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Reply: Pandemic Legacy: Season 2:: Rules:: Re: New cities, supply cubes and diseases (Spoiler Mid-Jan)

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by ftl_ftw

When you recon, one city is connected immediately. The player cards for it go into the discard pile and the infection cards go into the game end area, and all of those will be in the decks starting next game. All the cards for all the unconnected cities go into the reserve.

Same thing happens with any other cities: when they get connected to the grid, the cards go from the reserve and into the discard/game end area. The only difference if that when you recon, one city is connected immediately, and the rest need to be connected later.

Reply: Pandemic Legacy: Season 1:: General:: Re: What did you name your Characters?

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by jujulautre

The two of us always played with various 4 characters, and we gave them names of friends of ours. That made lots of decision excruciating and the tension several orders higher :D
"We can't let [friend] stay in Tokyo and have a scar, that's horrible"
"At least she won't die, right?"
"Noooooooo"

Thread: Pandemic Legacy: Season 2:: Strategy:: strategy using package 6 after September

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by ftl_ftw

Strategy using package 6 after the [o] Is Wearing Off[/o] rule takes effect:

[o] We had never done much inoculating, so by the end of the first game with It's Wearing Off all of package 6 was empty. So what we did was inoculate a card with the Well Stocked upgrade. So next game we know exactly which city our first epidemic will be in, and that is a city that will be safe!

We're planning to continue using that combo to manipulate epidemics, it's one free action to know for sure which city the next epidemic is in and put it in a convenient place. We'll see if it works. [/o]

Anyone have any other cool late game strategy with package 6?

Reply: Pandemic Legacy: Season 2:: General:: Re: (Slight Spoilers) Supply Center question

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by ftl_ftw

If airlift says any location and didn't specify "on the grid", that strategy sounds legit to me!

As far as I know that doesn't cause any issues. Hopefully nobody official chimes in to retcon it, I like clever strategies like that.

Reply: Pandemic Legacy: Season 2:: Strategy:: Re: strategy using package 6 after September

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by Matt620

ftl_ftw wrote:

Strategy using package 6 after the [o] Is Wearing Off[/o] rule takes effect:

[o] We had never done much inoculating, so by the end of the first game with It's Wearing Off all of package 6 was empty. So what we did was inoculate a card with the Well Stocked upgrade. So next game we know exactly which city our first epidemic will be in, and that is a city that will be safe!

We're planning to continue using that combo to manipulate epidemics, it's one free action to know for sure which city the next epidemic is in and put it in a convenient place. We'll see if it works. [/o]

Anyone have any other cool late game strategy with package 6?


[o]You can also do this with the Rebirth Infection card, which states that there is no infection if you have a population higher than 6.

Otherwise, the only other use I have for it is discarding player cards so that the ability Rehab Nurse can be used to draw specific cards [/o]

Session: Pandemic Legacy: Season 2:: Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

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by FinalAttack

Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

The following recount the tales of Delta Force. We aim for survival and optimization. It be a brief overview of our game, focused on big game moments, narrow escapes and strategic discussion.

Introducing Delta Force:

Odin (Laborer) - Builder extraordinaire, played by Joey.
Pink Eye (Instructor) - The giving tree, that couldn't really be bothered right now, played by Morgan.
Tethys (Farmer) The farmer, the most complicated role for our least experienced player, played by Rob.
Deadpool (Administrator) - teleport edition! Now with 10% more teleport! Played by me, Danny.
Ripley (Radio Operator) - sidelined for now

-------------------
Game 1: January, first try

We lose! Opps someone shuffled the player deck while nobody was looking, that's why we got all 5 epidemics before half way. MULLIGAN!

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Game 1: January, first try (Re-do)
Players: Joey as Odin (Laborer), Morgan as Pink Eye (Instructor), Rob as Tethys (Farmer), Danny as Deadpool (Administrator)
Ration level: 4
Objectives: create 3 new supply centers [mandatory], Recon N. America [mandatory]

Ok, we have the player deck sorted. Everything is legit this time. So with our game mastery and expert... WE LOSE AGAIN!? Damn, we dilly dallied around too much and the player deck is smaller than we anticipated!! We really needed to do more (any) trading. Our hands ended in a lot of colourful and useless rainbows.

So with the end in sight we spend our last couple of turns before we officially lose, exploring North America and put down a few connections. We aim to be ahead for next game.

Game Summary:
Month - January, 1st attempt
Result - Loss
Developments - Recon NA, connected 3 new cities
Grid size - 13 cities
Upgrades - 4 points

Strategic Discussion:
We lost. The player deck is thin so the game is quicker than we anticipated. Based on our draws we needed to do a lot more trading. Our decision to recon N.America and connect some cities will help next game. We missed San Fran which is 2 additional player cards, so hopefully we can make that connection next game.

