Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all 190874 articles
Browse latest View live

Reply: Pandemic Legacy: Season 2:: Rules:: Re: [SPOILERS] Pandemic Legacy Season 2 rule question (June/July)

$
0
0

by XDarkAngelX

You should have a sticker for Forsaken cities that tell you to add Infested (rat) sticker as soon as you hit 0 population. That's the only way I can remember that this can happen.

(That usually means end of game, during population update step, except for the rule that any time you would be adding a fourth Hollow Man it immediately drops population mid-game instead, so it's possible to hit 0 pop mid-game in that specific case.)

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

$
0
0

by Antistone

It wasn't clear to me that the purple glow was meant to block sea routes at all. It doesn't obviously extend onto land, and the board is clearly playing loose with the "must be on water" limitation (see e.g. the predrawn routes connecting to Lagos). Seemed like a similar amount of space to the Straight of Gibraltar.

How you rule that is significant for the Sail/Charter Boat actions, but makes much less difference in December than Jack F suggests above, because

[o]You still can't draw a route that crosses another sea route, and there are predrawn routes from Kolkata to Jakarta to the ruined haven to Wellington, and Wellington is on land that extends to the southern edge of the map. So you can't draw any routes that cross that line, even with the event card. (This makes me think you probably are intended to be able to sail past the glow, because it's fairly coincidental otherwise.)

You can potentially draw a line from Jakarta to Dar es Salaam, but more realistically you connect both Jakarta and Kolkata to the Indian haven.

You save one city (New Mumbai, black) from the optimal route. The difficulty can plausibly vary by more than that just based on what choices you made in drawing regular routes in Asia.[/o]

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

$
0
0

by Antistone

Search Results
[o]P1-03Chicagoadd 2 supply to Chicago
P1-07DenverCompanion: Logistics Expert (Establish Supply Lines costs 1 less supply while this card is in your hand)
P1-11Atlantamove 1 infection card from discard to game end
P1-13Los Angeles(land) Move 4 supply from reserve to stockpile
P1-13Los Angeles(sea) Open [60] (map: Pacific haven); +1 action if you already did
P1-15Mexico CityCompanion: Scout (As an action, discard a City card to take a discarded City card of the same color)
P1-17San Francisco(land) Place 3 supply here from reserve (not stockpile)
P1-17San Francisco(sea) Open [60] (map: Pacific haven); +1 action if you already did
P2-03Baghdad+2 actions
P2-07TehranRemove up to 2 hollow men figures from the board
P2-09RiyadhTake 1 from player discard
P2-13DelhiCompanion: Vector Control Technician (no exposure from infested)
P2-15New Mumbai(land) +1 action
P2-15New Mumbai(sea) Open [65] (map: Indian haven); +1 action if you already did
P3-04JakartaCompanion: Builder (Play at any time to put one shelter anywhere on grid)
P3-12Hong KongCompanion: Structural Engineer (Use any color to Build Shelter)
P3-14ShanghaiDead haven leaders (no effect)
P3-16OsakaCompanion: Local Resistance (play any time to remove 1 hollow man from grid)
P3-18SeoulDraw a free sea lane from here
P3-20TokyoCompanion: Spies (Counts as 2 unique red for Recon)
P4-03ParisCompanion: Engineer (Build Supply Center with 1 less card)
P4-07FrankfurtCompanion: Messenger (Free action to move supplies from adjacent location to your location)
P4-11St. Petersburg(land) Companion: Operative (Search for free)
P4-11St. Petersburg(sea) Draw a free sea lane from St. Petersburg to another city
P4-13MoscowMay give 1 player card from your hand to another player
P5-03Buenos Aires(land) OPAL laboratory
P5-03Buenos Aires(sea) Place 3 supply here from reserve (not stockpile)
P5-07SantiagoOpen [50] and mark Santiago as infested
P5-09Lima(land) Companion: Herbalist (Play any time to remove 1 plague from your loc)
P5-09Lima(sea) Open [60] (map: Pacific haven); +1 action if you already did
P5-11BogotáTake 1 from player discard
P7-03KinshasaCompanion: Technician (Build Satellite Tower costs 1 less supply)
P7-05KhartoumMay give 1 card to another player
P7-07Dar es Salaam(land) Draw a free supply route from here
P7-07Dar es Salaam(sea) Open [65] (map: Indian haven); +1 action if you already did
P7-11JohannesburgJADE laboratory; open [46] [20]
P7-15Antananarivo(land) Companion: Containment Specialist (play any time to remove all plague from 1 location)
P7-15Antananarivo(sea) Open [65] (map: Indian haven); +1 action if you already did
P8-03UtopiaPlay any time to move 4 “Utopia” infection discards to game end area[/o]

Now Playing: Mountains of Madness, Corporate America, Flipships, Rescue Polar Bears, Zoo Ball

Reply: Pandemic Legacy: Season 2:: General:: Re: Google Sheets Epidemic Tracker (January)

$
0
0

by fredd13

FaceBreaker wrote:

I am interested in any more developed version of this. I am a little confused about how to use the one posted above, but also we are in August so it needs to be expanded. After losing twice in a row (July) for the first time in both seasons, we want to have a better idea of what our probabilities are.

