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Reply: Fireball Island: The Curse of Vul-Kar:: Reviews:: Re: Initial thoughts and a mild comparison

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by Jmparker

I’m wondering how people are liking the game now that it has been out for a while. I noticed my local Barnes and noble are on tbeir second stocking.

Reply: Clue: Harry Potter Edition:: General:: Re: Our House Rules

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by mpappy

Great ideas Darren.

We have used a funny little house rule for this one as well. It is that if on your turn you are stuck roaming the corridors, you can challenge another player in the corridor to a “quidditch match”. Basically, both players roll a die a high roll wins 5 house points.

Kinda silly, but reduces the penalty of getting stuck out there....

Review: Pandemic Legacy: Season 1:: Pandemic Legacy S1 and S2 Review - Tabletop Polish

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by HeirToPendragon

Originally hosted at TabletopPolish.com

Photo from Semi-Coop.


The great thing about thematic gaming is the escapism. Imagining new worlds and living unrealistic stories. Pandemic affords you the rosy experience of extinction by plague, rather than the nightmarish Mad Max hellscape we are hurtling toward.

And to be even more cheerful, I can’t post photos of this game without spoiling it. So I’ve included a bunch of cute pets instead!

The Knowledge


I’m not going to waste everyone’s time discussing the rules of Pandemic. It’s one of those quintessential games that everyone should play. So if you haven’t, stop reading and go do that. Don’t worry, I’ll wait.

The late Bramble and Pickle of Gaming Rules!


… Did you like it? If you hated it, why not check out my reviews for Spirit Island, The Grizzled, or One Deck Dungeon—all great cooperative games that might interest you more.

Pandemic Legacy is almost exactly like the normal game. Mechanically almost nothing changes. 2-4 players work together to rid the world of disease by collecting sets of colored cards and trying to hold back the plagues before they consume the world.

Pandemic Legacy adds a new element of an ever changing game. Through their actions and gameplay, players will open boxes and sleeves that add new elements to the game. Some cards even get–*gulp*–ripped up, never to be used again.

Hetfield from 3 Minute Board Games.


A legacy story takes you through a whole year of play, anywhere between 12 and 24 games before it is finished. The more players the better, but getting that sort of dedication can be difficult. Pandemic Legacy is fine for a younger audience, but some of the events of S1–and especially S2–might feel a bit heavy for those outside of double digit age.

Oh, and don’t play S2 before S1. Some story elements carry over.

The Play


If this is your first Legacy game you are in for a treat. The end of each month offers a new surprise, each seal broken and each box opened acts like an achievement based advent calendar. You start to plan your strategy around unlocking surprises rather than winning the game. Saving the world is less interesting than opening the mystery door.

That kind of says a lot about humanity.

Those of you returning to S2 from S1 aren’t going to get the same game twice. Immediately upon opening the box and looking at the board you’ll notice the difference. There is a reason for all the pet pictures, any picture of an open box is a spoiler.

Showing this much open box is probably okay. Courtesy of Bebo.


Both games function under the same premise. Start with a light set of rules and gradually add more. Eventually the player will juggle all 9+ actions with ease. And as the threats get stronger the players add more to their arsenal. Each game’s end sees the player spending their experience to enhance their characters or weaken the infection. But the game always bounces back no matter how strong the players get; the unknown changes mean the characters are never fully aware of what to expect.

It’s really easy to immerse yourself in the game. We often found ourselves creating relationships and backstory to our characters outside of those provided by game mechanics. Teams that worked well together were harder to separate–and when we did finally lose a character it hurt our morale.

Your sacrifice will never be forgotten Malcolm!

Tantrum Bunny from Tantrum House.


The Package


As stated, start with S1 should you wish to play. Beyond the carried over story elements, we felt like S1 was a better experience. This was mostly due to the necessary bookkeeping of S2 and the lack of big surprises compared to S1.

