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Reply: Risk: Star Wars – The Clone Wars Edition:: Reviews:: Re: A Great Built In Equalizer

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by Bubslug

GrinningDwarf wrote:

FNH1 wrote:

Hmmm, might well work in that scenario, but I'm still of the the opinion that the game is broke.

There is no natural balance in there for Order 66. Sad.


Well...for the purposes of a clearly stronger gamer playing against a weaker player...whether the cause for the disparity is an adult playing against a 10-year-old, or maybe an old Grognard trying to introduce a relative or maybe a new girlfriend to gaming...Order 66 is the balance. Way cool!! :thumbsup:
"Way Cool!!"? I don't think even a ten year old should be satisfied with winning a game the way the Separatists get to win with Order 66. A team that cannot play such as to hold on to at least one province by the end of only six full rounds doesn't deserve to win, period. It may be thematic but it's no game. I played a family game (wife and grandson played the Republic side, while I and daughter were the Separatists). It's a dice game after all so there is a lot of luck but on the other hand there is a lot of die rolling in Risk games so it's not as bad as it could be if battles were decided with a single die roll. Anyway, it was obvious that the key for us was to march Duko along till he got to the end of the track and then pull the pin. So we strung it along not taking the kind of "risks" the Republic must take to have any hope at all. Even so, my daughter was down to her last couple of provinces (total of three soldiers left) and I was holed up on the Center Island with a modest force (four soldiers in each province), plus a couple of other provinces not far from my daughter's meager holdings. Then it was Round Six with me going first - Duko is now at the top of the track despite the Federation having played the single card in their deck that slows Duko down. I took my three reinforcements, didn't bother doing anything, called out Order 66! and proceeded to clear the board. When the dust settled they were reduced to three provinces total. Woo-hoo! What a win! No-one was very impressed - in fact I was downright embarrassed. We decided, diplomatically, that we must have got something wrong - surely no game would be deliberately designed to have that happen. Not going near that one again, ever...

New Image for Betrayal Legacy

Reply: Cthulhu: Death May Die:: General:: Re: By the old gods, I need this on my table

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by Minel

You said it right. I don’t like Zombicide and killing waves after waves of enemies. That’s what I call generic.

File: Downforce:: Samenvattingskaart

Reply: Cthulhu: Death May Die:: General:: Re: By the old gods, I need this on my table

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by petewys3

Minel wrote:

You said it right. I don’t like Zombicide and killing waves after waves of enemies. That’s what I call generic.


Oh you don't kill waves and waves of enemies :p in fact, that's exactly why most players couldn't get passed mission 1 hehe. You're supposed to run away! Focus on mowing down the monsters and you'll lose.

BUT that's not Cthulhu: Death May Die. Which is about killing monsters, and shooting Cthulhu in the face :)

Reply: Cthulhu: Death May Die:: General:: Re: By the old gods, I need this on my table

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by Minel

Of course there are similarities, but between games which fall in the same genre or theme, I would always choose designers / publishers with experience. DP for me just doesn’t have credibility.

Reply: Cthulhu: Death May Die:: General:: Re: By the old gods, I need this on my table

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by petewys3

Minel wrote:

Of course there are similarities, but between games which fall in the same genre or theme, I would always choose designers / publishers with experience. DP for me just doesn’t have credibility.


Hey man, wasn't saying your decisions are wrong or anything :p just wanted to give my input, as someone who owns and plays the game :) if we all liked the same games this would be a boring world.

Reply: Betrayal Legacy:: Rules:: Re: What would happen if a character would heal a trait while carrying an item that increases the same trait?

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by brunowolff

Super Zero wrote:

There is a specific rule to prevent abusing that rule, though. You can’t choose to do something that you know would cause you to take damage to a critical trait before the haunt.

I don’t have a citation handy, but it’s in there.

That is different. The rule you are talking about applies to paying costs to gain benefits. In this case the effects happen at different times and that rule isn't going to apply.

New Image for Betrayal Legacy

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by Kuildeous

<div>Required prop for banishing the traitor to the next room</div>

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Haunt 65: Sushi Night

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by ironregime

Mr D wrote:

How exactly does the slow work?
Is it like moving past opponents or is your maximum movement reduced by 2 while you are in a flooded room?

