by ShadowKoneko
is the fireball added the spare one or one from the cataclysm track?↧
Thread: Fireball Island: The Curse of Vul-Kar:: Rules:: Heart of VulKar and Fireball
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Stop on Snap a Picture spots?
by LastFootnote
ShadowKoneko wrote:
Is that still a rule or was that removed?
I asked the same question. It's been removed; you no longer stop on snapshot spaces.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Heart of VulKar and Fireball
by Jmparker
Every third cataclysm card played adds one of the fireballs from the track to the scar. The spare is just a spare.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Heart of VulKar and Fireball
by ShadowKoneko
Asking about the rule that a Fireball gets added when someone first takes the Heart of VulKar, not the cataclysm mechanism :P↧
Thread: Fireball Island: The Curse of Vul-Kar:: General:: "I am not poisoned by any snakes" Card?
by jonesjb
This arrived in my set and I'm not sure what to do with it? Can anyone advise? It looks like a T-shirt.↧
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: "I am not poisoned by any snakes" Card?
by Murr
It goes with the rest of the t-shirts. They are part of one of the expansions (Fireball Island: The Curse of Vul-Kar – The Last Adventurer). They are the "player powers" in this game.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Heart of VulKar and Fireball
by pkitty
ShadowKoneko wrote:
is the fireball added the spare one or one from the cataclysm track?
The cataclysm tracker. The spare is truly a spare.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Heart of VulKar and Fireball
by Murr
It comes off the Cataclysm track is how we've been playing it. It doesn't seem to matter because every game we've played so far has ended with someone collecting up 3 snapshots long before we've managed to play 9 Cataclysm cards.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Trident of Poseidon
by pkitty
Now I’m really curious... what’s it do?↧
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: "I am not poisoned by any snakes" Card?
by Imriel
Murr wrote:
It goes with the rest of the t-shirts. They are part of one of the expansions (Fireball Island: The Curse of Vul-Kar – The Last Adventurer). They are the "player powers" in this game.
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Thread: Fireball Island: The Curse of Vul-Kar:: General:: First impressions
by Diarmud
Ok, my copy arrived today so I thought I would add my two cents.1) Yes the box is garbage. Since I don’t play with the box, I am ok with this. I will just make sure no box goes on top of this.
2) As is the norm with vacuum formed plastic, the trays son’t sit perfectly flush. The rise in one of my trays is less than 1/8 of an inch and has no effect. Put a small weight on the lip and it is fine.
3) I put the copter and maw together. Anyone who is complaining about this never had to put Heroes of Land Air and Sea together. A little glue to secure all joints and everything is great.
4) I am red-green colorblind but have no problem with the tokens. However the red and orange marbles are too close for comfort. I am glad I bought the deluxe marbles.
5) The cards are decent quality. They aren’t a linen finish or anything like that but they are functional.
6) When all set up, the game has a great table presence. My son’s eyes just lit up and he wanted to play right away.
I never played the original so there is no nostalgia for me. There were sacrifices made in this production, but given the fact that this game should have mass-market appeal, I am fine with them in this game which is just meant to be silly fun.
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Reply: Pandemic Legacy: Season 1:: Reviews:: Re: Pandemic Legacy… Those were good times, even in the worst of times. (no spoilers)
by albcann
Nishikigoi wrote:
Designer: Matt Leacock and Rob Daviau
Publisher: Z-Man Games
Players: 2-4
Overview
In Pandemic Legacy you team up with your friends and play as specialists to save the world in a “12 month” period from 4 terrible diseases. Each month is one match that takes about 1 hour where you have certain goals to achieve to advance to the next month (if you lose, the game lets you repeat once each month with a little “help from the government”).
The game is simple in terms of what actions you can take. You have four actions that you can spend the way you want in any given order, those actions are:
- treat a disease (remove one cube of the disease in your location);
- move to an adjacent city;
- cure a disease -> for this you need 5 Player Cards of the same color while in a city with a research station;
- trade cards;
- build a research center in your current location.
After you’ve done your actions, you take 2 Player Cards and 2 Infection Cards (those will keep spreading diseases in the cities, unless you have already eradicated them…) and your turn ends.
