by Quilzar
If it is on the grid I can't see any reason you can't.↧
Reply: Pandemic Legacy: Season 2:: Rules:: Re: _______ ______ Action (Sept/Oct Spoilers)
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Thread: SeaFall:: General:: Near end of game with a few sealed cards left
by dommer2029
We have cards F, G, H, and O still sealed. I just want to make sure we didn't accidentally fail to open them at the right time.[o]We still have a few colonies left to found. Maybe that's it?[/o]
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Reply: SeaFall:: General:: Re: Near end of game with a few sealed cards left
by Giannis2
At least 3 of those are tied to milestones. The last one, I don't remember.More specifically:
[o]Have you discovered the statues' secrets yet?[/o]
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Reply: SeaFall:: Rules:: Re: Research Card Rules [Spoilers]
by donmakaron
I have a related question:[o]We've just opened the first chest and got research cards and a rule stiker for it. The rulebook now says how to obtain them, where to keep them and that they can be kept from game to game. But can we actually use them at this point? There is still one stiker missing and one of us has doubts. He claims we are able only to gather research cards but not use them until further instructios on when and how to use them. Can you please clarify this for us?[/o]
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Reply: SeaFall:: Rules:: Re: Research Card Rules [Spoilers]
by Becq
Rulebook, page 10:"If you are exploring, you may choose to play research cards
(see Explorers Guild, Research, page 16) to modify your dice pool.
Dismiss all played research cards after the endeavor."
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Reply: SeaFall:: Rules:: Re: Seafall: resources
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Reply: Pandemic Legacy: Season 2:: General:: Re: So what did you name your havens?
by exparrot
:d10-1:Atlantis:d10-2:Arcadia
:d10-3:Rapture
[o]:d10-4:El Dorado - because finding it and those 15 cubes at the end of April was like we found the lost city of gold
:d10-5:The Phantom Zone
:d10-6:Mordor- because its in new Zealand :)[/o]
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Reply: Pandemic Legacy: Season 1:: General:: Re: Replayability
I'd repĺay it.
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New Video for Pandemic Legacy: Season 2
by FantasyNerd8

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Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 15 (spoilers)
by ironregime
SonicQuack wrote:
"Toughness. Whenever the Dragon is defeated it takes 2 less damage" What's toughness? I can't find it referenced anywhere else in the Rulebook.
It's specific to this Haunt, which is why it's not in the rules.
SonicQuack wrote:
How would the dragon be defeated more than once? Does it mean lose the current fight round?
Yes, being defeated means losing a combat. Since the Dragon ignores the first 2 points of damage each time and its Might 8 is not reduced by damage, it's difficult to defeat (though not impossible, as you have discovered).
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Reply: SeaFall:: General:: Re: Near end of game with a few sealed cards left
by dommer2029
Giannis2 wrote:
At least 3 of those are tied to milestones. The last one, I don't remember.
In that case, we definitely should have opened F, G, and H by now. I'll open them before our next game.
More specifically:
[o]Have you discovered the statues' secrets yet?[/o]
[o]Two of them, so I know that U, V, and W are the cards linked to the statue milestones.[/o]
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Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 15 (spoilers)
by SonicQuack
Aha! Looks like the heroes might have got away a little easier than expected (although they did have all the required weapons and I've forgotten what they rolled...).Thanks for a well explained response :)
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January Update
by Håkan König
Games played:Keltis+
Ascension: Darkness Unleashed+
2xLegendary: Buffy The Vampire Slayer*
Five Tribes*
Mystic Vale+
Tanto Cuore: Expanding the House*
Takenoko+
3xMahjong
2xPandemic Legacy: Season 1
T.I.M.E Stories+
The Lord of the Rings: The Fellowship of the Ring Deck-Building Game
The Lord of the Rings: Journey to Mordor
Piece o' Cake
Carcassonne
Star Trek Deck Building Game: The Next Generation*
2xThe Little Prince: Make Me a Planet
Snow Tails
* New to Me
+ Game played with expansion(s)
Updates on my stated goals for 2018:
1) record a play of a game or expansion for every day of the year (365 total)
40/365 OnTrack
2) record 3 plays of a game for every week of the year ((52+1/7) *3) = 157 total)
22/157 OnTrack
3) play at least 10 games (or game systems) 5 times each.