I really, really wish I could elaborate more, but I can’t. Have another cute pet.

This Good Boy brought to you by Board Game Inquisition.


The biggest complaint you’ll hear of the games is that they are still just Pandemic. And I get it, Pandemic can get dull. S2 tries to shake things up enough to hide the connection, but the wizard behind the curtain reveals himself eventually.

Don’t do what we did and shotgun all the games over a vacation. You will grow bored and it will be a lesser experience. Let the excitement build between game months until you’re ready to play again. Eating all the chocolate the first week of December may sound like a great idea, but all things in moderation.

The Judgement


Pandemic Legacy is one of the most thematic experiences you will ever have with a board game. The immersion will drown you in the world you are destined to save. Every victory is a celebration, every loss a somber moment. And as the story continues you’ll run the gamut of emotions, including a strong feeling of investment. You are responsible for the safety of this world.

Calvin of Board Game Prices gave me this PANDa for my PANDemic review.


For some, the 18 and done maximum has been a discussion point, but I see no issue with it. Even my most loved games struggle to break 30 plays, and the MSRP is low enough that you get the required value before it expires. Some argue about the waste of expendable board games, but what board game isn’t just a box of junk with rules? At least Pandemic Legacy will give you hours of investment worthy of the expenditure.

Unlike this wasteful piece of trash. See, this is why we deserve the plague!


----

If you liked this review, please check out it's home at TabletopPolish.com
Follow me on Twitter @TabletopPolish

Session: Pandemic Legacy: Season 2:: [SPOILERS] The Pandemic Chronicles (May)

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by Quintessence Studios

Previous entries:
Intro
January
February
March
April

SPOILER WARNING: The following text contains spoilers for Pandemic Legacy Season 2. You have been warned.


May

We began the month by running through the motions: delivering supplies to our grid, but it all felt hazy and lacking a true purpose. The truth is that after last month's revelation it was painfully clear that the consensus among the people who had tried to make this work for seventy years was that there was no hope at all. We saw our boats being loaded and leaving as usual, but it no longer felt like we were supplying a lifeline to anyone. It was similar to a sinking ship with no working engine rescuing a man in the middle of the ocean.

Viktor was probably the one that showed it least. The big man did look more pensive than usual, but he announced he was going to Lagos with his crew to set up a more permanent supply center there. Before leaving he reminded us that if the JADE lab is in South Africa, we'd need a good base of operations to head inland. He rarely says much and we'd never heard him take over this way, but he asked if we could split our efforts. He asked us to resume the search efforts in Buenos Aires, go to London and look for ways to head into mainland Europe, and keep the grid well-supplied. Without a better plan, we all set out to do as he asked.

Searching the ruins of Buenos Aires wasn't easy, but we made some significant progress. On the fifth day we were able to access what the locals had identified as the lab, but all we found was a burned down husk. What the fire hadn't destroyed looked like it had been raided years ago, and there weren't any signs of use. We were about to leave when Dante froze in place, his eyes fixed on a spot close to the ceiling. What he was seeing was a small security camera, but its light was most definitely turned on. This prompted a new search of the place, and in the lower level we found a shut elevator door that wouldn't open. It didn't look any different than the others in the building, save for the fact that another tiny camera was blinking in the corner on that area, pointed straight at that door.

There was electricity in the air generated by sheer excitement. We scrambled all over the place, trying to figure out a way to open the door as if the meaning of life itself was behind it. It must have been reinforced, because it proved impossible to force, but then Ibrahim had an idea to do something simple: He found a large piece of cardboard and in big, bold letters wrote "We're from the Havens. If this is OPAL, we need to talk". Then he held it up in front of the camera and waited. It can't have been more than a few minutes, but it felt like an eternity. Then, the door groaned in protest and slid open and revealed a small elevator car with no working overhead light.

Hearts pounding in our chests, we were about to cram in there, when Ibrahim pointed out that we should keep the number of people small. Not only for the sake of safety, but also because whoever was down there might not react well to a large party. It was quickly decided that Ibrahim and I would be the ones to go down there.