My experience:
Each one of you will choose one character and each character will have a special ability that will determine your role in the team and it is not like “If you choose this character you have to do THIS”, not at all, but you feel that you are the most important element in the team to help in a specific matter (treat diseases, get the cure, build something…) and that is great! Everyone is thinking in different ways to reach the objective and it turned out to be so fluid and worked pretty well.
Imagine this scenario:
Guy1 – Ok guys, I think we should do this, but then I have that problem;
Guy2 – I can help you with that;
Guy3 – Good, then I can prevent this from happening. Guy4 just get me out of there after I’m done.
Guy4 – Deal
Everyone felt important and the game makes you feel that you have to use all of your characters abilities to win.
The BIG thing in this game that makes it in my top 3 (probably top 1) is the Legacy factor.
Let me start to say that this was my first Legacy experience. I was very hyped, all those boxes and files that you can only open when the game tells you, stickers you have to paste on the board - some cities may turn into a total chaos if overrun by diseases - and my character can even die?!?!? So hyped and still… it exceeded my expectations. Everything it brings was fascinating and balanced! (I’ll return to this)
The game follows a campaign, you’re not just specialists curing diseases, there is something more… As you complete the objective in each month the plot will advance and there is always something new that appears in the game – I will not give any spoilers, there is just one thing I would like to mention about this changes that made it one of the best board games I’ve played – new rules will appear or past rules will change according to the events occurring in the game.
This was brilliant, it started as a simple game with simple actions but in the end you look at it and it is a much bigger game, it made us feel like we were real scientists who were worn out by the effects of those battles and when we thought about the first months we were like “pfff those were easy compared to our situation now”. Everything the game brought make us act desperately but at the same time it was challenging, motivating and always made us curious to find what would come next. This is why I wrote about the balance in the game – I do not make board games, but I suppose that it is not easy to introduce new things/rules related to a story and manage to keep the balance – in 15 games that we made there was 1 where we felt “This was easy” and 2 where we felt it was impossible to win, the others were very balanced in terms of difficulty.
Final Thoughts
In my opinion, this game is amazing. If you like cooperative games this is definitely one you should play, even if you don’t like or didn’t had a good experience with co-ops, this will probably change your perspective in terms of the involvement you have with other players and characters.
The story is good, not too elaborated or complicated, I think it is good enough to make you stuck to the game.
The mechanics are simple and balanced – sometimes is kind of obvious what you have to do, other times you got to spend some time thinking in something that might work.
I think the relation price/quality is very good and specially the relation price/time of gameplay – you have a minimum of 12 hours to spend with this game (realistically I would say a minimum of 14 hours) and, after you beat the campaign, you still have the “normal version” of Pandemic that you can play.
So you better buy this game, and hurry, the world needs you!:wow:
Publisher: Z-Man Games
Players: 2-4
Overview
In Pandemic Legacy you team up with your friends and play as specialists to save the world in a “12 month” period from 4 terrible diseases. Each month is one match that takes about 1 hour where you have certain goals to achieve to advance to the next month (if you lose, the game lets you repeat once each month with a little “help from the government”).
The game is simple in terms of what actions you can take. You have four actions that you can spend the way you want in any given order, those actions are:
- treat a disease (remove one cube of the disease in your location);
- move to an adjacent city;
- cure a disease -> for this you need 5 Player Cards of the same color while in a city with a research station;
- trade cards;
- build a research center in your current location.
After you’ve done your actions, you take 2 Player Cards and 2 Infection Cards (those will keep spreading diseases in the cities, unless you have already eradicated them…) and your turn ends.
My experience:
Each one of you will choose one character and each character will have a special ability that will determine your role in the team and it is not like “If you choose this character you have to do THIS”, not at all, but you feel that you are the most important element in the team to help in a specific matter (treat diseases, get the cure, build something…) and that is great! Everyone is thinking in different ways to reach the objective and it turned out to be so fluid and worked pretty well.
Imagine this scenario:
Guy1 – Ok guys, I think we should do this, but then I have that problem;
Guy2 – I can help you with that;
Guy3 – Good, then I can prevent this from happening. Guy4 just get me out of there after I’m done.
Guy4 – Deal
Everyone felt important and the game makes you feel that you have to use all of your characters abilities to win.
The BIG thing in this game that makes it in my top 3 (probably top 1) is the Legacy factor.
