whole experience more satisfying (and fun) from my perspective.

That said, I love what they did with the graphic design, components, and presentation type stuff and I'm glad more people are discovering and enjoying this great game system. I just discovered it a couple of years ago when someone gave me Daytona 500 despite my protests. I was stunned to discover how much I enjoyed a crusty old game about racing in circles!

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

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by ConnerCP

no idea how far along people are when they're looking at this thread, so I'll spoiler things to mention (Jan/Feb/March spoilers?...)

[o]
spoiler tag mostly to be safe.

I know that we purposely didn't do some searches and/or connecting cities when we could have because I thought it would make the next month more difficult. If you purposely connected everything, searched everything, recon'd everything .... and didn't complete the *mandatory* objective until you finished everything else... sure, I could see getting in a position where you cannot finish enough objectives to win.

But ... it's a legacy game, you could have been thinking ahead and not got yourself in that position. I know for certain we purposely didn't search and/or connect cities because we wanted to keep them available the next game so we didn't get in a position where we had to 2 unique cards from the player deck to have any chance to win.

I don't recall when some objectives come out, so I don't know how stuck things are. I would recommend doing what would make the game most fun for you (really, that's what is important). If that means house ruling it so if there are no recons available, no cities to connect, no city cards to search, and you've done the mandatory objective, then you can call it a win. I personally would just curse myself for not realizing I was getting myself into that situation, as it is avoidable.

[/o]

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

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by clivej

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.

We never used the Virologist or Colonel!

And we did fine, though not necessarily because of those particular decisions.

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

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by clivej

einsam wrote:

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.

To confirm what other people have said, the Medic's ability is special and (at least up until the point you've reached in the season) unique. It applies to the city the Medic is in, rather than to how the Medic moves.

In all other cases, when the Dispatcher moves someone, it's as though the Dispatcher was moving: you use all the Dispatcher's scars, upgrades and cards in hand, none of those belonging to the player being moved.

If it helps, imagine that what you do is:
• Exchange the position of the Dispatcher's pawn and another pawn
• Move the Dispatcher
• Exchange the two pawns again

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

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by clivej

As an additional handy tip: remember that if you need to get to a red city and are trying to conserve red cards, you have the option of using a Charter Flight instead. Many players seem to have a blind spot for the fact that driving to a city you have the card for then taking a Charter Flight can be just as efficient as flying to a city near where you want to be then driving to it.

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

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by clivej

Prullenbak wrote:

I'm not the best in statistics and chance calculations, but I doubt these 2 cards have that big of an impact. There is a slight advantage but to say it makes it worthwile to lose a game for it, is stretching it.


I doubt rmsgreay was intending to advocate "tactical loss". People are, of course, free to pursue whatever strategy they like, but it doesn't strike me as the best available, shall we say.

On the other hand, the gap between "worth losing a game to get" and "worthless" is pretty large!

Thread: SeaFall:: General:: LIght of Truth?

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by JimA759

Was wondering if anyone else calls it "the Light of Zartha"?

JimA

Reply: SeaFall:: General:: Re: Light of Truth?

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by LeonardQuirm

What I call it is "massive spoiler in the title, please change it immediately."

Reply: SeaFall:: General:: Re: What was your final score?

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by Becq

So the winner got at least 14 points on his last turn? I have two guesses as to what the winner did on that last turn... :p

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

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by bazik123

ConnerCP wrote:

no idea how far along people are when they're looking at this thread, so I'll spoiler things to mention (Jan/Feb/March spoilers?...)

[o]
spoiler tag mostly to be safe.

I know that we purposely didn't do some searches and/or connecting cities when we could have because I thought it would make the next month more difficult. If you purposely connected everything, searched everything, recon'd everything .... and didn't complete the *mandatory* objective until you finished everything else... sure, I could see getting in a position where you cannot finish enough objectives to win.

But ... it's a legacy game, you could have been thinking ahead and not got yourself in that position. I know for certain we purposely didn't search and/or connect cities because we wanted to keep them available the next game so we didn't get in a position where we had to 2 unique cards from the player deck to have any chance to win.

