Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all 191004 articles
Browse latest View live

Reply: Pandemic Legacy: Season 2:: General:: Re: Anyone planning to play this in "Real Time" (again)?

$
0
0

by pseudotheist

Just played March over the weekend, and it just gets crazier. In addition to [o]Sea Lanes[/o] compounding the issues from last month, our team is completely nonplussed by the (Box 6) [o]Inoculation option. Just how aggressively should we use it, and for which city types? It's too good to be true; there has to be a cost.[/o]

And that's on top of the searches, which make everybody's experience unique enough that I've got to lay off reading other teams' session reports for the months I've played.

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

$
0
0

by Vascariz

When you mentioned "dexterity", I had a thought of a mechanism where you got the "leap" skill. It's a skill you need to earn and so only those wanting to use dexterity would go for that. Otherwise you can ignore it.

And you can attempt to leap out of the way of the marble only if you had that skill. Something like your hands have to be on the floor off the board. Then once the marble leaves Vul-Kar you can reach in and attempt to move your character out of the way of the marble.

3 outcomes.

If you fail, you get hit.

If it grazes you, but the marble continues on it may continue to hit another player. As you are grazed, you gain some small penalty.

If you succeed, it goes past you and can hit another player.

A dexterity component that also has a potential take-that aspect if another player was trying to use you as cover.

Thread: Risk (Revised Edition):: Rules:: Dutch rules

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

$
0
0

by JustinDJacobson

Vascariz wrote:

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.

Have you seen the trees?

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Questions for Haunt #56 and Haunt #86

$
0
0

by jon_joy_1999

Solan wrote:

In Haunt #56, it says any damage the Traitor deals should be Sanity damage, but shouldn't any damage the Traitor takes ALSO be Sanity damage?
No, you would attack the traitor in the normal fashion. Why should a haunt that doesn't involve an omen (the ring in this case) nullify the omen's effect?
In Haunt #86, when a hero loses a Might fight against a room, should he or she take damage or not?
Yes. Nothing in the tomes say do not take damage for failing an attack.
Both of these seem like possible rules oversights, especially the #56 one, since it seems far too easy to kill the Traitor unless all damage he takes is Sanity.
I guess the traitor should get some bodyguards or something, or pray that Father Rhinehardt doesn't take a tour around the stat rooms and have the most items and omens

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

$
0
0

by awu4114

imaloony wrote:

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?


I'll try and post photos tomorrow

imaloony wrote:


I'll also note that our group did something similar in the first game (though we didn't know we were being scored on it at the time). We intentionally tanked the early game in most months so we could get more upgrades, which left us with a somewhat embarrassing record of 11-9 that we definitely could have done better with had we known we were being scored.

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]


Back in August, we only had to worry about 4-5 cities. We would set up a satellite tower at the city and then a player would stay in the city to avoid getting any scars. We had one player roaming the board that had the following abilities:
-One free move action
-Drop supply cube to adjacent city

Additionally, in September, we switched a character out with a less important ability and had him take some exposures.

imaloony wrote:



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]


Possible spoilers:
[o]We found the Buenos Aires lab and then it burned afterwards. Johannesburg is doing fine with a population of 3 or 4. Our group typically does the searching as soon as we connect the city (using the substitute to take the card from the discard pile). That way we were able to let the city burn. Although in an earlier post I mentioned that we missed this rule in earlier months.[/o]


imaloony wrote:


EDIT: Also, I'm going to check the rules, but offhand it seems like a problem if your infection deck doesn't exist. Like, he did just say that all of the cards in their infection deck are either Hollow Men Gather cards or forsaken, yeah? And when a Forsaken Infection Card is drawn, it goes to Game End area. That means that in the setup phase, the infection rate jumps to 5, and the entire deck is just Hollow Men Gather. Is there... a rule that explains what happens then? Because technically doesn't that mean that setup/any given infection phase just never ends since you can't draw the required cards?

Also, just to double check, you aren't counting the forsaken cities when calculating your game end upgrade points, right?


This is one we debated about. We did not see anything in the rulebook in the game setup section that indicates we need to reshuffle and move the infection counter one. The rule about reshuffling appears in the sections after game set up when it explains how the game progresses:
1. Perform 4 actions
2. Draw player cards
3. Resolve epidemic card if drawn
4. Infect cities (this is where the reshuffle rule appears)

So for our August month, we basically did not infect anything in the beginning because all the cities to infect were forsaken. In July we removed cubes from 1 or 2 cities but did not reshuffle. We've expanded to more cities, so we were able to draw 9 cities in October.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt 80 Sanity mutation while captured?

$
0
0

by jon_joy_1999

WallyNate wrote:

In Haunt 80, it says you can't do any actions except mutate and drop items if you're captured. Does the sanity roll from the sanity mutation count as an action? Thanks!
Attempting a die roll is listed, on page 6 of the rulebook, as one of the actions you may do on your turn.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Omen Card: The Letter

$
0
0

by jon_joy_1999

According to the Widows Walk Errata,
(currently http://custserv.wizards.com/images/Ops/answer_2365/Widow's%20Walk%20FAQ%20KB%2012.6.161.pdf )

Q: When I draw the Letter, do I have to hand over my explorer token to another explorer right away? And can I teleport to them right away?

A: Yes and yes.

Solution: On the omen card Letter, change the text to “You may immediately hand one of your explorer tokens to another explorer. On your turn (including this one) , you may move to that explorer’s room, then discard this omen and the explorer discards your explorer token.”

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt 67 (Murderball) - broken?

$
0
0

by jon_joy_1999

Kills are only gained when it is an explorer making the kill. Events, rooms or the bully spirit don't add to the count.

