Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all 192957 articles
Browse latest View live

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Produce Supplies cards

$
0
0

by alextfish

Also if you end up with a plague cube in a Haven (from an outbreak), you can still use a Produce Supplies card in that Haven.

Reply: Risk Legacy:: General:: Re: Am I allowed?

$
0
0

by audiomeme

That's just the initial form of the contract. Over time it can of course be modified using stickers, pens and so on.

Reply: Pandemic Legacy: Season 2:: General:: Re: Final scores!

$
0
0

by Ubik Lives

911 points
4 players
11-2 win/loss (double loss in March)
161 population, all cities connected
All bonus points, no forsaken cities

We didn't inoculate any player cards, making some of the mid-year months a bit rough, but by the end of it our player deck was heavily padded and epidemics were slow. We aggressively culled the infection deck, making the final months comically easy. Three cities in the infection deck; a 3 x Broken Link city, a 2 x Well Stocked city and a 2 x Rebirth city, plus any new cities freshly connected in the previous game (which were rapidly destroyed). By chance our inoculated cities were mostly the original triple cities, allowing us to put up some basic supply protection against them when they started leaking.

The infection rate would skyrocket because the infection deck would cycle faster than the epidemics, even with the broken links, but hardly anything would actually happen during any infection round.

Reply: Pandemic Legacy: Season 2:: General:: Re: Share your game end board! [Spoilers]

$
0
0

by Ubik Lives

banyan wrote:

Also, most folks' boards seem to have very few (or no) forsaken cities. How did you manage that? We had tons of forsaken cities, AND we spent lots of game end points reviving forsaken cities over the course of the game.


We would always upgrade a one population city to two the game it entered the grid. We figured paying one point as a preventative measure would be better than two points as a curative action.

We also used the scientist heavily to destroy single infection card cities (or anything if one wasn't available), decreasing the number of cities we had to protect.

Reply: SeaFall:: Rules:: Re: Couple of rules clarifications (no spoilers please)

$
0
0

by LateShacka

Thanks! I appreciate all the help.

What if a market or dock site at an island has been raided? Even though the players enmity token is on it can it still be used for its action?

Thread: Betrayal at House on the Hill:: General:: New player. Recommended errata / player aids?

$
0
0

by voltemands

I've just got 2nd edition and although the rules read ok to me, I've heard they get vague in places.

Any particularly good BGG player aids? (I ask because there are loads too choose from!)

Any recommended errata?


TIA

Reply: SeaFall:: Rules:: Re: Couple of rules clarifications (no spoilers please)

$
0
0

by Giannis2

LateShacka wrote:

Thanks! I appreciate all the help.

What if a market or dock site at an island has been raided? Even though the players enmity token is on it can it still be used for its action?


Yes it can. Enmity tokens prevent another player from raiding only. Again, it has been some time since we finished our campaign so if I am mistaken, please correct me!

Reply: Pandemic Legacy: Season 1:: General:: Re: Noob question: can you use legacy as normal pandemic before using as legacy?

$
0
0

by Vassp

Carter_Burke wrote:

This is a Noob question but serious one.

Can you use play legacy as normal pandemic for a few games before opening all the legacy components?



My wife and l played about 15 games without using the legacy parts.
Tried 5 characters. And had loads of fun trying new things out.

Best combo we found for our game set up was the Medic and dispatcher.

Our game set up was..

We played 1 character each and we started with 4 player cards each.

5 funded cards in player deck.
And of course the epidemic cards.

We set our own victory conditions as eradicate all four diseases. Which we only managed to do with these two characters. Medic and dispatcher.

We liked this challenge a lot and many hours of fun doing it. It prepared us well for the legacy game which we have won all 5 games so far. A bit of luck helps too.






Reply: Pandemic Legacy: Season 1:: General:: Re: Did you play Pandemic Legacy with 2 players? How was it?

$
0
0

by Vassp

We played one character each in two player and are into June with no hiccups yet.playing two characters each didn’t work for us in our test games(no legacy parts). It was too much. We found we were making some mistakes, like forgetting character special abilities occasionally and more importantly we didn’t gell our characters skills as well as we could have.

Reply: Pandemic Legacy: Season 1:: General:: Re: Relationships and Characters- Spoilers to Feb

$
0
0

by Vassp

We switched one character in feb which l thought we would keep, and the relationship benefit was very handy to say the least.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Unable to Complete Enough Objectives (Minor Spoilers)

$
0
0

by xanalor

bluewhale wrote:

Same situation, so we have discussed it in our group and decided we will just ignore win condition and would not hold ourselves and connect/search as much as we want/could. I am sure we are losing some final game score, but doing 2 searches in a game where you can do 3 is just upsetting. I have sent a question to the publisher about this with a link to this thread, but did not receive any reply it.