I don't recall when some objectives come out, so I don't know how stuck things are. I would recommend doing what would make the game most fun for you (really, that's what is important). If that means house ruling it so if there are no recons available, no cities to connect, no city cards to search, and you've done the mandatory objective, then you can call it a win. I personally would just curse myself for not realizing I was getting myself into that situation, as it is avoidable.

[/o]



I might house rule these a win like you say, and you are partly right for it being my fault but [o] a) season 1 conditioned us to think new goals will be coming regularly b) there's the recon at kalkuta that the game implies you should be able to unlock not saying it wont be available just by search action but only in a LOOONG time c) there's only so much I can tell my son without spoiling things with the knowledge I got from playing the campaign elsewhere, and he plays the game mainly so he can get/scratch all the cards[/o]

Thread: SeaFall:: Rules:: Rules clarification repair and give a token to use powers

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by Crizophe

Hello i need some clarifications on two points of the rules ;

Action repair : in one action
can I repair two boats with damage ?
Can I repair one with damage AND repair a boat Who have sunked ?

When you gives à token to use powers of the players province , you use one or all the powers and what the list of this powers thanks

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

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by einsam

Thanks everyone for the explanation but it still doesn't sound convincing for me. Let me explain my point of view.
"Being in the city X" is definitely a state of a character. So all abilities that refer to this state are passive and work all the time.
When Dispatcher moves Medic with "Drive/Ferry" from the city X to the city Y its state changes from "Being in the city X" to "Being in the city Y". And because Medic's ability is passive it works here and all cured cubes are removed from the city Y automatically after this change of state.
The term "leaving", IMO, doesn't refer to any action but describes exactly this change of state. Medic "leaves city X" and "enters city Y". Without doing any actions on its own.
Changing of the state is immanently connected with the state itself. You can't change your state from "Being in the city X" to "Being in the city Y" without "leaving the city X" and "entering the city Y".
That's why "Paramilitary escort" should work passively too, IMO. I think, if game designers intended it to work during its character's turn only they would define it more clearly, with some special rule or with different wording of the upgrade, e.g. "When you move at your turn out of the city...".
Could be that I'm missing something, of course. But I don't think that it's the difference between "being" and "leaving".

Reply: SeaFall:: Rules:: Re: Rules clarification repair and give a token to use powers

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by Giannis2

Yes, you can repair, rebuild both your ships as long as they are in a region with a repair symbol.

Session: Pandemic Legacy: Season 2:: Thrust Upon Them - June (***Spoilers for June Herein***)

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by clarbri85

(Note: Due to the nature of the game, there may be spoilers for your game, even if you ARE in this month. You have been warned)

"Let me embrace thee, sour adversity,
For wise men say it is the wisest course." - Henry VI, Henry VI, part 3, William Shakespeare


Our Cast:

Pretty Boy Floyd - Administrator - Brockway, Age 32


Duke Cletus - Farmer - Brockway, Age 17


Joe Dirt - Laborer - Ogdenville, Age 24


W0FU - Radio Operator - Ogdenville, Age 33


Axe Smasher - Instructor - North Haverbrook, Age 21


[o]
Husbando - Immunologist - Buenos Aires, Age 37

[/o]

[o]
Yolandi Visser - Scientist - Johannesburg - Age 35

[/o]

Game 1

Characters Played

Pretty Boy Floyd - Administrator
W0FU - Radio Operator
Joe Dirt - Laborer
[o]Yolandi Visser - Scientist[/o]

From the Journal of Pretty Boy Floyd, Brockway Administrator, June 17th, AF 71

Nothing more from the archives we've found, other than a vague need to get to Utopia...wherever that is. However, our actions have more than made up for that. We've connected another Haven - Kali Center, just off the cost of Antananarivo. The supplies contained therein will help us continue to weather the storm. We've also done recon in the Middle East, although what we've found isn't good. The Hollow Men seem to be onto us, using radio broadcasts. There may be further recon available from Kolkata, but we haven't scouted enough to know that. We gave Duke a well-deserved rest this month - March and April were tough on her, and she hasn't had the same spark in her eyes. Ms. Visser assisted us in the field, and she proved extraordinarily capable. Additionally, two more volunteers have joined us from the Havens - I am sure they will be called into action sooner, rather than later. Despite the Hollow Men being on our trail, I'm still hopeful that we can find Utopia...and our former leaders. What we will do then, I do not know

We came dangerously close to losing this one, thanks to focusing hard on objectives and searches, but I think we've come out in a good position. The start of the game was tremendous, as we found a new Haven almost immediately - we now have more available at the start of the game than we did in January, as it lets us pull another 15 from the reserve. That means that, barring any further complications, we'll go into December with 30 cubes, which is an awful lot better than 0.

