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Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!

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by SpecularRain

Living in Sweden, I usually don't worry about the retail price ending up significantly lower than the Kickstarter price, since we don't have any equivalent of Miniature Market putting games on 50 % sale a few months after release.

But with the price of the complete bundle only being discounted from $150 to $130, and these boxes being on the bigger side (and thus probably costing a fair bit to ship), I really wonder what the end price will be for backing, and how that will measure up to what my FLGS will be selling it for from day 1?

Now, my prime motive for backing games on Kickstarter is not to get them cheaper than retail, and it's certainly not to get exclusives (I hate exclusives). But with shipping, I'm worried this might end up costing me significantly more to back than to buy retail.

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!

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by JustinDJacobson

SpecularRain wrote:

Living in Sweden, I usually don't worry about the retail price ending up significantly lower than the Kickstarter price, since we don't have any equivalent of Miniature Market putting games on 50 % sale a few months after release.

But with the price of the complete bundle only being discounted from $150 to $130, and these boxes being on the bigger side (and thus probably costing a fair bit to ship), I really wonder what the end price will be for backing, and how that will measure up to what my FLGS will be selling it for from day 1?

Now, my prime motive for backing games on Kickstarter is not to get them cheaper than retail, and it's certainly not to get exclusives (I hate exclusives). But with shipping, I'm worried this might end up costing me significantly more to back than to buy retail.


Shipping will be from inside EU, so no customs/VAT. It’s $20 shipping to EU regardless of what you order. We’re subsidizing the difference for orders above that.

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!

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by SpecularRain

JustinDJacobson wrote:

SpecularRain wrote:

Living in Sweden, I usually don't worry about the retail price ending up significantly lower than the Kickstarter price, since we don't have any equivalent of Miniature Market putting games on 50 % sale a few months after release.

But with the price of the complete bundle only being discounted from $150 to $130, and these boxes being on the bigger side (and thus probably costing a fair bit to ship), I really wonder what the end price will be for backing, and how that will measure up to what my FLGS will be selling it for from day 1?

Now, my prime motive for backing games on Kickstarter is not to get them cheaper than retail, and it's certainly not to get exclusives (I hate exclusives). But with shipping, I'm worried this might end up costing me significantly more to back than to buy retail.


Shipping will be from inside EU, so no customs/VAT. It’s $20 shipping to EU regardless of what you order. We’re subsidizing the difference for orders above that.


That's nice! I am no longer worried :D

Reply: Betrayal at House on the Hill:: General:: Re: [UPDATED] Full set of miniatures on the cheap!

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by giru017

I really like what you did with these! I know it's an old thread, but would you mind elaborating on the figures or showing them in some more detail? I'm thinking of doing a similar thing and would love to see yours for inspiration!

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: FIREBALL ISLAND UPDATES!!

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by TheMadMime

JustinDJacobson wrote:

TheMadMime wrote:

Think spitwads through a straw from high school, except with a thicker straw (just as narrow, though) and a tiny plastic marble instead of a tiny wad of paper. :)

A tiny plastic marble ... right in someone's eye.

The "air" gun isn't a bad idea. Though I'd be nervous about people getting spit all over the board.


And, of course, the potential of offensive breath. :gulp:

Reply: Pandemic Legacy: Season 1:: General:: Re: Tips for getting the most out of the game

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by Ripcordian

clivej wrote:

Fine-point Sharpies are the thing. They don't dry instantly, but they do write clearly and permanently on glossy surfaces.


Thanks, was unsure of the name, i'll update the post to reflect that.

clivej wrote:

Quote:
3. Get a pack of playing-card sized zip-locks.

I'd take issue with that advice: we found the organiser tray in the box entirely adequate for this, and bags would just make referring to things more hassle.


If it where only cards I'd agree, then you could just add dividers. However, my group keeps torn of tabs, ripped cards and stuff, that would quickly leave a mess in the tray. It's important that it is small bags as I specifeid, or the baggies will take over. Another advantage with theese is that any player can say "Hand me March, I want to check something" and it's easy to throw it over.

clivej wrote:

Better, since it's a legacy game and you get to write on the components anyway, write "STEP 4 OVER THERE --->" between steps 3 and 5 in the rulebook. (-8


Yeah, I know right :) I think you missed my little story about just that moment for us in my post. Just restating it because I'll think you'd enjoy reading it, not being snarky. (Full disclosure: I edited that part in a few minutes after the original post without annotating the edit, so it is possible you read the post without that part, sorry if that was the case.)

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: Kickstarter Date?

