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Reply: Pandemic Legacy: Season 1:: General:: Re: Awful luck or....?

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by iamzimmer

slydog75 wrote:

iamzimmer wrote:


Losing a game from 3 outbreaks is actually an odd blessing in disguise.


How do you lose a game from 3 outbreaks? Are we talking about running out of infection cubes or player cards?
I'm thinking higher probability of them not being able to place cubes than running out of player cards.

In my sister's game, they lost their first game February with only TWO outbreaks. We were all shocked because it looked like they were going to win in a few turns!

Reply: Betrayal Legacy:: Rules:: Re: Do on-going event go away once the haunt starts?

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by CheddarLimbo

Unless the Set Up instructions tell you to, no.

We have certainly noticed that the open-ended nature of the game does mean that sometimes one side has a clear advantage.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: haunt specific action

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by eatonfries

You can only attack once per turn wether it be mental or physical. If a haunt requires you to attack, that's your attack for that turn. Unless it says defend.

Reply: Downforce:: General:: Re: Upgrading Your Cars To 150cc Karts

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by darthjer

Dmaldonado31 wrote:

How is that custom deck coming along? Just got all the Mario karts so I was going to try out the rule set found on here, but didn't know if I was going to make the custom tokens for the green shells, blue shells, and mystery box.


I've kinda moved on from making Kart rules. The game is already so good that I've found everyone just wants to play regular Downforce using the Karts. You or anybody else are free to take anything I've put up and run with it.

Reply: Pandemic Legacy: Season 1:: General:: Re: Awful luck or....?

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by jsaland

iamzimmer wrote:

slydog75 wrote:

iamzimmer wrote:


Losing a game from 3 outbreaks is actually an odd blessing in disguise.


How do you lose a game from 3 outbreaks? Are we talking about running out of infection cubes or player cards?
I'm thinking higher probability of them not being able to place cubes than running out of player cards.

In my sister's game, they lost their first game February with only TWO outbreaks. We were all shocked because it looked like they were going to win in a few turns!


It was this, twice. In very short time.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: haunt specific action

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by ironregime

Any time the haunt describes something as an "attack" (i.e. using that specific word), then I consider that action to be in lieu of a player's normal attack. If a haunt-specific action doesn't use the word "attack", then it's not one. That's probably the best way to delineate the difference.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Magic Talisman usage

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by LastFootnote

I believe by the rules as written, it only works if you get knocked down by a red fireball marble from Vul-Kar. Even orange ember marbles would not count. In practice that’s stupid, because almost nobody is going to register that there’s a difference between the two. I’ve started house ruling that ember marbles also let you use the Magic Talisman.

But any way you slice it, bees and snakes don’t count. Snakes don’t count even if they were pushed by a fireball.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: haunt specific action

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by Mr D

This is exactly how I thought it should be. It's just irritating that they mention it. Because if the haunt specific action isn't an attack you of course can do it and attack in the same turn.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Magic Talisman usage

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by JustinDJacobson

It's a pure homage to the original game, which, of course, did not distinguish between fireballs and ember marbles. We made the distinction to give us a little more design space to play with. So this is just a case of the old and the new colliding. As written, it would not include ember marbles, but there's certainly nothing wrong with including them.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Magic Talisman usage

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by cheezburger

eheh i have the old fireball island so i appreciate the homage

JustinDJacobson wrote:

As written, it would not include ember marbles, but there's certainly nothing wrong with including them.


but how to check if this talisman could be used if someone throws a cataclysm that makes fireballs, snakes and ember marbles go everywhere and many players get knocked down in a while?

:ninja:

Thread: Clue: Harry Potter Edition:: General:: Our House Rules

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by kisgen

This game is not bad, but in my view is only really enjoyable with some house rules. The game has a lot going for it anyway, but still, there is too much frustration with the rules as written. So we have implented 3 house rules.

1) For dice rolls of 4 or less, you get a re-roll. Once per turn.

2) If you land on a star, in addition to gaining a Help card, also get 5 House Points.

3) Gain 10 House Points if you visit Dumbledore’s Office.


These rules have made the game a lot more enjoyable for us.