For me it feels like a "open world" design which is actually a scripted track - the moment you deviate from the position in which developers expected you to be the game collapses.


Rob Daviau posted in another thread here that if it is impossible to complete an objective, complete as many as you can and count it as a win.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: APRIL SPOILERS (raising population and abandoned cities)

$
0
0

by xanalor

johnwatersfan wrote:

Considering a supply center in a city raises the population at the end of the game, I'm fairly certain it's impossible for a city with a supply center in it to become Forsaken.


It's possible... spoilers if you haven't reconned from Cairo yet:

[o]If a fourth hollow man figure would be placed in a city with a supply center, it drops in population immediately. So a 1 with a center could become a 0. Then, during adjust population, it would stay at 0 because it has both a center and a hollow man in it.[/o]

Top 25 of 2017 (10-6)

$
0
0

by Brandon Kempf

[url=https://boardgamegeek.com/blogpost/72226/top-25-2017-25-21]25 Dropmix
24 Viral
23 Coldwater Crown
22 Clans of Caledonia
21 Pulsar 2849[/url]

[url=https://boardgamegeek.com/blogpost/72233/top-25-2017-20-16]20 Rocky Road A La Mode
19 Stop Thief!
18 Dragon Castle
17 Ladder 29
16 QueenDomino[/url]

[url=https://boardgamegeek.com/blogpost/72282/top-25-2017-15-11]15 Rajas of the Ganges
14 FlipShips
13 Flatline: A Fuse Aftershock Game
12 Century Spice Road
11 Ex Libris[/url]


10. NMBR 9(17 plays) - A card and tile version of Tetris. That’s really all that this is, and it works wonderfully. In what seems to be a bit of a pattern, these puzzle-y type games have really hit me kind of hard this year and NMBR 9 was the most puzzle-y of the puzzles. It’s a simple enough game, you have tiles of numbers 0 thru 9 times two and you have cards for 0 thru 9 times two. On a turn someone draws a card and you place that tile on the table, the rest of the game goes the same, one card, matching tile. The tiles themselves are not whole and are shaped, much like Tetris pieces, and they fit in different ways. You are trying to get the puzzle built as high as you can. Only rules are, when you build on top of other tiles, a tile has to be on top of two different tiles below it and you can’t build over blank spots. Base level is worth nothing, next level up each tile is worth face value, next level 2 times face value and so on. After you place all 20 tiles, points are tallied up and the highest score wins. One of the first things I asked when playing NMBR 9 is what prevents me from doing the exact same thing that you do, or anyone else playing does. The reply, “Well, I wouldn’t play with you then”. That’s an old Sid Sackson quote, or so I’ve heard. Someone should have created this game ages ago, but they didn’t and Peter Wichmann did in 2017.


9. Werewords(32 plays) - I don’t think I’ve ever had a game get over 30 plays as fast as WereWords did. It hit here at the end of June, and by Mid-July we had these 32 plays in. Set in the One Night Ultimate Werewolf world, this 20 questions style game where you are trying to guess a word that only certain people will know. The brilliance of this is in the app that runs the game much like One Night Ultimate Werewolf. It lets you pick the word and it acts as the moderator through the game, letting the players concentrate on trying to figure out the word and trying to figure out which of the other players are werewolves because that’s what the Villagers want to do, you want to find the Werewolves who also know the word, but they don’t want to give it away. A wonderful twist on an old favorite with a new, modern twist.


8. Codenames Duet(12 plays) - Take Codenames and twist it and contort it until you have a two player cooperative version, who would have thought that it would work? Some have just called it a variant of Codenames and I can see this, but honestly, Codenames Duet has become our go to Codenames, because it stands up so well on it’s own. It gets rid of some of the chaos of the original by shrinking down the player count, and gives it a more personal feel as it is you and your partner vs the game. Codenames Duet can be played with more people than 2 and it still plays as a wonderful cooperative experience.


7. Downforce6 plays) - So the second Restoration Games title here is the wonderful auction, gambling and race title, Downforce. This one is not one of Kerensa’s favorites, I’ve yet to find a racing game that she likes, but Downforce is absolutely wonderful. From the auction where you buy your, cars to start the game, to the racing which is fast moving and really well done and then the gambling that happens three times a race. When a player passes a yellow line everyone gets to bet on who they think is going to win the race. Finish the race, winnings are added up, both for race finishes and for betting, subtract the amount you spent on your race team and the winner is the one with the most money. Races are tight and fast and while I know that some people complain that the track is prone to bottlenecking in some of the turns, that’s part of the joy of racing. You have to plan your attack well and just realize that others have some say in where you end up on the track due to everyone moving everyone else’s cars. The fantastic table presence really helps as well as it just looks like a fun racing game.