So far, I've just been making a list on the fly of what city cards are in the epidemic deck for the next game (e.g. 3 entries for London, etc.), then marking the cards off in a column next to them as they appear. Every time an epidemic occurs I mark off the new card, draw an obvious solid line down beside the column, and start a new one (without the obvious line I didn't always record things in the right place). I've also found that lightly filling in the boxes in previous columns helps me see what's left to come out, in what order. Oh, and everything in pencil for the inevitable times I make a mess of things.

It's maybe a little bit more hands-on than it perhaps needs to be to prepare each new list and print it, and I find that I need to pay attention and stop my wife (the other player) rushing on with the deck before I've captured each card as it's revealed - but so far it's working well.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: [SPOILERS] Pandemic Legacy Season 2 rule question (June/July)

$
0
0

by Nielzo

Thanks! Do you have any idea which sticker this is? I certainly don't have it but it seems I should...

Reply: Pandemic Legacy: Season 2:: General:: Re: Too Easy? (End of August Spoilers)

$
0
0

by awu4114

So quick update here. We managed to win September and October on the first try as well. In September, we were one incident from losing and we crushed October. We've added another 5 cities to the grid. Two of them became forsaken at the end of October but we decided to save them via game end upgrades

September:
[o]The new epidemic rule was relatively harmless. I was expecting to have to move all cards from box 6 back into the game, but it's only one for each epidemic. With the monitor action, you can sometimes avoid this. Between September/October, I believe we only introduced 3 or 4 cards back into the game so far. As we had to branch out to east Asia, we were stretched a bit thin and got a decent build up of plague cubes due to lack of infect cities cards. However, we didn't have any outbreaks[/o]

October:
[o]We found this one to be very easy since there were only two objectives to complete. With some permanent shelters we were able to move around more freely. We had only one incident when we won the game. We debated whether or not to continue and recon the Australia area, but we decided not to as some of the new cities we connected were at 3 hollow men and we didn't want them to become forsaken. Going forward, I think we'll need to connect more red cities as we only have two so far which leads to a lack of red player cards. I suspect there will be more objectives that we will have to perform in red cities[/o]

Reply: Pandemic Legacy: Season 2:: Rules:: Re: [SPOILERS] Pandemic Legacy Season 2 rule question (June/July)

$
0
0

by XDarkAngelX

Nielzo wrote:

Thanks! Do you have any idea which sticker this is? I certainly don't have it but it seems I should...


There was a Turning Point card for when the first city becomes Forsaken. It should have unlocked a door with a sticker that goes in the legend on the board that describes "Forsaken cities" and in it should be a description of the fact that it immediately gets Infested on becoming Forsaken. Should probably also be a rulebook update too.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: [SPOILERS] Pandemic Legacy Season 2 rule question (June/July)

$
0
0

by Antistone

"June/July" isn't really the correct spoiler tag, since this could happen earlier or later in the campaign.

You are asking about things related to
[o]Turning point #1: "Forsaken Cities"[/o]

That involves the following dossier doors:
[o]The turning point tells you to open doors A and 12. Door A tells you to open door 50. Door 50 tells you to open doors F and 14.

Door A - a rulebook sticker (Forsaken Cities)
Door 12 - legend sticker (Forsaken Cities)
Door 50 - Infested stickers (x21)
Door F - rulebook sticker (infested cities)
Door 14 - legend sticker (infested cities)[/o]

New Image for Clue: Harry Potter Edition

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

Reply: Pandemic Legacy: Season 2:: General:: Re: Too Easy? (End of August Spoilers)

$
0
0

by imaloony

I am really curious to see how your board looks. I don't suppose we could get pictures of the board each month, could we (with close ups of each continents)? If you don't have earlier pictures, then just going forward?

It just seems like letting cities go forsaken is going to make moving around, connecting, innoculating, and the like extremely difficult, and by having so few active cards in the infection deck and letting the infection rate shoot up to 5, your remaining cities are going to get bum-rushed by Hollow Men.