Upgrades:
Architect for the Laborer, reduces the cost of building supply centers by 1. Now he can do them with only 3 cards, and two supply cubes.
Foundation upgrade, which placed on a player card, making that card worth 2 cards when building a supply center. We put it on a blue card since it seems to give us the highest chance of matching colours.

Upgrade which we are eyeing off for next game - Both the Infrastructure and Foundation upgrade.. These will buff our supply center building ability which seems crucial to the game. Player abilities can come later.

-------------
Game 2: January, second attempt

Players: Danny as Odin (Laborer), Morgan as Pink Eye (Instructor), Rob as Tethys (Farmer)
Ration level: 6
Objectives: create 3 new supply centers [mandatory], Recon N. America [completed last game]

One player down today, but we are pretty confident we can win it. N.America is already discovered, we have 4 more city cards in the player deck which should give us time. Halfway through the game we feel comfortable winning so we recon S. America. Next big decision point was where we can win the game or go one more round. The additional round would allow us extra connections in S. America. But after debate of what could occur and the impact of an epidemic card we finish the game.

Game Conclusion:
Result - Win!
Developments - Recon S.America, connected 3 new cities
Grid size - 15 cities
Upgrades - 5 points

Strategic Discussion:
This game was significantly easier. The extra thick player deck. 3 players. Maybe a bit more luck with the card draw. It all came together to make this a walk in the park. Very little I noticed to improve game play wise. Mobility was a bit of an issue with N.America as it cost one turn at a time to move around making it slow going.

I noticed though we still didn't do very much trading. Trading seems quite difficult generally due to space between players laying down supply cubes. Starting to wonder whether the the Instructor is worth having around.

Upgrades:
3 x Foundation stickers and 1 x Infrastructure stickers - this is placed on the player cards giving everyone the ability to complete supply centers which seem to be core to the game.

For next game, several upgrades all seem quite good now. Nothing jumps out as being greatly superior. Probably looking at about 70% of them as potential upgrades next game.

--------------------
Game 3: February, first attempt

Players: Danny as Odin (Laborer), Morgan as Pink Eye (Instructor), Rob as Tethys (Farmer)
Ration level: 4
Objectives: recon an area (new), create two new connections (new), create 3 new supply centers [mandatory]

Story has us scouting unknown lands more and establishing new connections.

Three player game. With the latest upgrades I'm even more confident we can handle whatever the game throws at us. N.America is potentially the biggest issue as it tends to be a bit of a trek for anyone that ventures too far in. Particularly noticeable in a 3 player game without deadpool's teleport.

Our game plan is simple. We will try to create new connections in S.America, search some cities and recon Europe if we have the breathing room. This means we need to hold off on the third supply center until the recon is finished. So the second or first needs to be in London.

We get a few early plague cubes this game. I am is designated to N.America to clean up and protect it. Collecting excess cubes (more than 1) from cities not yet threatened as I pass through them works out to be a good strategy. Morgan is cleaning up Middle East and Rob (our farmer) is filling all the gaps on the shorelines effectively while connecting up S.America. Supply cubes are much more scarce on the board this game, but we seem to mostly be adequately supplying just enough for each city. We take a gamble after an epidemic that one card wont come up from 4 draws of 15. But that fails. The balance between risk and reward is a very fine line. With the ‘remove 2 plague cubes’ ration card in the deck I'm willing to risk take a few risks though.

Toward the end of the game we have 3 plagued cities, London, Istanbul, Sao Paulo (3 cubes). The risk of Sao Paulo causing much damage is low as it only has one connection and that city is well supplied. However, the plague cube on London is a surprise due to an epidemic draw. And both myself and Rob are sitting on top of it. No time to react. I can finish the game saving my buddy Rob, but I'll take a scar. Seems to be no way around it. I'm getting ready to scratch the first exposure, but then rob suddenly reminds us he's holding the ‘remove 2 plague cubes’ ration card! He removes the plague cube before my turn begins and saves me. Nice one Rob.

With the supply cubes thin on the ground we decide it's still the right time to end the game and not try for one more loop of the board. From London I use a London card to sail to Sao Paulo and put down a supply center negating the plague cubes damage to the population. The game ends with no drop in pop for any location.

Cities Plagued: Sao Paulo (3 cubes)
supply centers: 3, Sao Paulo, London, San Fran

Game Conclusion:
Result - Win!
Developments - Recon Europe, connected 3 new cities in S.America
Grid size - 19
Upgrades - 6 points

Strategic Discussion:

Gameplay wise we were a well oiled machine. Mobility will be the biggest weakness as the map gets bigger.