If you are killed for not playing the game right then you are out of the game and the bloodstone/traitor passes per the traitor tome.

If you are killed for being a loser, the game breaks. I guess don't be such a loser next time :D

New Video for Fireball Island: The Curse of Vul-Kar

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

$
0
0

by Vascariz

Trees where?!

Didn't see them in the videos unless I missed it somehow :(

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

$
0
0

by Vascariz

Firstly, I'm super excited! Especially with the set collection aspect which I think brings in a strategic element above and beyond the original.

I had two main queries (which are also scattered around under threads so feel free to just reply here):

1) There are references to more marbles with different physical characteristics. Will there be marbles with different effects? E.g. getting hit with a snake (poison effect) vs getting hit with a fireball - making this up - (set alight), or even positive effects?

2) Will there be ways to modify the marbles or geography to suit you, or to the detriment of others. Kind of like how you can modify dice in a dice throwing game.

3) Any more details on the dexterity component? I'm quite excited by this, as long as it adds a real gameplay component. I had a thought of a mechanism where you got the "leap" skill. It's a skill you need to earn and so only those wanting to use dexterity would go for that. Otherwise you can ignore it.

And you can attempt to leap out of the way of the marble only if you had that skill. Something like your hands have to be on the floor off the board. Then once the marble leaves Vul-Kar you can reach in and attempt to move your character out of the way of the marble.

3 outcomes.

If you fail, you get hit.

If it grazes you, but the marble continues on it may continue to hit another player. As you are grazed, you gain some small penalty.

If you succeed, it goes past you and can hit another player.

It's balanced in that the higher up you are (more advanced) the harder it is to leap out of the way.

A dexterity component that also has a potential take-that aspect if another player was trying to use you as cover.


But excited to see what you guys have come up with!

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

$
0
0

by Vascariz

jayahre wrote:



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


Up the ante and add a tennis ball machine with a flamethrower that lobs "fireballs" at you as you play the game. If you get hit by a "fireball" you lose... and you probably end up losing your house too..

Thread: Pandemic Legacy: Season 2:: General:: *spoiler* Question regarding objectives

$
0
0

by Yamakazi

Hi all,

We recently noticed that we don't have the objective, build 3 supply centers (mandatory), anymore.

So for June we only have 3 objectives:
- 2 searches
- connect 2 cities
- recon a new area

We have some other friends playing the game as well with a different set and we noticed they still had the supply center objective in play around the month May.

Does this objective still need to be in play or is it possible it get's removed through some random events? We honestly can't remember what happened to this objective.

Thanks!

Reply: Pandemic Legacy: Season 2:: General:: Re: *spoiler* Question regarding objectives

$
0
0

by runtsta

Yes, you should still have the objective: Build 3 New Supply Centers

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

$
0
0

by imaloony

We did not see anything in the rulebook in the game setup section that indicates we need to reshuffle and move the infection counter one.


I mean... I guess that's true. But it still means that the first infection step of the game would require the rate to jump to 5 immediately. And again, I'm still kind of confused, because technically speaking, if all the cards in your infection deck are Forsaken, that means that setup theoretically never ends. You're supposed to draw 9 cards and you just can't. I guess you could rule that because there isn't a repeat rule in place, once the deck empties you just go to the next step of setup.

However, in the Infection step, you *have* to draw a certain number of valid cards. And there are no valid cards in the deck to draw. As written, you'd be left drawing and reshuffling Hollow Men Gather cards for eternity. Of course, no one would actually do that, but it raises a very good question of what happens inside this infinite loop? Are you just playing a game of Pandemic without an infection step? Because... yeah, I guess that would get pretty boring, but... ya know, I think the whole reason we were playing Pandemic was for that Infection Step. Without it there's not much of a game.

I guess that reeks more of a flaw in the rules, but like I said, it seems like there should be some kind of consequence for emptying the Infection Deck.

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

$
0
0

by ovis

I guess if you reshuffle at setup doesn't matter too much as you would need to reshuffle after the very first turn of the game anyway when you need to draw infection cards and there are no valid ones. So instead of infection rate being at 5 at setup it simply becomes 5 after the very first turn of a player? So it's not really any mechanical difference?

And then I guess, yes, you can play like this pretty much without infections for a while, but based on the box 6 coming back, the very first city you reintroduce will be hit 5 times in one infection step and then pretty much 5 times again after each players turn, so I would asume it would be forsaken fairly quickly. At that point you're of course just accelerating your problem and will end up running out of cities to actually perform actions in fairly quickly.

Thread: Pandemic Legacy: Season 2:: General:: Best player count?

$
0
0

by BlueSwan

In season 1 it was almost universally agreed that FOUR was the best player (character) count. Therefore we played 4 characters, despite being only 3 actual players (played one character each and played the fourth together, but really, we made all important decisions together).

I wonder if the same holds true for season 2? The usual poll on the game's page seems divided between 3 and 4 being the best and fairly few votes have been cast. I would like to see som informed and reasoned opinions on this matter.

New Image for Risk Legacy

Reply: Pandemic Legacy: Season 2:: General:: Re: Best player count?

$
0
0

by Lord_Nathaniel

Hello ! We have played 3 charater, despite being playing only with my SO. We had the same idea about another character that we can both control and support us.
No real spoiler here, but My SO was most of the time the Farmer, I was the Builder, and the other was the administrator.

We found that it is a good balance between the number of unique power that we use, and the number of time we could us them (the more player, the less use of capacity, you see?).

Also, we begin with one more card than in 2 or 4 players... Can be a real boost in the baginning of a month.

Hope this could help you about finidng the best count :-)

As a side note, only 70 votes for best numbers isn't a very good inicator IMHO ;-)
Viewing all 191004 articles
Browse latest View live


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