Kali Center Haven
[o]

[/o]
An Irresponsible Number of Cubes
[o]

[/o]

We continued Innoculating cities, even though I'm certain that's going to come back to bite us, but it's working like gangbusters now. Additionally, we used Yolandi Visser's ability to

[o]destroy infection cards[/o]

to wonderful effect. We built a supply center and a radio tower in Cairo which set us up marvelously for the Recon there.

And then...

It turns out that the Middle East is not a good place to be, as the Hollow Men have started hunting us.

Hollow Men are BAD - (Spoilers for what they do)
[o]
We add four "Hollow Men Gather" cards to the Infection Deck, which add a little Hollow Man figure to the next infection drawn (and doesn't count as one of our card draws). Hollow Men reduce population at the end of the game, immediately reduce one population if they outbreak, and give you exposure if you LEAVE a city. But they don't increase incidences, so yay?
[/o]

As part of the recon, we get an Unrationed Event that lets us put a character upgrade that costs 2 or less immediately on a character - which we use to put Coordinator on W0FU, allowing him to pull Pretty Boy Floyd out of Cairo before he got a scar. We push a little too hard, so we end up with some plague in places we'd rather not have it, but we squeak out a victory.

We end the game, getting two new characters from the Havens:

[o]
Morgan - Captain - Kali Center, Age 27

[/o]

[o]
"Scruffy" - Sanitation Officer - Doomhaven, Age 70

[/o]

So, despite the new problems, I think we've put ourselves in the best possible position for what comes next. We've got a huge amount of cubes, and flying through the Havens lets us zip around the board pretty good, so I think we can avoid the Hollow Men for the most part.

Finding Jade has been HUGE, and instantly changed the tenor of the game - Epidemics are not nearly as terrifying as they were (still pretty bad, though). And the new Haven further helps.

The World at the end of June
[o]

[/o]

Thread: SeaFall:: Rules:: Lost in the deep ... of box 5

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by kenchaney

Here are some more questions for the experts ...
There are spoilers so unless you have your own questions about Box 5 content - turn back now! (If you are in my group, you probably don't want to read this just now ... there are complications. If you are in any group and don't feel "stuck" you probably don't want to read this either.)

Ok, simple things first:
[o]1. Once you "have a friendly discussion" with an Advisor (and for some reason put an Enmity sticker on them!) they nominally cost an extra 1 gold for your Province to hire them.

If you hire them with Reputation, do you still pay an extra gold? I ask because there is an earlier Booke entry that puts a sticker on an advisor adding 2 gold to that advisor's cost for the Province that put it there. It has been clarified that the added cost for that case is ignored if hiring that advisor with Reputation, so I wonder how people are playing the Inquisition added cost.


2. The Event "Pirate King Demands Respect" at the end of the round performs a 9 strength Raid on the Province with the most Glory. If 0 or 1 successes are rolled, the card is destroyed.

If Ker has been conquered, most of the Pirate King cards say to destroy them at the end of the round, but not this one. This inconsistency seems unthematic.

So, is it an oversight and the card should be destroyed, or deliberate and essential for game balance? (I don't actually believe it is terribly balancing, really.)
[/o]

Ok, now for the big ask:
[o]I'm in a strange situation. I learned something that I'm not sure I'm supposed to know yet ... and have kept it to myself without acting on it so far.