Reply: Betrayal Legacy:: General:: Re: Curious what people have started to name their families...

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by King Wil

Lannister (they're going with whatever names for each character they feel like that session as they see fit)
Thorne (they're naming characters from The Omen)
Belmont (they're naming characters from the Castlevania series)
Ashford (they're naming characters from the Resident Evil games series (Ashford is the family from their favourite RE game: Code Veronica))

Reply: Pandemic Legacy: Season 1:: General:: Re: Awful luck or....?

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by KogarashiKaze

Sounds like bad luck to me. Sometimes it happens.

We lost one game in five individual turns. Not rounds, turns. Four player game. Each person got to go once, and then on the first player's second turn, we died due to an outbreak chain. The game was just stacked against us that time.

jsaland wrote:

I had no idea about curing meaning you can remove all disease cubes in a city when you treat it.


Only the medic gets this ability before you cure a disease. Once you've found a cure, everyone gets this ability and the medic clears cubes off just by being present (no action required).

Reply: SeaFall:: Rules:: Re: Ships: hold and damage

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by scottyoog

So no matter what your hold size, your ship can only take 2 damage. A further one will see you sinking?

Reply: Pandemic Legacy: Season 1:: General:: Re: Awful luck or....?

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by jujulautre

jsaland wrote:

We were playing the scientist and researcher


That is one factor too. Scientists + researcher is a strong but fragile character combo. Both characters have powers that lean towards finding cures more easily, hence shortening the game, especially when put with one another. On the other hand, they do not have any ability which helps curing or moving, like the medic or the dispatcher, and hence are weaker when needing to put fires away.

I would say that games with these two characters tend to be short. Either because they found four cures pretty quick, or because the situation got out of hand quickly.

Reply: SeaFall:: Rules:: Re: Ships: hold and damage

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by Becq

scottyoog wrote:

So no matter what your hold size, your ship can only take 2 damage. A further one will see you sinking?

Not quite. You can only have two *damage cards*, and if you take a third *damage card*, then you will sink. Another option is to resolve damage by exhausting a ship upgrade instead of taking a damage card. A ship with two upgrades, for example, can stay afloat after up to four damage by exhausting two upgrades and taking two damage cards.

As M Edwards said above, hold size does nothing whatsoever to modify how much damage *you* can take; instead it makes it more likely that the attacker will take damage during the attack.

(No, that doesn't make overly much sense to me, either!)

Reply: Betrayal Legacy:: General:: Re: Too bad can't replace components

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by BardicSkaven

For most part minus some things I mean the whole er getting off from being eaten alive thing from the Traitor winning the lovecraft haunt in free play is messed up but in general, I think the campaign takes itself seriously.

Reply: Betrayal Legacy:: Rules:: Re: Terminology Glossary

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by mmacvicar

KogarashiKaze wrote:

mmacvicar wrote:

In “ACTION”, “Each turn...” should be “On a hero’s turn...” Examples are also helpful “Common actions are ATTACK, DRINK, PREPARE”


Wouldn't "On an explorer's turn..." be a better word choice? You're excluding the traitor, otherwise. Though frankly I think the "Each turn" phrasing works fine.


Yes! I was terminology for all characters, but we need to include monsters to.

“Each turn...” implies you can take actions on someone else’s turn. Apologies for not clarifying my reasoning.

Reply: Pandemic Legacy: Season 1:: General:: Re: Awful luck or....?

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by jsaland

Thanks everyone.

This is vastly different from Iberia. With our upgrade plus new understanding of curing and eradicating, we tried January once more, playing it correctly this time, and had a much easier, but still tight experience.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Magic Talisman usage

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by apotheos

cheezburger wrote:

eheh i have the old fireball island so i appreciate the homage

JustinDJacobson wrote:

As written, it would not include ember marbles, but there's certainly nothing wrong with including them.


but how to check if this talisman could be used if someone throws a cataclysm that makes fireballs, snakes and ember marbles go everywhere and many players get knocked down in a while?

:ninja:


Gentlemens Honor. (is there a non-sexist version of this concept?)

The players would observe and form consensus on which marble hit first.

It's part of the fun.
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