by Ruskicowboy
You do not have to stop on triangle spaces to take a treasure. If you pass 3 triangle spaces in one move on your turn, you can take up to 3 treasures, one from each slab that the triangles point to. You are correct that you only take 1 treasure per slab as you run by.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Really dumb rules question.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Really dumb rules question.
by Magius
By default, you can take 1 treasure per spot that you pass, with no maximum number of treasures per turn. You do not need to stop in order to collect the treasure on your turn, as the only spaces that currently require you to stop are the unstable spaces (the Ladder, the two Bridges by the Heart of Vul-Kar, and the Snapshot space on the wreck of the Crimson Cutlass).↧
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Ruling on these please
Magius wrote:
JustinDJacobson wrote:
SmashedUp718 wrote:
Wow what a great game! Thanks Restoration Games!
I just have a few questions.
1) If you are already knocked down from 1 players turn and then another player uses an ember or fireball and that marble also his you, moving your Miniature again, do you lose another treasure? My understanding of the rules is that you don't fix your Miniature until it's yours turn so it stays knocked over until it's your turn again (an answer for a 2 player and 4 player game is needed please)
I just have a few questions.
1) If you are already knocked down from 1 players turn and then another player uses an ember or fireball and that marble also his you, moving your Miniature again, do you lose another treasure? My understanding of the rules is that you don't fix your Miniature until it's yours turn so it stays knocked over until it's your turn again (an answer for a 2 player and 4 player game is needed please)
No. You can only be knocked over once. Same for a two-player game. The figure stays knocked over until that figure goes again.
I just want to jump in and note that this does not grant complete immunity to all marble effects. If you're playing with the Snakes (Last Adventurer) or Bees (Crouching Tiger, Hidden Bees), you'll still take a Snake Bite or Sting respectively if the marble ends up touching your character at the end of the turn, regardless of whether you were standing at the start of the turn or not.
Correct.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Clarification on taking treasure from other people
by Magius
Ken at Sunrise wrote:
Lord Of Raisins wrote:
Each one has its own rule.
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Heart of Vul'kar: You take when you pass someone on the board.
Golden Idol: If you ever have to give a treasure and your in possession of the Golden Idol you MUST give the Golden Idol first. This includes if you have to give a treasure to the Maw for any reason.
Honey Pot: This is up to the owner if they give it to you when you steal treasure via a card or by knocking them over. However if they do give it to you you still take a bee sting.
Cursed Sapphire: Same rules as the normal treasure.
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All are up for grabs when you knock someone down but since its the victims choice it will likely never happen. Heck even the Honey Pots are usually only given up in the last round to stop someone form reaching the helipad.
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Heart of Vul'kar: You take when you pass someone on the board.
Golden Idol: If you ever have to give a treasure and your in possession of the Golden Idol you MUST give the Golden Idol first. This includes if you have to give a treasure to the Maw for any reason.
Honey Pot: This is up to the owner if they give it to you when you steal treasure via a card or by knocking them over. However if they do give it to you you still take a bee sting.
Cursed Sapphire: Same rules as the normal treasure.
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All are up for grabs when you knock someone down but since its the victims choice it will likely never happen. Heck even the Honey Pots are usually only given up in the last round to stop someone form reaching the helipad.
What is you have both the Heart of Vul'kar and Golden Idol when someone passes you. Is the Heart of Vul'kar considered a treasure? If so would give up the Golden Idol instead? Otherwise you would not give up the Golden Idol when passed right?
There is a difference between a treasure being Stolen (such as with the Heart or with one of the cards from the Curse of the Crimson Cutlass expansion) and a treasure being Lost (generally from being knocked down). The idol triggers off of the latter, forcing you to give it up when you're knocked over (or another effect requires you to lose a treasure), but it does nothing if a treasure is stolen from you.