The upgrade options felt wide open. I personally liked the idea of using the stickers that go on the infection cards - Well Stocked [if this city has 2 cubes do not remove a cube when infecting] on a city with only 2 cards in the infection deck like San Fran or Bogata. The Well Stocked upgrade has the disadvantage of being drawn from the 1/5 epidemics from the bottom. It also kind of ties up 2 cubes permanently. However it has a high roll possibility of being drawn and basically be a blank! Which is incredible! Also, I liked [if this city is in the discard pile tear up] on a city with only 1 card in the infection deck like Los Angeles or Mexico City. This removes these cities from consideration forever.

[warning spoiler Recon Europe, search result speculation and end of Feb Upgrades]
A new feature we could upgrade was permanent supply centers and the recon in Europe allows us flight in between havens and supply centers. This would significantly increase our ability to move around land areas! However, the best available site at the end of Feb was San Fran. We decided in the end it wasn’t an optimal location. Also, there were a few unknown factors. We have yet to search anything by Sea. Our group is speculating potential links through this search (which we could be wrong). So we consider a more centralised location in N. America to be the best. Also, we may end up locking down a few N.American cities with upgrades in future so the power of this permanent supply center could be greatly diminished with future decisions.

With Europe, N.America and S.America scouted we noticed there still aren’t enough cities to allow us to get more than 6 upgrade points. So to get to 7 upgrade points we’ll need Asia.

We went with lots of individual upgrades. Runner for our Instructor, Coordinator for Administrator and Courier for our Farmer. This would increase the team's mobility significantly. Also it was a bit of a fun factor over absolute strategy. Now every player had a secondary upgrade. We could all do something cool and unique!

Upgrades:
Runner - allows flight mobility for our card giver. Deliver a card to someone if needed or highly mobile response unit.
Coordinator - at first glance this seemed quite bad. But we soon realised it is both a free action and infinite! Effectively this could draw out people on adjacent spaces, when convenient OR drag a player along with you. We'll see if this ends up being an MvP ability or just never used. Worth a shot with Deadpool who can use teleports as well to bring people too him, or go to people as required.
Courier - this allows our farmer to just be more efficient and more reactive. By supplying adjacent spots it could effectively save him two actions, going in and going out, not only that he can supply places over run with plague cubes without worrying about not having enough actions to get out as well.

Future upgrade consideration -
Facilitator - which gives the ability to receive one card per turn could be good. We’d give it to Odin, but it makes his character pretty vital if he was to suddenly die it would suck. Also just being on the same spot at the same time seems to be hard enough.
Broker - which gives you the ability to trade a card of the same colour into the discard pile. Combined with Infrastructure upgrade (this player card is worth 3 cards of its colour when building a supply depot) and Foundation upgrade (this player card is worth 2 cards of its colour when building a supply depot) on player cards this makes building supply centers even easier. But do we need it??

Well stocked and Lockdown- I think destroying a card is possibly top of the list. Well Stocked is a maybe. Do we do this in N.America or S.America? Hard to say.

The end of Feb upgrade mentioned in the spoiler is also the highest priority. But requires some more thought...

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

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by SpiritReacher

Nice going.

Just one question; how were you able to Recon Europe? Don't you need four different blue cards? Looking at your game, you only have the available starting three to your pool of cards. Wouldn't it thus be impossible to recon Europe or did I miss sometihng :whistle:

Reply: Pandemic Legacy: Season 1:: General:: Re: What did you name your Characters?

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by ctulis59

Scientist - Sha'Dynasty
Researcher - Dr. Künt
Medic - Rick Sanchez
Dispatcher - Lil' Griff
[o]Quarantine specialist - Sweet Dee
Operations expert - Radio
Soldier - Ben the Soldier[/o]

Starting September next month.

Thread: SeaFall:: General:: Fortune tokens on Enmity roll

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by Jancarius

Played our first 3 games (prologue and 1+2) last night. Had a lot of fun, but ran into a few questions.

1) Can you use fortune tokens on the roll at end of game for permanent enmity?

2) Can you shift goods without making a full stop? I believe not, but couldnt' find confirmation in the rules. Example: Ship with 4 sail moves from the first island to port, drops off goods, then starts back out to sea.

3) When you draw the pirate king, it takes place at the end of the year, correct, not immediately when drawn correct?

4) The Prosperous - Does it suck as much as I think, or am I just not utilizing it well?

5) For the First sinking of a ship, we were all in the Green province harbor at the time (having a massive 3 way fight as we all tried to race to the sinking). We placed the X ghost ship sticker in the harbor. How will this work for calculating 'nearest player'?

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

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by Matt620

SpiritReacher wrote:

Nice going.

Just one question; how were you able to Recon Europe? Don't you need four different blue cards? Looking at your game, you only have the available starting three to your pool of cards. Wouldn't it thus be impossible to recon Europe or did I miss sometihng :whistle:


He connected new cities in N.America

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

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by SpiritReacher

Matt620 wrote:

SpiritReacher wrote:

Nice going.

