The box is roughly the size of TI4. When assembled, the island is approximately 27" x 16" (and almost 5" high without Vul-Kar atop).
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Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!
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Reply: Pandemic Legacy: Season 2:: General:: Re: WAY tougher or do we suck (NO SPOILERS)
by XDarkAngelX
Tonesta78 wrote:
[o]
At the same time, it's easy to see that other groups might not end up searching Buenos Aires for months and months (even if you reconned South America in February, the Buenos Aires card might end up near the bottom of the deck repeatedly).
The difference between those situations is one cube per player per make supplies action which is huge in the context of the early game.
[/o]
At the same time, it's easy to see that other groups might not end up searching Buenos Aires for months and months (even if you reconned South America in February, the Buenos Aires card might end up near the bottom of the deck repeatedly).
The difference between those situations is one cube per player per make supplies action which is huge in the context of the early game.
[/o]
[o]That was us. We didn't find OPAL until November? Maybe October.
We won with the best possible ending.
There's a lot of powerful things you can find to help out.[/o]
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Reply: Pandemic Legacy: Season 2:: General:: Re: WAY tougher or do we suck (NO SPOILERS)
by Tonesta78
XDarkAngelX wrote:
Tonesta78 wrote:
[o]
At the same time, it's easy to see that other groups might not end up searching Buenos Aires for months and months (even if you reconned South America in February, the Buenos Aires card might end up near the bottom of the deck repeatedly).
The difference between those situations is one cube per player per make supplies action which is huge in the context of the early game.
[/o]
At the same time, it's easy to see that other groups might not end up searching Buenos Aires for months and months (even if you reconned South America in February, the Buenos Aires card might end up near the bottom of the deck repeatedly).
The difference between those situations is one cube per player per make supplies action which is huge in the context of the early game.
[/o]
[o]That was us. We didn't find OPAL until November? Maybe October.
We won with the best possible ending.
There's a lot of powerful things you can find to help out.[/o]
[o]No doubt - I think my point is simply that some groups aren't going to find the cool stuff early (whether by overly timid play, or just bad luck) and therefore they're going to have to confront the game with only the basic tools
Meaning that their game (in the early months at least) is way more difficult than ours has been [/o]
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Thread: Fireball Island: The Curse of Vul-Kar:: General:: Price
by JamesArkham
Does anyone know the base price point for Kickstarter?↧
Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Price
by thatach
From the company Facebook: "You'll be able to get the base game for $60. (MSRP is $70.) We'll talk more about pledge levels in the next few weeks. I don't want to spoil anything in the expansion department. 😜"↧
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Price
JamesArkham wrote:
Does anyone know the base price point for Kickstarter?
They’re planning $60 base pledge and another higher pledge level. No specifics on that other level at this time, but it sounds like they have ideas for an expansion.
See here: https://boardgamegeek.com/article/28395112#28395112
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Reply: Pandemic Legacy: Season 2:: General:: Re: So what did you name your havens?
by ares71
Valhalla because it was close to IcelandAtlantis in the Med near Corsica
Rapture in the South Atlantic after Bioshock
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Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!
by sarebear62
This is totally wicked.↧
New Image for Heroscape Master Set: Rise of the Valkyrie
by Papyrus

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Reply: Pandemic Legacy: Season 2:: Rules:: Re: Preventing Loss of Supply Cubes
Yeah, I've come around to that way of thinking as well. Reading the rules carefully, it's clear that preventing loss of a supply cube is a different ability from preventing the addition of a plague cube or a Hollow Man.
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Reply: SeaFall:: General:: Re: Board too big for box
by hotcheddar
Thanks Becq, I remember your suggested packing method from launch :D I've always been able to squeeze it back in to the box that way on my copy but like you said I'm always worried about the box top splitting at the seams one day if i don't set it up juuuuuuust right. Was just hoping to see if anyone who had bought a recent copy found if it was ever changed since my board had squashed corners from the too tight box.To the other posters above that seemed unfamiliar with the situation here is a link from around launch of multiple people with the same issue. Discussion starts about 10 posts down.
https://boardgamegeek.com/article/23888861#23888861
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Planed to be modular.
by Don Johnson
https://www.youtube.com/watch?v=1gGLkbnGExA from 2010 discusses a bunch of possible expansion packs by the original designer.↧
Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Will you accept suggestions for gameplay?
by Don Johnson
Some ideas for you to consider.Music to go along with the game would really enhance the experience. There could be buttons to push for specific effects. There could be increasing levels to the music, starting out pleasant and getting increasing ominous.