6. Topiary(6 plays) - The newest game on the list and if I am being completely honest here, possibly my biggest surprise, a wonderful, wonderful surprise. I have a review coming for this in the next couple weeks, but needless to say if you see it at #6, you know that I really liked it. It’s a simple premise, you have a 5x5 board of tiles facedown, except the one in the middle and you are placing visitors to this Topiary Garden around the outside, either in straight lines down the tiles or diagonally. The visitors at the end are going to score points based on how many Topiaries they can see from their viewpoint. The Topiaries vary in size from 1-5 and so in order to view them your meeple will try to arrange the tiles in ascending order. When you place one visitor, you pick up one tile in that row and look at it and replace it either with the one you just picked up or one of the three in your hand, face up to the board. Easy to teach, fun to play and it really enables the players to be as interactive with each other as they are comfortable with. You can really throw a wrench into a visitor’s view if you want to. Kudos to Renegade Games for picking up this wonderful little game that easily could have been missed, and kudos to Fever Games for originally publishing it. Danny Devine has designed a wonderful little game here that brings me back to one of my 2015 favorites, Arboretum.

Reply: Downforce:: Variants:: Re: Simultaneously play cards?

$
0
0

by JustinDJacobson

Yeah, I think that eliminates almost all strategy in card selection for the players moving later in turn order. I wonder if you could have everyone place a card face down, reveal, and then each player plays their top line in turn order, then the second line, etc. If you have no more bars on your card, you're skipped until the end of the turn. It would be pretty chaotic, but it might have some neat effects.

If try it out, let us know.

Reply: Pandemic Legacy: Season 1:: General:: Re: Did you play Pandemic Legacy with 2 players? How was it?

$
0
0

by ThatFedoraGuy

We played one character each and only played up to 2 games in each calendar month (real time). It was awesome.

Keep it simple, play with a character each and enjoy the story that unfolds.

Reply: Risk: Star Wars Original Trilogy Edition:: Variants:: Re: A variant inspired by Star Wars Rebellion (Hidden Rebel Base, Leaders)

$
0
0

by Aarontu

Draft text for the Rebel Base card:

HIDDEN REBEL BASE side

This card starts with 1 army and gains 1 free army each turn.
Troops and ships may redeploy between this card and any space you control.
You may reveal the base at any time by flipping the Base token and this card.


REVEALED REBEL BASE side

When Revealed, move all troops/ships here to the Rebel Base space.
You cannot have any troops or ships on this card.
Troops defending the revealed Rebel Base roll 8 sided dice.
You may establish a new base by discarding 2 cards at the start of your turn.

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

$
0
0

by jwerk

Way tougher for us too. About to start our 2nd game of August. Including the Prologue, we've won 5 times and lost 7. 3 of our 5 wins came during Prologue, January, & February when I read my character's ability incorrectly and overpowered the game. Since correcting that, it's been brutal. 2 of our 4 players have now quit. If we continue, it'll be with two players each playing two characters, but my wife is this close (holding two fingers closely together) to quitting. She said if they make a Season 3 that she's not going to play.

It's been a sad turn of events for a family of Pandemic lovers. :(

Reply: Pandemic Legacy: Season 1:: General:: Re: Relationships and Characters- Spoilers to Feb

$
0
0

by Mightyjim

I made our first switch last night.

Spoilers to end of April

[o]Now that "faded" cities are a thing, the Quarantine specialist (I think that's the name) is about our only hope of avoiding horrific cascades of epidemics every turn...[/o]

Reply: Pandemic Legacy: Season 1:: General:: Re: Relationships and Characters- Spoilers to Feb

$
0
0

by Race Bannon

Mightyjim wrote:

I made our first switch last night.

Spoilers to end of April

[o]Now that "faded" cities are a thing, the Quarantine specialist (I think that's the name) is about our only hope of avoiding horrific cascades of epidemics every turn...[/o]


[o]Agreed. Untreatable at this time, so the only thing you can do is her power to quarantine anywhere on the board. Pay attention to the limitation that that is once per turn. [/o]

Reply: Pandemic Legacy: Season 1:: Strategy:: Re: Statistics? No spoilers

$
0
0

by clivej

One thing I do know off the top of my head is that no city is ever more than eight steps away.

Another is that everything is within four moves of either Atlanta or Karachi, which makes it a fine location for a second research station in normal Pandemic.

Depending on how your programming is, you may find that an undirected graph package is a better match for whatever analysis you have in mind than a spreadsheet.
Viewing all 192957 articles
Browse latest View live


Latest Images

<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>