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Reply: Betrayal Legacy:: Rules:: Re: what is the purpose of [CHAPTER 9 SPOILER]???

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by martianunlimited

The side goals from chapter 9-12 makes the final haunt "easier"
[o]If i recall correctly the 5 side goals are
complete the painting (doable from chapter 2-12)..
map the other world (chapter 9 only)
study the rune stones (chapter 10)
swear an oath to end him (chapter 11 only)
examine the meteorite (chapter 12 only)[/o]

Specific effect of this side goal
[o]Don't worry too much about missing out on this side goal, it just makes it such that you can bury more other-world cards and possibly take less damage to get the exact tile you need.. some of the side goal makes it MUCH easier to prevent yourself from dying in the final haunt.. with others.. is kinda useless and does very little to help the heros for the final haunt...[/o]

Reply: SeaFall:: Rules:: Re: Dude with enmity

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by Becq

Playerone87 wrote:

As I read in the rules that hostility is placed on my board, in the war zone.

Yes.

1. My friend has the ability in his area of ​​hostility to obtain success at the end of the game (the checks in his zone of hostility). Even if you do not have any fortune or reputation token that check counts as a success and can reduce hostility? or does that check turn a failure into success?

You roll a die for each reputation or fortune you have left at the end of the game. The mark your friend has gives him one extra automatic success. You can 'spend' those successes to remove one of your enmity tokens from anywhere -- provinces, islands, etc. You can also remove (cross out) enmity stickers, but that costs two successes each.

2. If the game ends that same round, what do I do with the hostility of the war zone? Where do I place stickers? Are the effects for the next game lost?
Enmity tokens on anything you own (the 'at war' box, your fields, or on anything else you own) turn into stickers places in your provinces enmity box (on the board).

3. Another doubt arises with looting in the rival region, if I loot a field of cultivation of the opponent with 1 defense, I must give a token of hostility that he places in his field, and after the winter he places it in the zone of war.

If you have any of his enmity tokens in your 'at war' box, then you pay the cost of raiding out of that pool first, then out of your own tokens if necessary. He puts his own enmity tokens back into his supply. If you paid any of your tokens, then they go on whatever you raided, but if you were able to pay for the raid out of his tokens, then nothing gets put on the place you raided.

4. If my friend attacks me in the future, what hostilities will reduce his number of dice.

Any of his enmity on anything you own (your fields, your treasury, your 'at war' box, as well as any of his stickers placed on your province. Each of those reduce his dice pool.

Thread: Betrayal Legacy:: General:: Haunt 32 questions re: inhabitants (contains spoilers)

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by memespawn

[o]We played haunt 32, and had some questions about inhabitants:
Basically, they were moving at their speed, which OK.

What we were unsure about:
1. If (using talk) they move into & discover a space that has an icon for Place an inhabitant there (eg: pawprint), does that inhabitant move to that place?
2. If the traitor discovers a space with an inhabitant icon, are they placed there?
3. If a ghost discovers a space with an inhabitant icon, are they placed there?
4. Can inhabitants use text on tiles (jump down to the ballroom(?) from the gallery(?) - the upper floor text that lets you drop down, whichever two rooms those are)
5. Are inhabitants affected by obstacles? I presume so, but the traitor & ghosts weren't.
[/o]

Been enjoying the game so far, this was just a little bit unclear.

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

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by MetalChef

I think any color matching token will do. I am already looking across a few board game bits sites to get replacements.

The most played games

Obvious

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by John Shepherd

'Phew. Just when I was wondering what I'd manage to scrape from the bottom of the content barrel THIS week, a convenient thematic holiday comes along. They're always good for a lazy blog post. Hooray!

I’ve been somewhat amused, over the last couple of weeks, to see Fog of Love repeatedly appearing in the ad banners hereabouts, proclaiming itself to be a great game for Valentines day. From what I’ve read in reviews, Fog of Love seems like a game where you role-play a couple with ulterior motives, manipulative intentions, and personality disorders. Even setting aside the whole role-playing aspect (which isn’t something I enjoy), I can’t quite see how that would contribute to a romantic evening. Even the people on the (original) box cover don't seem to be having that good a time, going by the body language.



* * * * * * *

Perhaps the obvious (/cliched) answer, when people are asked to name a “romantic” game, is to cite Love Letter. But Love Letter isn’t a particularly outstanding game for two. I mean, it works, and it’s fine (IF you play by the proper 2-player rules, which most people seem to miss!) — but, in my opinion, Love Letter needs at least 3 players to shine.

Lost Cities is often acclaimed as the quintessential “Couples Game” … though we’ve always preferred games which add just a little more crunch to that basic mechanism (e,g. the very excellent Trambahn!). Patchwork always has a nice cosy feel to it … and Pandemic Legacy Season 1, whilst not being in the slightest bit cosy OR romantic, is a game that we played through as a couple, and found to be one of our most compelling shared gaming experiences ever. (Unlike Season 2. You might have noticed the posts about Season 2 kind of faded away in the middle of last year. No prizes for guessing why).