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Reply: Fireball Island: The Curse of Vul-Kar:: Reviews:: Re: Geeks Under Grace Review: Fireball Island: The Curse of Vul-Kar
by danlicata
Rikboy wrote:
danlicata wrote:
p4warrior wrote:
the fact that it's essentially a roll-and-move game (minus the "roll")
so it's just a 'move' game? Sorry to say but this line makes no sense.
Well to be fair, this game is in the genre of roll and move with tweaks that make it more interesting. Even if it no longer has the dice roll element. It has the spirit of a roll and move game.
I disagree, if the original had not been out and this was a new game and not a 'restoration' then I highly doubt this would be linked to a 'roll and move' game at all. Roll and Move gives the impression of no choice when moving your character and is extremely random with no ability for forethought.
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Question about Wreck of the Crimson Cutlass/Bowspirit
by AceSin
Yeah, I'm pretty sure it is on correctly.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Reviews:: Re: Geeks Under Grace Review: Fireball Island: The Curse of Vul-Kar
by Magius
Yeah, the biggest problem with Roll and Move games is that they give players little to no agency in where they actually end up, or simply act to delay players from getting to what they really want to do while adding little to the game. Fireball Island replaces the dice with cards, of which you (almost) always have two to choose from, and any given point in the island gives you 2-4 choices in where you can go with that movement. These two factors mean that you have a lot more control over where you end up at the end of your turn (though not necessarily where you start your next turn) than in traditional Roll and Move games, while still keeping the general idea of that system in place (you're rarely going to be able to move the same distance two turns in a row).↧
Reply: Fireball Island: The Curse of Vul-Kar:: Variants:: Re: Thoughts on house rules for Injury Cards
I like these. The kind of rules we might have included if we weren't looking so hard at keeping things simple.
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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Question about Wreck of the Crimson Cutlass/Bowspirit
Well, if you need a replacement, please fill out this form: https://goo.gl/forms/cxkcgUnSCeJLdE8g2
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Clarification on taking treasure from other people
Correct. Really the one thing we overlooked in the rules is where we said "If another player knocked you over, they steal the treasure." It should say "take" to avoid confusion with the stealing effect for the Heart and certain souvenir and action cards.
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Reply: Pandemic Legacy: Season 1:: Rules:: Re: 2nd time November, is our strategy valid?
by clivej
Yup. That's legal.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Really dumb rules question.
by nyem24
Thanks guys! I think what was tripping me up was the Move 4 card with the text "You may grab all treasures from slabs when moving (instead of picking just one". But after reading your responses, I assume this text refers to the slabs that have 3 treasures for one space, you can take all 3 instead of just one.↧
Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Really dumb rules question.
nyem24 wrote:
Thanks guys! I think what was tripping me up was the Move 4 card with the text "You may grab all treasures from slabs when moving (instead of picking just one". But after reading your responses, I assume this text refers to the slabs that have 3 treasures for one space, you can take all 3 instead of just one.
Precisely.
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Reply: Betrayal at House on the Hill:: General:: Re: [REQ] Blank Cards?
by DiNo29
I had 3 templates (item/event/omen) when I pasted the text into, except the templates themselves were shitty, basically only the borders looked like the originals and the middle was a mono color background.Those look amazing in comparison! Thanks :)
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Reply: Fireball Island: The Curse of Vul-Kar:: Reviews:: Re: Geeks Under Grace Review: Fireball Island: The Curse of Vul-Kar
by p4warrior
danlicata wrote:
p4warrior wrote:
the fact that it's essentially a roll-and-move game (minus the "roll")
so it's just a 'move' game? Sorry to say but this line makes no sense.
My apologies. It's actually a worker placement game.
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Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Clarification on taking treasure from other people
by soosy
I think this is right...If you pass a player with all treasure types and you played:
- a normal move, then they have to give you Heart of Vulkar.
- a move that lets you steal treasures, they can choose to give you any type of treasure.
If you get knocked down:
- You must give up the Golden Idol if you have it, otherwise any treasure.
