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Thread: SeaFall:: General:: Seafall coin holder solution??

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by tuethuc

Hi folks, I am looking for a solution for coin holder when I found this



If you know somewhere i can find same thing for my Seafall coins, please let me know.

Thanks a lot

Reply: Pandemic Legacy: Season 2:: General:: Re: Compiled List of all player cards search effects?

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by GregF

Please spoiler-tag your post or update the subject to indicate December spoilers.

December spoiler:

[o]The Utopia search

[o]is a companion that you can play to move a couple Utopia Infection cards from the discard pile to End Game area.[/o][/o]

Reply: Pandemic Legacy: Season 2:: Rules:: Re: SPOILER FREE - Easy to miss rules?

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by GregF

Ingetob wrote:

The rules say nothing about what happens if a plague appears in a city with a supply station. Does that mean nothing happens to it?


Correct- you place the cube as normal and nothing happens to the supply center.

Reply: Pandemic Legacy: Season 2:: General:: Re: Compiled List of all player cards search effects?

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by imaloony

GregF wrote:

Please spoiler-tag your post or update the subject to indicate December spoilers.

December spoiler:

[o]The Utopia search

[o]is a companion that you can play to move a couple Utopia Infection cards from the discard pile to End Game area.[/o][/o]


[o]Pretty disappointing, TBH. We expected it to be a huge game changer which would make the final run a lot easier. We had an opportunity to search Utopia at the end, but we instead had the player who could have done the search (me) follow the carrier and support him. We were afraid we were missing a huge boon, but it was actually pretty weak; just unrationed event part 2, electric boogaloo.[/o]

Reply: SeaFall:: Rules:: Re: Raiding ships and enmity

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by lantzbg

Thans for the quick response and clarification. The Raid aid will be very helpful. Cheers!

Reply: Risk Legacy:: Rules:: Re: Official Spoiler Question thread. (Spoilers hidden)

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by LieutenantLefse

Pack: Do Not Open, Ever

[o]
So, my group finally opened the last pack in game 13 and we never found a "Do Not Open, Ever" pack. Was is supposed to be inside another pack, and if so which one? I think the box I bought may have been a return that was resealed. :/
[/o]

Reply: Risk Legacy:: Rules:: Re: Official Spoiler Question thread. (Spoilers hidden)

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by lomn

LieutenantLefse wrote:

Pack: Do Not Open, Ever

[o]
So, my group finally opened the last pack in game 13 and we never found a "Do Not Open, Ever" pack. Was is supposed to be inside another pack, and if so which one? I think the box I bought may have been a return that was resealed. :/
[/o]


[o] It should have been under the box insert, taped down. Nothing else in the game references it. The instructions on the envelope are all you have to go on.[/o]

Reply: Risk Legacy:: Rules:: Re: Official Spoiler Question thread. (Spoilers hidden)

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by LieutenantLefse

LieutenantLefse wrote:

Pack: Do Not Open, Ever

[o]
So, my group finally opened the last pack in game 13 and we never found a "Do Not Open, Ever" pack. Was is supposed to be inside another pack, and if so which one? I think the box I bought may have been a return that was resealed. :/
[/o]


[o]
Nevermind, I just found it :)
[/o]

Reply: SeaFall:: General:: Re: Seafall coin holder solution??

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by Chanfan

Doing a lil' google image search shows that it's on Thingaverse, which is a repository of 3d printer plans.

https://www.thingiverse.com/thing:2551923

I imagine you can have it printed out from various places. For seafall coins, you'd have to get it modified, but it looks like it would be pretty easy for anyone with 3d print experience.

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

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by jayahre

Sam and Max wrote:

Many solo (and, by extension coop) games are just timers, anyway. The earliest solo rules were the lame "beat your high score", although a timer can be created exactly that way. Play the game a few times until you reach an efficient number of turns or points, then set the timer to end the game at that many turns and require a certain amount of points. The tricky (and interesting) part of design are how you push back the timer through, say, sacrificing VP's or resources that could be used elsewhere, as well as how creatively you implement the timer. (Zombie and other coop combat games replace an explicit timer with increasing odds and limited resources. Forbidden Island's timer is the sinking island.) So, for Fireball Island, the timer would be how soon until the island erupts. Perhaps within that timer, you'd need to accomplish certain objectives.


I was thinking more like a do-it-yourself home-assembly Rube Goldberg machine that continuously funnels marbles into Vul-Kar while he spins on top of the mountain. If a marble ever touches your skin, you lose. You have 30 seconds to pick up every treasure on the island and get to the helipad.

Or, I dunno, maybe some special cards or something :P

Reply: SeaFall:: Rules:: Re: Raiding ships and enmity

Thread: Betrayal at House on the Hill:: General:: Buen trabajo!

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by gmontoya81

Buenos dias... excelente trabajo. Podrias compartirme el material en castellano...? me encanta este juego y si pudo tenerlo en español seria genial. Mi correo es gmontoya@asobancaria.com.

Muchas gracias de antemano

Reply: SeaFall:: Rules:: Re: Event Card T Rules Question SPOILERS!!

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by pinbot

If the card said "public" there wouldn't be a question. But the card doesn't say that, it just says "highest ranking Explorers' Guild society member"

Reply: Pandemic Legacy: Season 2:: General:: Re: Purple sea area / glow?

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by imaloony

December Spoilers

[o]It's lore is that there's fallout there, possibly from a nuke (no idea why they nuked India though; we were about to spike the nuke in Atlanta in Season 1 so that the CDC could suck it), but the balance reason is to keep you from sailing from one side of the map to the other without using a research station/haven. The Captain is already a pretty good job, but if they could go anywhere on the map, they'd be even more insane. Also, you could game the final carrier run in December pretty hard if you could draw a sea route from Shanghai to Der Es Salaam/Indian Haven using that one rationed event (assuming there was a red line somewhere around India if there was some sea there), or even just Jakarta to Der Es Salaam/Indian Haven. That rationed event would also get pretty silly if you could just draw lines from East Asia to North America the long way.[/o]

Reply: Pandemic Legacy: Season 2:: General:: Re: Game End...SPOILER? Maybe...

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by imaloony

[o]Those final boxes are just fun bonus stickers illustrating some leadership conferences for lore.

And as the others said, using Runner to get to Johannesburg was wrong. The Carrier Scar indicates that your pawn can ONLY be moved using the Drive/Ferry action and by discarding a card of the color of where you're going. This includes disallowing cards/abilities that allow other players to move you, such as Airlift or Administrator. The scar is very specific: your pawn can only be moved one way, and that's the drive/ferry action.

The only character ability that's actually going to help you get to Johannesburg faster is Helmsman, because that gives you a free Drive/Ferry action each turn (though you'd still have to discard the card because of the Carrier Scar). The character we had make the run had that ability, for the record, which allowed them to make it there on their second turn with actions to spare after the other players threw him all their cards from radio towers.[/o]

Thread: Downforce:: General:: Downforce App

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by dkwd

There is an App on the Restoration Games website for scoring.

Is it me or does it only score for one player?

If that's the case it seems less useful.

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 nerman8r

Burn a system wide production or two every game. The only times we've lost were when we didn't do that. (Including a game where we simply didn't draw any production cards.)

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

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by pmduguay

We just finished and had a lot of fun! We won at 5 losses, 12 wins and 758!

Reply: Downforce:: General:: Re: Downforce App

Reply: Downforce:: General:: Re: Downforce App

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by xljedi

I can't figure out why this would be needed? ...in case you run out of the score pads? Think I'd be embarrassed to actually have to use it.
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