Just one question; how were you able to Recon Europe? Don't you need four different blue cards? Looking at your game, you only have the available starting three to your pool of cards. Wouldn't it thus be impossible to recon Europe or did I miss sometihng :whistle:


He connected new cities in N.America


Oh, right.

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

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by clivej

einsam wrote:

Thanks everyone for the explanation but it still doesn't sound convincing for me.

Leaving aside whether it's convincing or not, I promise you this thread is correctly describing the rules.

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

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by clivej

If I were playing Season One again, the one character we never touched that I'd definitely give a go is the Generalist.

Then again, there were four of us, and I'm pretty sure the Generalist is stronger the fewer players you have.

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

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by clivej

rmsgrey wrote:

It's anecdotal, not exactly strong evidence, but our 15 games included 7 with funding and 8 without; we lost 1 of the former and 3 of the latter - a 14.3% and 37.5% loss rate (or 85.7% and 62.5% win rate) respectively. Personally, I'd guess that funding/no-funding makes closer to a 10-15% difference in win rate than a 20-25% difference, but that's still a lot more than the 4% you'd guess just from looking at the number of cards added to the deck.

I think our experience was that, when we lost a month's early game, the extra game-end bonuses, the extra win bonuses from the previous month and, above all, the ability to learn from the mistakes we'd just made were larger contributions to our winning the late game than extra funding.

But that doesn't make the funding unimportant!

Another way of looking at it is that, in a four-player game, three funding is as much of a benefit as the Generalist's special ability, even if the added cards were blank. (Each gets you six extra actions over the course of a game.)

Thread: Pandemic Legacy: Season 2:: General:: So we made a mistake... (no spoilers)

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by RyoKanzaki

So since the beginning of the game we've been taking upgrade points equal to the number of cities that were connected to the grid (I misread the rule about the game end table) instead of following the table printed on the game board. This has resulted in us blowing through most of the upgrades on that starting sheet and upping populations to higher than they should be. I should mention this probably hasn't helped us to the extent you would think it would have as we are in our second game in April and have lost the past 3 in a row. We only realized this during the first part of April and to try to balance it out we decided not to award ourselves any upgrade points for that game. Should we continue this for another play or 2? Or just start taking the correct amount from here on?

Reply: Pandemic Legacy: Season 2:: General:: Re: So we made a mistake... (no spoilers)

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by Jozrael

Having not gotten as far as you, I think you should be able to recalculate the number of points you should have gotten and just not buy things until that point. Maybe you make exceptions for critical upgrades that come out later that you would've prioritized.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: About forsaken cities

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by DeadMoney

In the rule book it says zero population cities are called “forsaken”. The title of this thread is fine.

Reply: Pandemic Legacy: Season 2:: General:: Re: What did you name your characters and why?

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by Jozrael

Laborer: Hercules
Administrator: Isis
Radio Operator: Hermes [come on how else are we teleporting supplies]
Farmer: Georgios
Instructor: Socrates

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: Delta Force - January and February - Time to step up! [End of Feb SPOILERS Galore!!]

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by FinalAttack

Cheers :) Yeah, we had already done recon in N.America.

Losing the first game irks the gamer in me. Having 4 players and a little bad luck I can see it's pretty easy to lose the first game, It's definitely made the subsequent games significantly easier with more upgrades and ration cards.

However, I do really really love upgrading which adds a lot of flavour to the game. So potentially taking this hit early has set us up for the whole year and made it a lot more fun overall.

Reply: SeaFall:: General:: Re: Fortune tokens on Enmity roll

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by colinmarsh

Jancarius wrote:

Played our first 3 games (prologue and 1+2) last night. Had a lot of fun, but ran into a few questions.

1) Can you use fortune tokens on the roll at end of game for permanent enmity?

2) Can you shift goods without making a full stop? I believe not, but couldnt' find confirmation in the rules. Example: Ship with 4 sail moves from the first island to port, drops off goods, then starts back out to sea.

3) When you draw the pirate king, it takes place at the end of the year, correct, not immediately when drawn correct?

4) The Prosperous - Does it suck as much as I think, or am I just not utilizing it well?

5) For the First sinking of a ship, we were all in the Green province harbor at the time (having a massive 3 way fight as we all tried to race to the sinking). We placed the X ghost ship sticker in the harbor. How will this work for calculating 'nearest player'?


1. no - it's not an endeavour.
2. no - you need to be at an island or harbor (90% sure on this)
3. that event resolves at the end of the round
4. i don't recall what this is - sorry =) is it trade related? if so it's probably bad
5. you break ties based on title.
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