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Review: Fireball Island: The Curse of Vul-Kar:: Fireball Island: Insert Your Own Euphemism
by AndySzy
I was a reluctant kickstarter backer for Fireball Island. I waffled in and out several times, before finally deciding to back the game because I could very easily imagine my three year old enjoying it. I never did play the original, so the nostalgia draw wasn't really there for me. I received my copy and got it to the table last night (with The Last Adventurer expansion). What did I think? Is this game on fire (good) or just balls (bad)?Gameplay
Alternatively: Mr. Rolland Moof didn't get his designer credit
Gameplay is fairly simple in Fireball Island. On your turn, you choose one of your two action cards to play, which tells you how far to move and an optional effect. Usually the optional effects will include launching a marble from somewhere on the gameboard; if you knock another player over, you steal a treasure from them. The game ends (two turns after) after a player collects three ‘snapshot’ cards by visiting different areas of the board (or if enough marbles pool up for Vulkar, the volcano idol in the center of the board). The winner is determined by points; you’ll score points for different snapshots you took and treasures you picked up.
Components
Alternatively: let's be honest; This is why you bought it
This is a mixed bag, leaning positive. The board is made of a very sturdy plastic. It reminds me a bit of the old molded lego baseplates (but with more flexibility). I was a bit concerned after watching Suzanne’s unboxing, but I truly don’t think this will be a concern. If you aren’t stepping on it or running a car over it, I don’t imagine it would crack. I also like the marbles and the plastic bridges/stepladder (oh, and Vulkar himself). The adventurer figures are small, but that’s probably intentional so you can more easily be knocked over.
I do have two issues with board itself: first, it’s not always super clear. There seems to have been an intentional leaning towards art and making the board look nice rather than always making it clear which spaces are connected to which other spaces. While this makes the game look pretty on the table, there’s lots of “oh, I thought those spaces were next to each other.” Additionally, some of the ‘divots’ which hold marbles make the game very fiddly (especially the snake marbles from the The Last Adventurer). This has a nice effect of causing cascades of marbles after you launch one, but then you have to reset the board and the pieces tend to fall down again while you reset it, causing another cascade unto infinity.
Art on the cards is great; nice clear graphic design and very easy to read.
And then the box. Lots of (digital) ink has already been spilled on the box. Let’s leave it at this: even Restoration Games admits on the KS that the box was a mistake. It’s flimsy and was ostensibly chosen for ‘nostalgia’ sake, to remind people of the type of box the original game came in. Nostalgia can be fun, but that doesn’t mean you should buy orange shag carpet anymore.
Thoughts on Gameplay
Alternatively: Opinions are like fingers. I don't want to smell yours. Or mine actually.
The original game was apparently a roll and move, so I was interested to see how Restoration would update the move mechanic. What they came up with was…. Advanced candyland rules? Draw 2 cards, play one? While this is technically I suppose a choice, it still feels woefully out of date. Couldn’t there have been a more interesting way to do this? I understand the need to keep this game ‘mass market’ friendly (although, at the pricepoint, it’s not likely going to be Grandma’s buying to put under a Christmas tree like BGG Monopoly or whatever) – I still think you could have implemented something with real choices. Steal the system from Concordia – a handful of cards, play them to the table, play your ‘cataclysm’ card to pick them back up.
One of the players in my game had two of the same card to start the game. So he moved that many spaces and then drew a new card. But before he could take his next turn, he had been ‘poisoned’ (from TLA exp), and so drew a top card to play randomly. It was turn 3 before he had any actual choice in what he was playing.
The cataclysm cards were another interesting gameplay design decision to me. Playing a cataclysm card is fun – it’s the main way you drop marbles down Vulkar. You can launch marbles other ways, but Vulkar is the centerpiece! However, playing cataclysm cards moves the game quicker to an end. So, if you’re behind… do you want to have fun or do you want a chance to catch up?