After a tense but brief ride down in absolute darkness, the doors slid open to reveal a fully equipped lab with computers and other devices running. We had never seen so much functioning technology and in such pristine conditions, and it felt like we were seeing something from the future instead of gadgets that were probably over half a century old. In the middle of this large space a man was standing with a handgun pointed straight at us.

It took a bit of work, but we found out that his name was Darío. He had quite literally lived his entire life down here, and he was the grandson of one of the original scientists assigned to OPAL. Unfortunately, he was also the last one. Darío told us how they had stopped using their satellite transmissions to ask for help years ago, since they seemed to attract the Hollow Men. He also said that two years ago the other three remaining people in OPAL decided that they needed to take a chance and head topside for a long journey, as OPAL had made a significant breakthrough. The scientists left with the intention of reaching Lake Baikal in Russia, where the main lab was located. Just like that, we suddenly knew the location of PEARL, but we also confirmed that no one had actually heard from them in decades.

Darío agreed to help us by giving us a copy of their breakthrough. It wasn't a cure exactly, but it was an antigen that would make people need less of our supplies to form an effective defense against the plague. This was a godsend, as it meant that if we could produce it quickly enough - and Darío's information was so detailed we didn't anticipate any problems doing so - our limited medical supplies would go much further than we anticipated. As much as we insisted, Darío chose to stay down there. He had never seen the outside world with his own eyes, but he was reluctant to leave the relative safety of the only place he knew. Ibrahim decided to stay down there for now, learning about how the labs operated as well as anything he could about the research that OPAL had done. He didn't say it, but I'm certain he also stayed because he felt that two years of no human contact was too much for the human mind to bear. We promised to return soon with some fresh supplies for them and perhaps a handful of people who could assist him in the lab.

As icing on the cake, we received a radio report from Lima, saying that they had managed to open a route to Bogotá, where a few more survivors were eager to be included as part of our network and assist in any way they could. Needless to say, we considered the expedition to South America a total success and we sailed back to our havens in much higher spirits than we had left.

As it turned out, the team that had been sent to London had some good news as well. They were able to move inland, and they eventually made their way to Paris, where a significant amount of people were still hanging on. The French didn't have an open network of roads, but they still maintained some simple radio contact with other cities, which made it clear that at least Frankfurt, Moscow, and Saint Petersburg still had survivors in them. Generally speaking, they found Europe to be struggling just as much as the rest of the world - hanging on by the barest of threads. Naturally they were suspicious of us, as they thought we wanted what little they had. However, they were so low on rations that when they realized we were actually bringing supplies to them all of the usual mistrust against us vanished without a trace. It had been a while since we had seen so many smiling faces. When the night came, songs were sung around the base of the Eiffel Tower and we felt that even if it was only to give this night to these people, perhaps our efforts had been worth it.

The very next day, our hosts took us to a nearby military base where we were given a gift of our own: functioning aircraft. Some old codgers had decided to keep taking care of these relics, even after many unsuccessful attempts to find a better place to go to. Our supply centers could be adjusted to include a landing strip, and the havens already have old runways that we could put back into use. This would be tremendous in our efforts to get around our ever-growing grid.

New Video for Star Wars: The Queen's Gambit

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

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by Anduin

slydog75 wrote:

Can you explain the statement "Both times we immediately drew the infected city to intensify" ?

I would make sure you're doing epidemics properly.

this happens quite a lot actually. Just as you described, you draw the bottom card, infect it with 3 cubes and put it in the discard pile. That means the infected city is on top of the deck somewhere.
Now you still have to do the infection phase. Immediately drawing the infected city to intensify is pretty common, especially if two epidemics follow close to each other.