3x Mahjong
2x Legendary, Pandemic Legacy: Season 1, The Little Prince: Make Me a Planet
1x 13 other games
On Track . I'll be on track as long as the remaining number of plays needed to reach my goal is less than 4 per month remaining of the year for the 10 games with the most plays so far this year.
4) play at least 50 unique games this year.
17/50 OnTrack
5) half (25) of those games should be new to me.
4/25 OnTrack
6) play at least 100 unique titles this year, games and expansions.
35/100 OnTrack
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Session: Mountains of Madness:: First Play, great experience.
On a bit of an impulse, I bought Mountain of Madness. The box art drew me to the game and after reading the back and a quick view of ratings on BGG I made the purchase.
Later that day the 3 friends I was with decided to play the game. I read through the rules out loud and we went through the set up. We begun our journey up the mountain. After a few tiles being flipped we were having a lot of success. The coastal areas weren't too dangerous. And we us all having only 1 madness besides our leader communication wasn't too hard.
The level 1 madness cards are definitely more silly. I feel like they are just meant to be distracting rather then stop communication. We were laughing nearly every time a tile was flipped and the timer started. I for example had the madness where I must look under the table for a horror before I played a card. It was a great social interaction. Even knowing what the cards were didn't seem to hurt the experience. (We ended up using all three of the cards in the rulebook as examples in our game)
Though we weren't having a lot of trouble we weren't finding many relics and decided to move to the mountains. This is when the game got much more interesting. We now had to start spending tokens to increase the timer and began to fail the occasional test. When failing test we stayed away from the dice. The last thing we wanted were more wounds. Also going mad was fun. What new madness would someone get? Was it wrong to want to lose your mind? I thought it was fitting the theme. Since in reality madness cards will often make the game harder yet most of wanted to get new ones. It felt like were adventuring deeper into the mountain. We knew it wasn't safe but we HAD to uncover that forbidden knowledge at what ever cost.
We missed one Relic but gained two others. We figured city tiles would surely have relics. Our first City tile we failed badly. We actually decide to try one more mountain tile.
Now, the game really began to shine. We started getting level 2 and 3 madness cards. We pushed back into the city, and were able to gain another relic and heal! At this time we only had two wounds so we pushed on for the final encounter and escape. By the end of the game I had to keep my eyes closed during the 30 encounter phase. I meant I had to memorize the cards I had in hand and hope I put the correct ones in the sled. Test were much harder and we were getting confused about the colors of the test. First thinking it was a misprint then thinking it is meant for expansions or a variant. It wasn't until the end we realized the game was messing with us!
Lucky for our group were we able to pass most test and when we failed we weren't gaining more wounds. We ended the game with 5 relics and 2 wounds, but the huge climax was during the escape we only had one leadership token on the board. We had to make sure no one gained a madness since all of us were at level 3.
It took about an hour and a half to read the rules and play. We all had a fantastic time. I thought the theme and mechanics were together great! The fact we wanted madness cards played into it too! I don't think future plays will detract from that too much. It was fun getting a new card just to mix up what you had to do on the encounter phase.
Looking forward to another session this weekend!
Later that day the 3 friends I was with decided to play the game. I read through the rules out loud and we went through the set up. We begun our journey up the mountain. After a few tiles being flipped we were having a lot of success. The coastal areas weren't too dangerous. And we us all having only 1 madness besides our leader communication wasn't too hard.
The level 1 madness cards are definitely more silly. I feel like they are just meant to be distracting rather then stop communication. We were laughing nearly every time a tile was flipped and the timer started. I for example had the madness where I must look under the table for a horror before I played a card. It was a great social interaction. Even knowing what the cards were didn't seem to hurt the experience. (We ended up using all three of the cards in the rulebook as examples in our game)
Though we weren't having a lot of trouble we weren't finding many relics and decided to move to the mountains. This is when the game got much more interesting. We now had to start spending tokens to increase the timer and began to fail the occasional test. When failing test we stayed away from the dice. The last thing we wanted were more wounds. Also going mad was fun. What new madness would someone get? Was it wrong to want to lose your mind? I thought it was fitting the theme. Since in reality madness cards will often make the game harder yet most of wanted to get new ones. It felt like were adventuring deeper into the mountain. We knew it wasn't safe but we HAD to uncover that forbidden knowledge at what ever cost.
We missed one Relic but gained two others. We figured city tiles would surely have relics. Our first City tile we failed badly. We actually decide to try one more mountain tile.