Let me start to say that this was my first Legacy experience. I was very hyped, all those boxes and files that you can only open when the game tells you, stickers you have to paste on the board - some cities may turn into a total chaos if overrun by diseases - and my character can even die?!?!? So hyped and still… it exceeded my expectations. Everything it brings was fascinating and balanced! (I’ll return to this)
The game follows a campaign, you’re not just specialists curing diseases, there is something more… As you complete the objective in each month the plot will advance and there is always something new that appears in the game – I will not give any spoilers, there is just one thing I would like to mention about this changes that made it one of the best board games I’ve played – new rules will appear or past rules will change according to the events occurring in the game.
This was brilliant, it started as a simple game with simple actions but in the end you look at it and it is a much bigger game, it made us feel like we were real scientists who were worn out by the effects of those battles and when we thought about the first months we were like “pfff those were easy compared to our situation now”. Everything the game brought make us act desperately but at the same time it was challenging, motivating and always made us curious to find what would come next. This is why I wrote about the balance in the game – I do not make board games, but I suppose that it is not easy to introduce new things/rules related to a story and manage to keep the balance – in 15 games that we made there was 1 where we felt “This was easy” and 2 where we felt it was impossible to win, the others were very balanced in terms of difficulty.
Final Thoughts
In my opinion, this game is amazing. If you like cooperative games this is definitely one you should play, even if you don’t like or didn’t had a good experience with co-ops, this will probably change your perspective in terms of the involvement you have with other players and characters.
The story is good, not too elaborated or complicated, I think it is good enough to make you stuck to the game.
The mechanics are simple and balanced – sometimes is kind of obvious what you have to do, other times you got to spend some time thinking in something that might work.
I think the relation price/quality is very good and specially the relation price/time of gameplay – you have a minimum of 12 hours to spend with this game (realistically I would say a minimum of 14 hours) and, after you beat the campaign, you still have the “normal version” of Pandemic that you can play.
So you better buy this game, and hurry, the world needs you!:wow:
Good review and great game ... but you do not have a "normal version" of Pandemic that you can play after you beat the campaign. I will not explain why for fear of spoilers, but having a Pandemic game to play after the campaign is over cannot be used as a selling point for Pandemic Legacy.
I think the game is certainly well worth the money. I played, I think 18 games, at about an hour a game ... and there were at least 3-4 hours worth of discussions, planning, or just thinking about the game that I consider additional game play. 20+ hours for $65 = $3.25 an hour that can and should be split among all players. It is a bargain, despite that it will not play normally when the campaign is over.
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Warped Boards
by japester1
Jmparker wrote:
This seams to be a widespread issue.
I guess “widespread“ now means “a handful of reports out of thousands of games”....
:whistle:
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Box upgrade (please)
by japester1
I’ve started to wonder if they intentionally made the box weak so people wouldn’t be tempted to stack stuff on top of it (potentially crushing the boards). Everyone keeps saying they can’t put other games on top of this. Unless the box was incredibly strong, I’d avoid putting anything on top of vacu-formed boards anyway.I’m curious to see what kind of backer discount we’ll get on the Broken Token insert.
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Reply: Heroscape Master Set: Rise of the Valkyrie:: Variants:: Re: Need feedback on variants for ranged combat
I agree totally, being in to HeroScape for many years and playing in at least one tournament. Another aspect of ranged combat that is very frustrating is the tediousness of checking for line of sight and the difficulty of exploiting cover and concealment in the game. It seems so petty (and actually embarassing) to play a game where players are peeking down and saying essentially ~'I can see your hand so I have clear line of sight'.
So here are a few ideas, though they may not be compatible with all other HeroScape rules, cards, glyphs, etc.
1. Height advantage allows for an optional reroll of 1 attack die for ranged attacks instead of an extra die.
2. Concealment: if part of or most (you choose) of the target is obscured by terrain, the ranged attacker rolls one less die or the defender rolls +1 or may reroll 1 die in defense (you or your gaming group can choose of course).
3. Cover: as before any game involving variants, they should be agreed upon before playing. Before starting a game meant to reduce the dominancy of range, agree on which terrain pieces (ie. ruins especially) count as cover. If the line of fire from a ranged attacker would cross a hex containing cover terrain, the defender either gets an automatic shield OR cannot be "shot at" at all. May need to make exceptions for grenade lobs and mortars though!