Thread: Fireball Island: The Curse of Vul-Kar:: Rules:: Solo possible


Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Solo possible

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by JustinDJacobson

JR is noodling some ideas, but it probably won't be part of the official base game. We're more likely to release it as a separate set of rules to download here.

Thread: Pandemic Legacy: Season 2:: General:: On Getting Randomly Kicked in the Teeth, and Trying Not to Hate It....

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by Mentat1231

So, my group had made a rules mistake the first time we played this, and thought it was impossibly hard because of that. So, I purchased a second copy, and we started again, playing all the rules correctly.... Now, it's just barely possible. And that isn't fun. We've lost 5 out of 7 games so far, and have had to pass through two of the months. It's hard to get my group back together to play this awful thing. 3 out of those 5 losses, we had everything ready to win, and we lost to really unlucky card draws. Why should a game that seems so strategic and tactical depend so heavily on the card draw? Pandemic and Pandemic Legacy: Season 1 have that element, but not NEARLY so punishingly.

Does it get better? We're at May (after having failed April twice). All the help the game keeps trying to give us is stuff we already earned for ourselves. We just can't seem to build three supply centers, which is mandatory, because everyone always has one or two of each color of city card, that they randomly draw from the stupid deck (or, worse yet, no city cards at all for most of the game, because they keep drawing Events, Epidemics, and other cards (might be spoilers, so I won't say exactly)).

We manage things as well as we can, we plan to give each other cards and we prioritize the things that carry over from one game to another, so that we don't lose out entirely. Still, we end up with a guy that has all the cards needed to Recon (for example), and we just have to keep the world from collapsing until his turn, and then we draw all the cards that kill us.... It's frustrating, disheartening, and annoying. We got pummeled a little in Season 1, but this is SO MUCH WORSE.

Anyway, this is mostly a rant. I'm sorry. Does anyone have a suggestion to make things better (aside from throwing it away and playing Season 1 again; which I've already played through twice, and loved)? We're good at complicated, punishing co-op games. First Martians, Pandemic with expansions, Forbidden Desert at "Legendary" level... we do very well. This game is just ridiculously hard and seems so contingent on the stupid card draw....

What do we do?

Reply: Pandemic Legacy: Season 2:: General:: Re: On Getting Randomly Kicked in the Teeth, and Trying Not to Hate It....

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by aqsgames

It shouldn't be that hard...

Get the skills that let you (a) build for less and (b) swap cards more easily.

Reply: Downforce:: Variants:: Re: Impossible to run down the leader!

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by aelfric_brewer

my 6 year old daughter has played this with us twice and won the game (but not the race) both times. she bought two cars each game, didn't overpay for them, got both cars to the finish line, and correctly bet on the eventual 1st or 2d place car at each betting line.

Reply: Pandemic Legacy: Season 2:: General:: Re: On Getting Randomly Kicked in the Teeth, and Trying Not to Hate It....

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by Mentat1231

aqsgames wrote:

It shouldn't be that hard...

Get the skills that let you (a) build for less and (b) swap cards more easily.



We've done both. Focused on them, in fact. :cry:

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Solo possible

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by jayahre

Agreed, I imagine it would be something we post "officially unofficially" here on BGG.

And yeah - I'll have a much better idea after the KS campaign is over how much space I have to tinker ;)

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Solo possible

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by Collection 1138

That would be cool. And a better idea to not let solo rules get in the way of a publishing deadline.

No doubt we will make up our own rules variations here. My invisible friend is busy most of the time and it's hard to tell if I win or lose. I think I'm at .500 :sauron:

I solo every game I play. To the point house rules take the components and make a completely different game or mechanics. Bang! the dice game I have became a very fast paced mexican standoff gunslinger shootout instead of a 6 player party deduction game. Fun stuff for a quick 5 min filler. Star Wars Destiny is set up completely different etc. not like Speedy Gonzales playing ping pong.


Seriously I don't often have an opponent around here these days and the FLGS is a bit too far away. They have a game room where people take games off the shelf or bring their own to play as well as the WH40K, D&D Encounters, Star Wars X-wing minis and Magic. The usual suspects. And they'll have a new popular game open so people can demo it.

Fwiw the designers of a recent published game had to upload their complete rules they wanted in the first place. the publisher didn't exactly change them but didn't release it as intended leaving some rules out. So the designers called their full game PDF on BGG "Advanced Rules" :surprise:

P.S. What have you guys thought of the enthusiasm for your restoration here on BGG. Is it what you expected?

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: Kickstarter Date?

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by Bodhibelly

Laardge11 wrote:

I never played the original Nick; what can you share with us from your play throughs at BGG Con, thanks?