Also a small advice to the OP: Make REALLY sure you read the rulebook again and properly! Since this is a legacy game, you don't want to make (huge) rules mistakes. This could really spoil your game when you find out in June that you played something wrong from the beginning just because you "assumed" you know it already.

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

Thread: Pandemic Legacy: Season 1:: General:: screwed up with a rule - game's too easy now - how to compensate?

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by Stannis the King

Hey Folks,

we did something awful.
The wording on the "local pressure" card translated to german is quite off.
We played it, that a character with that skill can quarantine all adjacent cities (to a military base) not only one.
Well obviously we were game breaking since April / or May.

Now after June we realized, that something has to be incredibly wrong - the game was way too easy (even the road blocks were more of an obstacle for us than any help).

We have 4 cities on panic level 2 - none is higher.

Clearly we cannot reset the game to April due to stickers on the board, cards, etc.
But than again, we don't want to continue like nothing happened.

Can you suggest a state of the board, that would be a bit more realistic?
Should we sacrifice 1 or 2 cities (panic level = 5)? Add one or two scars?

I'm sad that we cheated ourselves on three months and hope the second half of the year doesn't suffer too much.
Finally we only have these max. 12 games left - after that it's all garbage anyway
(I don't think I'm the biggest fan of the legacy principle).

Please people, we need your help!

Thanks, Timmi & friends

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by Anduin

First: could you post the German text as well? I'm wondering what exactly you did wrong. (I don't have the game in front of me but I have a feeling of what the translators did here to mess it up :whistle: )

Second: I'd not do anything to fix this. We forgot for two games to ... *do something specific when we draw player cards*. It's just hard to dissect how much influence that had on your game overall.

Up until October we managed to keep our board pretty clean as well (mostly for random reasons, the outbreaks always seemed to happen in different cities^^). So I don't think there is a good way to fix it. Just enjoy the rest of the ride! There is still a lot to come.

If you really want to see some consequence, I'd advice for 1 scar on the character and not using the local pressure ability for the rest of the game. How does that sound? Just don't mess with the city stickers!

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by mattpburgess

Stannis the King wrote:

Hey Folks,

we did something awful.
[o]The wording on the "local pressure" card translated to german is quite off.
We played it, that a character with that skill can quarantine all adjacent cities (to a military base) not only one. [/o]
Well obviously we were game breaking since April / or May.

Now after June we realized, that something has to be incredibly wrong - the game was way too easy [o](even the road blocks were more of an obstacle for us than any help)[/o].

We have 4 cities on panic level 2 - none is higher.

Clearly we cannot reset the game to April due to stickers on the board, cards, etc.
But than again, we don't want to continue like nothing happened.

Can you suggest a state of the board, that would be a bit more realistic?
Should we sacrifice 1 or 2 cities (panic level = 5)? Add one or two scars?

I'm sad that we cheated ourselves on three months and hope the second half of the year doesn't suffer too much.
Finally we only have these max. 12 games left - after that it's all garbage anyway
(I don't, think I'm the biggest fan of the legacy principle).

Please people, we need your help!

Thanks, Timmi & friends

edit: added spoilers, just in case...

It is possible to get as far as you've gotten with a fairly clean board. Rather than trying to change the board in a way that might punish you (and is unthematic to your story) may I suggest you just don't allow yourselves any special events the next time(s) you earn them?

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by mattpburgess

Anduin wrote:

First: could you post the German text as well? I'm wondering what exactly you did wrong. (I don't have the game in front of me but I have a feeling of what the translators did here to mess it up :whistle: )

Second: I'd not do anything to fix this. We forgot for two games to ... *do something specific when we draw player cards*. It's just hard to dissect how much influence that had on your game overall.

Up until October we managed to keep our board pretty clean as well (mostly for random reasons, the outbreaks always seemed to happen in different cities^^). So I don't think there is a good way to fix it. Just enjoy the rest of the ride! There is still a lot to come.