But, I guess our current mainstays for gaming-as-a-couple have become the various Roll & Write games that we’ve picked up over the last year or so. They’re just so convenient to dip into, without uprooting ourselves to the games room. Ganz Schön Clever, Doppelt so Clever, Castles of Burgundy (The Dice Game) and “Welcome to…” have all been in pretty heavy rotation in the Shepherd household … there’s usually at least couple of these games sitting on the living room coffee table (with a dice plate nearby), waiting to be cracked upon for a late night gaming session on the living room sofa :)

What games do you like playing with two?

(And if you’re not into the whole Valentines day thing, don’t worry. It’s St Skeletor’s Day tomorrow!)

Thread: Betrayal Legacy:: General:: Game Text Font?

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by MisterMetroid

Curious if anyone recognizes or knows the font used in this game? It looks so familiar and I'm sure I've used it somewhere, but I would love to know for making custom haunts! Thank you!

Reply: Betrayal Legacy:: General:: Re: Loving this so far

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by Ehrine

We tend to keep the boxes secret initially, but when one side or the other takes an action, the other side asks for the relevant bit to be read out. If it's a test and fails, we don't also read out the success (we keep that secret still for the suspense).

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: Bunch of Questions about Haunt 69 *Spoilers* + Typo(?) / Contradiction between Traitor/Survival Tomes

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by Mr D

Hello,

I know all the posts were written quite a while ago, but as some will know, I am working on a revision and right now I am trying to solve this Haunt.

Based on the questions:

1. *

2. I added a alternative win condition. Only the surviving heroes win, not the others. Even if the Traitor loses, he or she has the satisfaction that he or she could at least hang some heroes.

3. Is this still a problem, because I think the Tome describes the Attack very good.

4. The Rope isn't necessary in any way. Would be nice for the theme, but that's all. It can be stolen.
5. I don't think hanged heroes should be able to move. Will add that to the description.

6. I think the Heroes should be able to see the whole process all the time. I first thought the Heroes shouldn't be able to see the Gallows (would add some kind of thrill to the game, because the heroes don't know when their hangman card is completed), but because the gallows and the blanks are on the same piece of paper, the hangman cards should be visible for the heroes all the time.

7. was already solved by the FAQ

* Question 1 is the most complicated one and I don't know how I should fix it and also if I should change this point at all because that would not just be a clarification but a change of the haunt itself. What do you think, should I also fix the haunts itself, if they are very unbalanced or miss their theme (like the thing with the Rope card)?

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

I just wrote a comment in the Rules section, because I have some issues with a haunt. While I wrote the comment a question crossed my mind.
I wrote I only want to change descriptions to make specific parts clear but
do you think I should also fix the haunts itself if they are very unbalanced or miss their theme?

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

Thread: Betrayal Legacy:: General:: Combining Betrayal Games Into One Box

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by SwngmnNZ

I am starting to process through how to combine my old Betrayal Game with the fully completed Betrayal Legacy Game (AFTER completing the legacy game, obviously). I am thinking that you could combine most of the tiles and then just play the game. As far as I can tell, all of the Haunt planks from Legacy have ghost spots on them so you would be able to use that aspect of the tile to determine whether to use the Legacy Haunt books or the old Betrayal haunt books. I suppose it is possible to have some oddities appear - like two kitchens or two master bedrooms, etc., but if you aren't okay with oddities then you are playing the wrong game in the first place.

At the very least, I am thinking that you could combine the haunt tiles at setup and randomly draw a number of them to use in that "combined game". I am not going to be playing a ton of Betrayal after the legacy game ends but it will come out a couple of times each year and this might add some fun aspects to the game.

Thoughts?

Reply: Betrayal Legacy:: General:: Re: Combining Betrayal Games Into One Box

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by mmacvicar

If you drew an old omen on a new room tile or vice-versa, there woul be no haunt that corresponds.

If you’re you got a haunt that required certain rooms, it would be a lot harder to win.

I might be tempted to pull in a few of my favorites from the old game, but not everything.

Reply: Betrayal Legacy:: General:: Re: Combining Betrayal Games Into One Box

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by insightfulstrike

mmacvicar wrote:

If you drew an old omen on a new room tile or vice-versa, there woul be no haunt that corresponds.

If you’re you got a haunt that required certain rooms, it would be a lot harder to win.

I might be tempted to pull in a few of my favorites from the old game, but not everything.


What about combining two BL games?