Just seeing this now. So my impressions of the original game is that it is a lot of roll and move ending with a ton of take that at the very end. It was a race to get the jewel then everyone jumped on the leader trying to knock them down, play the right cards, and get by the bridges to make it to the final sprint. Tons of cards were played at the end to move people ahead, get more cards, knock down groups with the fireballs and just barely get away with the jewel in the boat. I think only one person went for the jewel holder, but that put him far enough behind the pack that he was only barely able to catch up with everyone at the end.

With the right group its a fun, light game that was a good breather between heavier Euros we had. The rules are slim and luck can be a big part of it (if you try for the caves or rolling to run away with the jewel).

Also, the size of the board and box are HUGE. Just walking through the halls with the game gathered a ton of head turns and grins from people seeing it go by. The Toy factor was huge with this game.

In the end we had a lot of conversations about what you could do to bring in modern mechanics to the game, what rules could be clarified or refined (card draws and plays), and how they were going to bring such a big game back to the table.

Everything I've seen in the Designer Diaries has me extremely excited. The Toy Factor is there along with the size and scope of the board. The Single path to victory has changed to make it a better race. Different marble sizes and shapes along with killing the Char Pit mechanic and giving you something if you get knocked down. Restoration has really gotten into the game and I'm excited to get my hands on the final product.

Also, I've totally been eyeing vintage copies of the game as I'd love to own an original. I have no clue what happened to my game, though I remember that board being tough as nails and doing a lot of damage to it playing with it in non-board gaming ways.

Reply: Pandemic Legacy: Season 2:: General:: Re: On Getting Randomly Kicked in the Teeth, and Trying Not to Hate It....

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by enigmahfc

I have heard so many people have a hard time with April to June, but the wife and I found it fine because we found The [o]lost haven off of San Fran, which gave us a lot of extra supplies, and the Lab at Buenos Aires and it's ability were killer[/o]. We also searched like hell, which gave us some much needed help. I can;t recall what order everything came in, but getting the [o] Haven and lab[/o] as soon as possible helped A LOT.

Reply: Fireball Island: The Curse of Vul-Kar:: Crowdfunding:: Re: Kickstarter Date?

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by Laardge11

Thanks Nick.

Have to say when I first heard about it, I wasn't very excited; maybe if I had had some nostalgia for the original, but not having played it, I hadn't.

But yep, having read much more about it, and seen the prototype board, I am intrigued. It's definitely not a must buy yet, which Stop Thief was for me, however, I will be keeping a close eye on this one.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Spoilers for Searching Santiago

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by alextfish

Super Zero wrote:

There's more than one way to unlock that. You got one of the easy ones first, that's all.
You don't need the rest of them yet, but you probably will.
"Probably" is probably accurate. We just opened those doors for the first time in early December, by searching Santiago. I'm going to guess that the way they normally open is something to do with the thing we haven't done, [o]letting a city drop to 0 population, and Turning Point 1?[/o]
I'll be going round and reading all the spoilers once we finish late December :)

Reply: Pandemic Legacy: Season 2:: General:: Re: On Getting Randomly Kicked in the Teeth, and Trying Not to Hate It....

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by loudwalrus

Ugh. It's hard to tell you what to do. Because of spoilers, of course, but also because it's hard to tell where things are going wrong for you because we don't have the details. Are you going wrong strategically? Tactically?

There are lots of tips in forums, but some that leap to mind:


1. Hang in there. I think that the spring can be some of the tougher months. I don't want to say why for spoiler reasons, but in general the earliest months you have a lot of supplies and few cities. The later months you have the advantages given to you via discovery and upgrades. But there can be an awkward adolecent phase where you don't yet have the advantages but are starting to get pressure from the expansion of cities. February was the only month we lost, pretty much for this reason.
2. Strategically it seems like you are planning ahead, but since you don't mention details: make sure you read the plot cards. Following the advice there is important, both to relieve pressure and also so don't find that you've painted yourself into an unwinnable state.
3. Efficiency is important. Especially early on. Dropping a single cube is almost always a bad idea. It's too inefficient.
4. Count cards. Know where the infection deck is likely to hit. Know when epidemics are going to hit.
5. Pick upgrades wisely. Again, it sounds like you may be doing this, but you NEED to recon and you NEED to build supply centers. Getting cards to people is expensive in terms of time, so anything you do to make supply centers and recon easier is worth it.
5. The clock is short, especially in early months. Be aware and plan accordingly. Although it is OK, and even advisable, to go for strategic improvements, you need to always have a plan to win and win quick.

Frankly, with the amount of rationed events you guys have, you should have the tools to be winning games. I'm not sure where you are struggling since there is nothing obviously wrong you are doing from what you've written.
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