If you really want to see some consequence, I'd advice for 1 scar on the character and not using the local pressure ability for the rest of the game. How does that sound? Just don't mess with the city stickers!
I totally agree with this (and prefer it to my suggestion). I think there's a note in the book from Matt Leacock specifically saying that if you realise you've made a mistake, just accept it and move on. It's very hard to get a Legacy game *totally* right.

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by Stannis the King

Anduin wrote:

First: could you post the German text as well? I'm wondering what exactly you did wrong. (I don't have the game in front of me but I have a feeling of what the translators did here to mess it up :whistle: )


The thing we did wrong is written in OP's first spoiler box. in German the text is:
[o]„Stehst du bei einer Militärbasis, kannst du direkt verbundene Städte unter Quarantäne stellen.

“We played it, that whenever you are in a MB you can quarantine ALL adjacent cities. :cry:[/o]

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by Stannis the King

mattpburgess wrote:

It is possible to get as far as you've gotten with a fairly clean board.


That is basically what I was hoping to hear read.

I think we'll go with a scar for the character who misused the local pressure. After that, torture him with electric shocks, so that he will never dare to use the local pressure again, for the rest of the game.

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

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by scottyoog

Thanks Becq, yes that's what I meant. I do realise you can flip over upgrades to negate damage. Thanks for clarification

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by DragonsDream

Stannis the King wrote:

mattpburgess wrote:

It is possible to get as far as you've gotten with a fairly clean board.


That is basically what I was hoping to hear read.

I think we'll go with a scar for the character who misused the local pressure. After that, torture him with electric shocks, so that he will never dare to use the local pressure again, for the rest of the game.

I wouldn't even bother with a scar. the game has a self-balancing mechanism which is event cards. Just don't use them next game (assuming you get to use any anyway). Otherwise just forget it and move on. At best you stopped a few cubes being placed and at worse you stopped an outbreak or 3. Barely enough to "damage" the board and definitely not to the level of a 5 city or a even a scar.

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by Anduin

Stannis the King wrote:

Anduin wrote:

First: could you post the German text as well? I'm wondering what exactly you did wrong. (I don't have the game in front of me but I have a feeling of what the translators did here to mess it up :whistle: )


The thing we did wrong is written in OP's first spoiler box. in German the text is:
[o]„Stehst du bei einer Militärbasis, kannst du direkt verbundene Städte unter Quarantäne stellen.

“We played it, that whenever you are in a MB you can quarantine ALL adjacent cities. :cry:[/o]

yeah, I was suspecting that. It's worded really stupidly. But I understand how you made that assumption. They basically replaced "an adjacent city" with "adjacent cities" and even omitted the "quarantine action" part of the ability. It's like they wanted you to make that mistake :shake:

DragonsDream wrote:

Barely enough to "damage" the board and definitely not to the level of a 5 city or a even a scar.

a scar is not that bad.

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

Reply: Betrayal at House on the Hill: Widow's Walk:: General:: Re: Unofficial revised Secrets of Survival and Traitor's Tome

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by Mr D

Update:

I created a custom Glossary based on the Glossary in the Rulebook but I fixed some descriptions and added more information and tags.

Reply: Betrayal Legacy:: General:: Re: Spoiler Question for Chapter 5

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by BardicSkaven

I figured 28 cards only used during campaign be a bit of an extreme waste of money to add but wasn't sure.

Reply: Pandemic Legacy: Season 1:: General:: Re: screwed up with a rule - game's too easy now - how to compensate?

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by jujulautre

Stannis the King wrote:

Hey Folks,

we did something awful.
[o]The wording on the "local pressure" card translated to german is quite off.
We played it, that a character with that skill can quarantine all adjacent cities (to a military base) not only one. [/o]
Haha. Your post made me realize that we did exactly the same mistake. Only our copy was in Japanese and not in German. The Japanese translation, too, was off.

Anyway, while this did make the game easier, we had a blast playing it all the while, so as other people in this thread advised, I would not bother myself either :D
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