Last SPOILER WARNING

We have learned that the Leader of each Guild gives an additional Glory on interrogation, and have discovered two of the presumably four Leaders by that revelation. One of them was the very first card we (I) shined the light on. After finding the number on the front of the card, I noticed the chart on the back of the card, but suspected that wasn't supposed to happen yet and went on without acting on it or mentioning it. It looks like it is intended to give 5 successes when attempting to discover the last island, used as a Chart and presumably consumed when used that way, suggesting that a player needs the Temple (+9 Explore) and most/all of those advisors to have a very good chance to discover the 30 Dangerous island, but that feels speculative/unclear to me. Should I have claimed the Milestone when I noticed the Chart? I don't remember being told we could shine the light on the backs of the cards, so am/was reluctant.

If not, we now seem to be stuck without any knowledge of how to meet any milestone available. (From memory, they are Find a Wave Chart, and discover the secrets of the statues, maybe something else we don't know how to do.)

We do have a way forward, but it basically involves collusion. We know that some artifacts (Tablets?) have Symbol = Numeral hidden on them. I think we have 4 of those collectively, but they are distributed 2/1/1/0 among four players, so nobody can, by themselves, go to the hidden numbers on the Temple Map. We're probably supposed to fight to get the information distributed, but are not really inclined much that way. We'll work out or own solution - share voluntarily or break down and fight, but I thought I should check if we missed something.[/o]

Thanks for your kind answers, and happy gaming,
Ken

Thread: Mountains of Madness:: General:: Replayability?

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by GarfieldKlon

Hi

I read that if you played the game a few times it's not fun anymore because you know the madness cards. Is it really that bad?

Reply: SeaFall:: Rules:: Re: Lost in the deep ... of box 5

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by LeonardQuirm

[o] That was indeed a chart to the island, but you shouldn't have seen it yet. Some advisors when interrogated will give you the ability to shine the light on the back of advisors in future interrogations. Until you've got one of those you should refrain from acting on "having" a chart.

Personally in your position I'd share the fact you have seen such a symbol on the back of a guild leader, since you've inadvertently gained an advantage by knowing that for when you can look at their backs. But that's your call!

Once someone does legally look at the back of an advisor with the light then they can immediately claim the "found a chart" milestone.

As for the symbols: yes, you'll need to acquire tablets from each other or find more tablets from tombs to progress with the secret entries - officially at least. It's up to your group if you'd rather just share information to avoid conflict, although I probably wouldn't advise it - how will you evaluate the correct value of sharing that information? Better that one player claims the right fairly and squarely through capturing the tablets :p[/o]

Reply: SeaFall:: Rules:: Re: Rules clarification repair and give a token to use powers

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

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by geneze_cb

einsam wrote:

Thanks everyone for the explanation but it still doesn't sound convincing for me. Let me explain my point of view.
"Being in the city X" is definitely a state of a character. So all abilities that refer to this state are passive and work all the time.
When Dispatcher moves Medic with "Drive/Ferry" from the city X to the city Y its state changes from "Being in the city X" to "Being in the city Y". And because Medic's ability is passive it works here and all cured cubes are removed from the city Y automatically after this change of state.
The term "leaving", IMO, doesn't refer to any action but describes exactly this change of state. Medic "leaves city X" and "enters city Y". Without doing any actions on its own.
Changing of the state is immanently connected with the state itself. You can't change your state from "Being in the city X" to "Being in the city Y" without "leaving the city X" and "entering the city Y".
That's why "Paramilitary escort" should work passively too, IMO. I think, if game designers intended it to work during its character's turn only they would define it more clearly, with some special rule or with different wording of the upgrade, e.g. "When you move at your turn out of the city...".
Could be that I'm missing something, of course. But I don't think that it's the difference between "being" and "leaving".


I agree. If the designers intended to be applied to movement, a re-wording would be beneficial.

Reply: Downforce:: General:: Re: Why not just an open auction for bidding on cars?

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by JustinDJacobson

This was a design choice for us to achieve two benefits. First, while the results of the original auction method are important, the process itself isn’t particularly fun. We wanted to streamline it to get to the fun part more quickly. Second, having a constraint on the bidding makes it more strategic while also eliminating overbidding. Particularly among new players, overbidding can effectively eliminate someone from contention before the race even begins. We like the way the new system requires you to incorporate the cards in your hand, the power, and the pole position in your bidding decision, constrained by what your hand will allow you to bid.

That said, there is nothing wrong with an open auction. If you want to add it back in, it’s your game now. Do whatever you find most fun.
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