There are large amounts of take that in this game – where and how you will push marbles at other players, for example. You get to steal a treasure (from across the island apparently?) if you knock another player over, and some cards directly hurt other players. I don’t mind take that in games, so this was fine for me, but I know others dislike it, so YMMV.
I’ve been fairly negative in these thoughts so far. I do want to highlight two positives: this game can definitely produce some laugh out loud moments. On the second turn, an ember marble was dropped down a chute directly at another player… and instead of being knocked over, that players figure simply rode the marble down to a new location. Another time, a player launched a boulder (TLA exp) out of a cave at poor little me (two spaces down)… and the boulder immediately got stuck in a wedge and simply hung over me threateningly.
Also, the map and the marbles are simply enchanting to kids. My three year old loves shooting marbles down Vulkar. It’s a great game for kids to play around with, and because the rules are so simple, you could almost play this with a kid who can play candyland (although it’s for Ages 6+ because the marbles look delicious).
Overall
Alternatively: in which I run out of ideas for the alternatively gimmick
If I were to choose a tagline for this game, I might lean towards 'style over substance.' The board was printed to look pretty, not to be clear. The gameplay was changed from a roll and move to give you an illusion of choice, but it's still not interesting. Even the box was chosen with the idea of aesthetics (does this remind you of your childhood, you old old person? isn't remembering childhood great?) over actual usability.
I’m disappointed with my purchase. There are enough component nits and the gameplay isn’t much more involved than very basic kid’s games. I can ‘turn off my brain’ and enjoy light filler games (Midnight Party is quite fun, and that’s a very simple roll and move), but I don’t think this has much in the way of decisions to make. If this hadn’t been based on a ‘classic’ wishlist item from people’s childhoods, I don’t think the game community would have looked twice.
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Reply: Fireball Island: The Curse of Vul-Kar:: Reviews:: Re: Fireball Island: Insert Your Own Euphemism
by Ghool
If you didn't buy this to:1. shut off your brain and play something silly;
2. have something easy and cool to play with kids;
3. have a pretty dexterity-type game in your rotation;
one might have backed this for all the wrong reasons.
I honestly didn't expect much but a pretty game and some $hits and giggles with my kids every once in a while.
If one expected a deep, strategic experience, one might have backed for all the wrong reasons.
Wait a few years until your kid is around 6. Chances are, you'll do a 180 on your opinion.
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Reply: Betrayal Legacy:: General:: Re: [SPOILERS] Chapter 3 Imbalanced Haunt? Or are we doing this wrong?
by XabinOtter
I had a similar experience:[o]The heroes weren't sure if the Salon should be on the same floor as the room with the lullaby or elsewhere, so they put it right next to the front door on the ground floor, meaning it was easy for the cat to intercept and destroy the dolls (the only runes in play were outdoors). I, as the traitor, lost very quickly as a result.[/o]
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Reply: Betrayal Legacy:: General:: Re: Quick Impression after Prelude
by XabinOtter
Culvan wrote:
Same here; we played the prologue a few days ago and loved it. One of the most fun sessions of any game I've played in a long time.
If by "change" you mean "Do you make legacy-style changes to the game?": Yes. The game will be in a different state after the prologue than before.
On the other hand, if by "change" you mean "Is the prologue different for every group that plays it?": I would say "Not meaningfully". Details of the session will vary from group to group, but overall, the events are reasonably scripted and the general plot of the session will be the same for everyone.
eriko wrote:
Does anything change in the prelude?
If by "change" you mean "Do you make legacy-style changes to the game?": Yes. The game will be in a different state after the prologue than before.
On the other hand, if by "change" you mean "Is the prologue different for every group that plays it?": I would say "Not meaningfully". Details of the session will vary from group to group, but overall, the events are reasonably scripted and the general plot of the session will be the same for everyone.
[o]I'm curious how it changed with just 3 players; my group had 5, and it turned out no one was the traitor, so I dunno if that changes with fewer players.[/o]
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