It's not worded well, but it appears that you "lose" 2 moves the first time you enter (or start in) a flooded room each turn. I don't think the effect is intended to be cumulative, so your speed is only reduced 2 for that turn regardless of how many flooded rooms you enter.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Replacement Treasurers

Reply: Risk: Star Wars – The Clone Wars Edition:: Reviews:: Re: Clones Risk Compared & Contrasted to 4 other Risk Versions

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by you know who

Bubslug wrote:

I am in near total agreement with your bottom line ranking, except I would put Clones even below Vanilla! LotR Risk is actually a very decent and fun 4 player game of strategy and of course, dripping with appropriate theme. Unless we played all wrong, my one experience with Clones was far from satisfactory even though perhaps in keeping with the arc of the theme. With only one card in the Republic's deck to slow down the inevitable march of Count Doku (Darth Sidious), all the Separatists have to do is survive for 6 full rounds of player turns to a virtually assured victory. Somewhat fun for the first time just to see how it works and likely none of the players (even the winners) will ever want to play again when they see how it ends.

Count Dooku is Darth Tyranus, he is only represented in the game as a cardboard token.

Darth Sidious is Palpatine and is the plastic figure you move along the Order 66 track.

Thread: Pandemic Legacy: Season 2:: Rules:: JULY - rule book sticker S - infection rule clarification [potential SPOILER]

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by Croaton

I strongly recommend DO NOT reveal the below text BEFORE you reach to the month of July. When you are doing July month preparations, then please read below.

Question:
[o]The question related with sticker 'S'. We are in the month of July and just met with Hollow Men by opening the relevant box. I understand that if you draw a Hollow Men Gather card from the Infection deck, you must draw an other card and this city receives one Hollow Men figure.

Please explain what happens, if later this city gets a normal infection by drawing the second infection card from this city from the Infection deck.
In this situation:

A) since the city already have one Hollow Men figure, nothing happens, meaning no supply cubes removed (even if it has any) nor plague cubes placed (even the city has no supply cubes on it)
or
B) this considered as a normal infection and despite the city has one or more Hollow Men on it, we still need to apply the infection normal event rules, meaning if the city has a supply cube, remove one from it and if it has no supply cubes, place a plague cube.

Could you please state wither A) or B) are the correct approach, as sticker 'S' is unable to clarify this in our understanding - we are playing with a translated, non-English edition.[/o]
Answer:
[o]Thank you for the question! The correct result would be your option B—the only time you ignore the normal rules for infection is immediately after drawing a Hollow Men Gather card. That city can still be infected normally later, even if there is a Hollow Men figure there.[/o]
I hope you’re enjoying Pandemic Legacy: Season 2, and good luck exploring the world!

Alexandar Ortloff
Game Developer
AOrtloff@ZManGames.com
Z-MAN games

Reply: Pandemic Legacy: Season 2:: Rules:: Re: JULY - rule book sticker S - infection rule clarification [potential SPOILER]

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by squegeeboo

Yes, RAW this is what you would do and is correct. There is nothing in the new rule that you exposed that would stop the other rule.

For board gaming in general:
Do what the rule says
Don't do what it doesn't say (ie, don't infer any extra meaning or actions)

A lot of peoples rule confusions, in a lot of games, come from extrapolating instead of just applying the RAW.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: JULY - rule book sticker S - infection rule clarification [potential SPOILER]

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by Croaton

We are playing with an officially translated, non-English version of the game and obviously when you translate something, it may not be perfect. Well, we know it is very far away from perfection :) Did not see the English sticker S, so maybe some other people who also have translated versions, could find this clarfication useful.

Thread: Betrayal Legacy:: General:: Order of haunts in campaign

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by XabinOtter

Are the haunts played in the campaign the same for everyone? Right now, it seems like a lot of the haunts we've encountered in our game has been the same as the others who have posted on here: [o]free-for all for prologue, Dollies for haunt 3/4, Be Our Guest for 3/4, ant swarm for 6, etc.[/o] I don't think we've encountered a different haunt from anyone else in the campaign, yet. So is there different haunts for the campaign, or no?

Also, how many of the haunts in the campaign are playable in free play? So far, seems like most if not all of the ones (besides the prologue) are like that.

Reply: Betrayal Legacy:: General:: Re: Order of haunts in campaign

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by johnkeefauver

While I think the prologue is the same for everyone, I'm pretty sure it branches out after that. We are about 6 chapters in, and for us so far, it seems that the haunt you get is based on which omen tile you occupy when the haunt is triggered.
We haven't made it to free play yet, so I don't know much about that.

Reply: Betrayal Legacy:: General:: Re: Order of haunts in campaign

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by RobDaviau

There are 52,488 permutations of haunts you can encounter during the campaign.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: adjacent room

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by Mr D

Ok, I read myself through all the books with a keyword finder.
Adjacent just means, like it is said in the Glossary, that two rooms share a side. They don't have to be connected by doorways.

Whenever the word adjacent is mentioned in the Base Game books and only adjacent rooms with a connecting doorway are meant, the text tells you that.

In the books for the Expansion they stopped doing that...
But they started to use the word connected.
I will check if they always meant rooms connected and not connected by doorways if they used adjacent and update my custom Haunt books.
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