So here are a few ideas, though they may not be compatible with all other HeroScape rules, cards, glyphs, etc.
1. Height advantage allows for an optional reroll of 1 attack die for ranged attacks instead of an extra die.
2. Concealment: if part of or most (you choose) of the target is obscured by terrain, the ranged attacker rolls one less die or the defender rolls +1 or may reroll 1 die in defense (you or your gaming group can choose of course).
3. Cover: as before any game involving variants, they should be agreed upon before playing. Before starting a game meant to reduce the dominancy of range, agree on which terrain pieces (ie. ruins especially) count as cover. If the line of fire from a ranged attacker would cross a hex containing cover terrain, the defender either gets an automatic shield OR cannot be "shot at" at all. May need to make exceptions for grenade lobs and mortars though!
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Thread: Betrayal Legacy:: Rules:: What is done with Omen Cards after game in Campaign mode (Possible Spoilers)
My group is stuck... Just played the first game and unsure of what to do with the Omen card.
Please be specific. Thanks.
Please be specific. Thanks.
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: General consensus about the game?
by timsteen
I couldn't believe how light the entire package was when I first lifted it (the FedEx package). I thought "I ordered the entire everything, how could it be in here?" Yet there it all was. So that must make this the lightest big game ever.Of course, the main reason is the box quality, as everyone is saying. It is quite shocking, really. I haven't seen anything like it in 20 years of game collecting. It's so bad I am really surprised I didn't see anything beforehand of Restoration explaining that decision. Maybe they did, but I missed it. Now, I can see reasons why, but in the end it just feels cheap, and I didn't spend more money then I'd ever spent on a game to have something that feels cheap.
The slots on the cardboard...now that did feel nostalgic, trying to carefully assemble those. With care (remove the cardboard from the slots!) it's OK.
I have a few main complaints about my first game. First, the "deluxe marbles" look great...but don't have nearly the heft of the standard marbles. So the first 2-3 ember hits we had just kind of nudged the player down the path a bit. My kids laughed, but not in a "haha, Dad just got hit" kind of way. Instead it was "wait, was that it?" embarrassed laugh. I didn't know if I should give up a treasure or not...I got blasted by a fireball but didn't fall over. Now, the point isn't the rule. The point is, I wanted to get knocked silly!
Second complaint...the large dark gray areas that don't count as spaces. But some of them are huge! Does that mean it is a blocked area, or just a leap across? Because it feels like they should be blocks honestly, but then the path would make no sense. So it's just like, yeah, skip that entire inch of space, you just go over that.
Finally...well, first let me say I have the uptmost respect for the designers and their past work. They know game design much better than I. I trust that I'll soon see some interesting logic here. BUT...they neutered most of the fun tension from the original. You can reach the heart of Vul-kar in 2 turns from the starting space. Using the old "get the treasure and get out!" idea of the original, the stupid fun was the race to the end, getting stuck on the bridges while in the lead, etc. Now, yes, it was basically roll and move stupidity, but it was tense and fun. Now, that Heart is simple easy to get, and just 1 more point than a penny? Why would anyone care to chase the owner? 3 photos of an island are worth almost double a super treasure? and why can you win by not even getting off the island? Yeah, I get that the original had plenty of flaws, but it's not just nostalgia that makes it a good game. I played it 2 years ago with my kids and they still remember the chase at the end and the seat of our pants tension. Now, there are lots more things going on but no tension and still no room that I saw for clever play. It's a Euro at the end counting up points and saying "oh, I had more blues than you? I guess I win" instead of "I'm on a boat with the Heart of Vul_kar! Eat it suckers!"
I hope it gets better with a few more plays. (my particular experience was certainly due to terrible luck, with multiple Move 4 cards after getting pushed all the way to the bottom from an early fireball.) I had high hopes. Probably expectations too high. But not with the components or the happiness of rolling fireballs. I had hopes for memorable games, and this one just felt really, really bland.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Heart of VulKar and Fireball
by MightyJack
It would only take 6 cataclysm cards if someone takes the Heart.↧
Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Warped Boards
by Jmparker
Or, widespread means half of the people that have wrote anything about the quality of components. :whistle:↧
Reply: Heroscape Master Set: Rise of the Valkyrie:: Variants:: Re: Need feedback on variants for ranged combat
by cavalier
Several GenCon tournaments have been won with melee armies.↧