[o]Of course this becomes less of a problem when Bunkers show up... I don't remember when those become a thing, but I think you should have them at this point.[/o]

Also, I wonder if/how

[o]you're getting to the labs. If Buenos Aires/Johannesburg burn, then those labs are unreachable unless you repopulate.[/o]

Also, the other have pointed out some of this, but... (December spoilers below)

[o]Lack of Red Cards isn't going to be the only problem in December. If Johannesburg is Forsaken and there isn't a permanent supply center there, the game is unwinnable. They'd have to tank Early December, repopulate with their upgrade points, and put everything on Late December.[/o]

But yeah, in summary (general spoilers below, including December Spoilers)

[o]The Forsake City rules goof definitely swung things in your favor quite a bit, and I'm convinced you have to be goofing somewhere else too, because it seems like letting all the cities burn is going to affect you quite a bit more than just in the score category. Losing mobility, searches, the ability to connect, upgrade points, labs, and most importantly, Johannesburg seems like it would just cripple you entirely.[/o]

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Compiled FAQ (Spoilers Hidden)

$
0
0

by Chihiru

Question about using Produce Supplies cards (no spoiler, since it's basic rules)

How often can you use the world-wide effect at the bottom of the cards before you destroy it? Is it 1 to 3 times, or 2 to 4 times?
Or, in other words, do you discard it directly after you marked your last spot, or only, if you use it again and can't mark a spot any more (following same logic as putting infection cubes only if you can't take away supplies, not when taking away the last one).

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

$
0
0

by JustinDJacobson

Bodhibelly wrote:

What will be the posts this week from Restoration? Will it be more information about the KS and stretch Goals? We are at t-minus 8 days till launch. Looking forward to seeing everything they have ready for KS and anything that they haven't shown yet. I'd really like to see what the fully painted island looks like.

We'll be showing a render of the island with the art, so we got you covered there. And we'll be talking a bit about the Kickstarter, maybe some stretch goals. Anything else you'd like to know, fire away.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Will you accept suggestions for gameplay?

$
0
0

by Vascariz

JustinDJacobson wrote:



Check, check, and check. More info coming soon.


Very re-assuring!

Changing the geography would be great.

I believe different marbles were mentioned but even things like path blockages or path altering set up by players could be interesting.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Please no Skill shots.

$
0
0

by Vascariz

JustinDJacobson wrote:

To clarify our design approach:

One of the biggest problems with the old game is that you have no certainty about your actions on your turn and absolute certainty about the fireballs. On your turn, you roll the die and do what it says. You aren't making any choices, but it's not even something you can plan. Pure chance. Conversely, if you roll a 1, you get to pick the fireball and path you want to activate, and there is no uncertainty about what will happen. The marble will go down the chute you pick, won't vary at all, and will hit anything in its path.

That's exactly flipped from how it should be. Your decisions about your movement should be meaningful and strategic. (This is why most gamers have a fundamental problem with the roll-and-move mechanic to begin with.) On the other hand, there should be some chaos with the kinetic side of the game. Not pure chance, but some uncertainty.

Here's an example of how that could work (keeping in mind this is not set in stone for the final game). There could be a fireball chute where the walls of the chute slowly recede, and the marble is rolling down, essentially, an elevated path. Then, the marble might roll off either side at any point or, rarely, might continue down the path to its endpoint. So, we have uncertainty but not pure randomness, which makes it interesting.

On top of this core approach, we are adding a bunch of fun bits too. Some of them might involve dexterity elements, but the plan is that these other elements are modular, so you can leave them out if you like.

Hope that helps. Thanks for your interest in the game. We're working hard to make it great for all the fans.


Completely love this approach!

I think dexterity components is essential. Also ways for the players to modify the path or likelihood of the path to add a strategic/tactical component, not just an inherent baseline uncertainty.

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

$
0
0

by Vascariz

This game needs patience.

Watching the Dice Tower interview it's still undergoing playtesting on the prototype which is essential and may result in changes which push back dates.

I think being a physical mould that cannot be easily amended, it needs the time to perfected.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Compiled FAQ (Spoilers Hidden)

$
0
0

by runtsta

Chihiru wrote:

Question about using Produce Supplies cards (no spoiler, since it's basic rules)

How often can you use the world-wide effect at the bottom of the cards before you destroy it? Is it 1 to 3 times, or 2 to 4 times?
Or, in other words, do you discard it directly after you marked your last spot, or only, if you use it again and can't mark a spot any more (following same logic as putting infection cubes only if you can't take away supplies, not when taking away the last one).

1-3. You remove it after marking the last spot.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Compiled FAQ (Spoilers Hidden)

$
0
0

by Chihiru

Thanks!
(Although I would have preferred the other interpretation) :whistle:

Maybe it's only in the translation, that it the text is a little ambiguous.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Compiled FAQ (Spoilers Hidden)

$
0
0

by runtsta

Chihiru wrote:

Thanks!
(Although I would have preferred the other interpretation) :whistle:

Maybe it's only in the translation, that it the text is a little ambiguous.
The English rules are pretty straightforward and state on p10: When the last check box is filled on the card, destroy the card.
Viewing all 190874 articles
Browse latest View live


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