Have different size people, some tall, some short, some medium. That way, young kids could better pretend that they are IN the game in some sense. And of course have males and females. The player tokens could even be enough to give people a choice of which to use. For example, if there is a maximum of 4 players, supply 8 or 12 player tokens. The point is there is no need to have all the tokens look exactly alike.
You might have a fireball where the center of gravity is off center so it wobbles and so is more unpredictable in what it does.
Combining found items to make a new use item could be fun. For example, a knife and a stick and some rope combine to make a spear.
You could perhaps have rules for pure competition, teams, and pure cooperation among the players. For example, a family with young kids might want to play pure cooperation at first.
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Obligatory Hype Post
by Don Johnson
ME WANNIE!↧
Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!
Similar concept to the 1970's WHICH WITCH? game by Milton Bradley that's a good idea....
"What if Vul-Kar himself were devilishly sly about where he sent those fireballs flying? The team devised a design for Vul-Kar’s interior piece that splits the chute into three directions as it leaves his mouth. His imposing lower canines provide perfect dividers. Now there are three potential exit points for each marble that Vul-Kar spits out. There are five different paths that begin at the top of the island. You can turn Vul-Kar so he faces any particular set of three paths. When you drop a marble in, it will go down one of these three possibilities. But we didn’t want to leave the marbles to pure chance. The team spent weeks tweaking this interior design so the marbles most often exit the center path, while occasionally spitting out one of the side paths. While players can never be certain which path a marble will take, they can certainly “play the percentages”."
"What if Vul-Kar himself were devilishly sly about where he sent those fireballs flying? The team devised a design for Vul-Kar’s interior piece that splits the chute into three directions as it leaves his mouth. His imposing lower canines provide perfect dividers. Now there are three potential exit points for each marble that Vul-Kar spits out. There are five different paths that begin at the top of the island. You can turn Vul-Kar so he faces any particular set of three paths. When you drop a marble in, it will go down one of these three possibilities. But we didn’t want to leave the marbles to pure chance. The team spent weeks tweaking this interior design so the marbles most often exit the center path, while occasionally spitting out one of the side paths. While players can never be certain which path a marble will take, they can certainly “play the percentages”."
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Reply: SeaFall:: General:: Re: Tombs Map - Box 5+ Spoilers!
by JimA759
Hi,How did you get the pics?
I was trying to manually draw these things and apparently I failed 'drawing' in kindergarten.
JimA
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New Image for Pandemic Legacy: Season 1
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Reply: SeaFall:: General:: Re: What was your final score?
by JimA759
Just as an update after 20 games and still incomplete with no hope on the horizon we have:Player 1 at 355 pts (winning the last game with 25)
Player 2 at 345 pts (only 9 pts in the last game; but he has been leading overall since game #4)
Player 3 at 342 pts (with 19, and he had won the previous 4 games)
JimA
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Thread: Stop Thief!:: General:: Co-op Mode difficulty and end game questions
by Ruskicowboy
We played the co-op variant tonight. Everyone loved it. But, I think there were a couple of times where I forgot to pay the $5000 when the thief made a robbery. So, I paid the $10000 when I realized this. As it was, towards the very end, the thief made a robbery that empty all of our money, but the game didn’t end. So, I figured that I mis-remembered not paying the money, and continued a couple more rounds until we caught the thief, and won the game.My questions are: Does the app keep track of how much money you have lost from heists, false arrests, and private tips, and ends the game with a loss if you reach $0?
Also, I’m not seeing a way to up the difficulty on the co-op mode. Is there a way, or is there only one difficulty setting currently?
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Reply: SeaFall:: General:: Re: Tombs Map - Box 5+ Spoilers!
by soosy
I was able to take photos with my iPhone. It was a little tricky, but worked well enough.↧