Now, the game really began to shine. We started getting level 2 and 3 madness cards. We pushed back into the city, and were able to gain another relic and heal! At this time we only had two wounds so we pushed on for the final encounter and escape. By the end of the game I had to keep my eyes closed during the 30 encounter phase. I meant I had to memorize the cards I had in hand and hope I put the correct ones in the sled. Test were much harder and we were getting confused about the colors of the test. First thinking it was a misprint then thinking it is meant for expansions or a variant. It wasn't until the end we realized the game was messing with us!
Lucky for our group were we able to pass most test and when we failed we weren't gaining more wounds. We ended the game with 5 relics and 2 wounds, but the huge climax was during the escape we only had one leadership token on the board. We had to make sure no one gained a madness since all of us were at level 3.
It took about an hour and a half to read the rules and play. We all had a fantastic time. I thought the theme and mechanics were together great! The fact we wanted madness cards played into it too! I don't think future plays will detract from that too much. It was fun getting a new card just to mix up what you had to do on the encounter phase.
Looking forward to another session this weekend!
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New Image for Downforce
by MkaY

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Thread: Indulgence:: Rules:: Edict - Don't take the most of any family question
by Berinor
Hey all,We had a question about this edict. The top level of it says "don't take the most" but the criteria for payout says "pay the ruler 2 if you take the majority in a family" or wording like that. Similarly, a sinner must take the majority of all families.
Should this have said plurality? This is the only edict where the rules for payout were different from violating the edict. For example, if you took 4 of a family and the other 3 players took 3, 2, and 0 of that family you took the most but you wouldn't have to pay if it's majority.
Thanks!
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Reply: Mountains of Madness:: Sessions:: Re: First Play, great experience.
I like hearing this because my experience hasn't been very good at all.
Thanks for posting this, it gives me hope.
Thanks for posting this, it gives me hope.
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Reply: Indulgence:: Rules:: Re: Edict - Don't take the most of any family question
by Ryucoo
Berinor wrote:
Hey all,
We had a question about this edict. The top level of it says "don't take the most" but the criteria for payout says "pay the ruler 2 if you take the majority in a family" or wording like that. Similarly, a sinner must take the majority of all families.
Should this have said plurality? This is the only edict where the rules for payout were different from violating the edict. For example, if you took 4 of a family and the other 3 players took 3, 2, and 0 of that family you took the most but you wouldn't have to pay if it's majority.
Thanks!
We had a question about this edict. The top level of it says "don't take the most" but the criteria for payout says "pay the ruler 2 if you take the majority in a family" or wording like that. Similarly, a sinner must take the majority of all families.
Should this have said plurality? This is the only edict where the rules for payout were different from violating the edict. For example, if you took 4 of a family and the other 3 players took 3, 2, and 0 of that family you took the most but you wouldn't have to pay if it's majority.
Thanks!
Didn’t resonate with us as an error when we played, but yeah it’s not the right wording.
Take it to mean ‘the most’. It would be a rare payout if it really meant ‘majority’ in the true sense.
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Reply: Indulgence:: Rules:: Re: Edict - Don't take the most of any family question
Good catch. It should say plurality. Thanks for finding the oversight.
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Reply: Pandemic Legacy: Season 1:: Strategy:: Re: Can I keep ignoring this aspect? (Spoilers)
by Jjdelanoche
jwalk88 wrote:
I thought level three mutation was nice with the Scientist because I only needed three cards to cure, but I see what you mean. Curing is only one objective. We haven't even laid the bases objective out yet. Seemed like a lot of movement and actions and wasn't usable with our characters anyways. Maybe I'll rethink that when we bring the specialist in.
What do you mean you haven't laid it out yet? All objectives are laid out together for the month at the start. You don't have to choose in advance which ones you are going to do, you can adapt to which ones seem more or less do-able as the scenario progresses.
I second the recommendation that the campaign and game as a whole is better played with you being adaptive with characters. I mean, with 3 players you're missing out on 2 characters from the start, never mind any more that are introduced.
As for questions as specific as yours, you're essentially asking for non-spoiler spoilers? Because you ask whether eventually you'll need to change up, but that in itself would be a spoiler. I'll leave my recommendation to simply being I believe changing characters as needed simply makes the game more fun, because you see more variety and each month can play out more differently than previous ones by investigating using different combinations.
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