Reply: SeaFall:: Rules:: Re: [SPOILER] King Pirate, Padmos, Ker and Ghost Ship

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by Imaduffus

Another Ker/Padmos Question concerning what enmity is valid

[o]

Once Ker was conquered by a player, the colony card is turned around. Therefore I guess, that the rule for the enmity on islands and Padmos do not apply any more? The rule told that the higher enmity on the islands or Padmos are taken into account when raiding/trading etc.
Since you turn the Ker Card into a colony, even if Padmos has a higher enmity, if you raid any island with lower enmity than Padmos, only island enmity counts, not the higher one between the island oder Padmos.[/o]

Reply: Pandemic Legacy: Season 2:: Rules:: Re: one or two chances for december? No Spoilers please!

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by pconza

You played the whole campaign a second time without learning your mistakes from the first campaign?

without giving spoilers....I could think of 5 things off the top of my head that you would have learned from playing the campaign the first time that should have benefited you the second playthrough. And these things would have helped you win your first playthough too, if you had taken advantage of them.

Many people found this game winnable. One of the things I like about this game is that it doesn't give participation awards. Your decisions really matter from month to month. I don't think it is fair to hate on this game if you lose. It may be a tough pill to swallow, but you probably lost due to poor decisions. There are many ways to mitigate the randomness of the card draw - even exercising manipulation of the card draw to some extent. My group won the game. And looking back, I can certainly see how the game would have been different had we made different choices throughout the year. This game definitely gives a rewarding feeling after using a game mechanism or player power the clever way. And if you fail to do so....there are real consequences in the story.


Reply: Betrayal Legacy:: General:: Re: Rulebook Clock

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by Kuildeous

Without giving any details, I can say that at one point, we've been instructed to mark one of the numbers in a method not related to the conclusion of a haunt.

An intriguing concept, to be sure. I can't wait to find out what happens.

Reply: Betrayal Legacy:: General:: Re: Well Wishes To Players

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by Kuildeous

I would likely want to join a game 25% in once I have completed my own game. I wonder if you can find similar people.

I'm appreciating the branching effect of the different haunts. It seems to me that multiple play-throughs of the game will result in likely seeing all possible haunts in chapter 1 and 2 fairly quickly. But beyond that, surely there is a lot more variety, right?

Hell, when I finish this game, I might actually pimp myself out as someone willing to help groups reach completion by picking up where someone else left off. I'd have to be careful to feign ignorance in haunt replays though.

Good luck to you. The alpha gamer is always a potential threat in any co-op or 1-v-all games, so you may just be able to calm him down with some suggestions. But the first type of player is really unnecessary. At least pretend you want to play the game, dude.

Reply: Betrayal Legacy:: General:: Re: Bonfire! (Be Our Guest Haunt)

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by Kuildeous

Dude, I forgot about that ability. To be fair, I've not yet owned the deed the whole game, so I only heard about it being read out loud at the very beginning. Those bastards who owned the deed to my house have no excuse.

I'll have to remember that in the next game—unless the deed owner is my enemy of course.

As for the haunt itself, it seemed pretty easy to us. I think that luck may have been a factor.

[o]We explored mostly outside and not so much inside, so the armoire and chest were literally right next to the landings, so they didn't have far to go. The stove was 5 spaces away, but we had two people with good mental traits to send that to its doom first (since it was physically very difficult to face).[/o]

I know that they tried to make it harder for the heroes by adding

[o]the candelabras, though they seemed like a speedbump to us. After they did their pre-damage, they then got beaten by the hero and subsequently stunned. This gave us a nice free round of not dealing with them, and nobody was interested in punching them later, though we could've just dragged them to the fire too. [/o]

But you know, we have like two losses and two wins now, so I'll take it.

Thread: Pandemic Legacy: Season 1:: Play By Forum:: Solo PbF - 2019-01 - Late May (SPOILERS)

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by gpmark

Mission Briefing:
The situation has intensified. The Faded are spreading faster than we calculated. Countries are hestitant to turn troops on their loved ones. We need to control their spread of the world will go into darkness. Don't let the other diseases grow unchecked or we'll have an end-world situation. Also, as our most knowledgeable team, we need you to complete three objectives this month.

New Rules:
Rule Sticker P: Accelerated Incubation
When drawing player cards, if any City cards drawn match the color of COdA, place a Faded figure in each of the matching cities. If this would place a fourth figure, it is ignored and not placed - no outbreak occurs and no quarantine marker is removed.

Rule Sticker H: Build Roadblocks
If your current region has a military base, you may spend one action to place roadblocks on as many routes as you want out of your current city. Diseases and the Faded cannot spread due to outbreaks along routes cut by a roadblock.

Rule Sticker I:
If a city is completely roadblocked off, do nto mark an outbreak on the outbreak track when it outbreaks since none of the adjacent cities are affected. Make sure to increase the Panic Level, however.

Players may no longer DRIVE/FERRY along a route containing a roadblock unless they discard a card of the same color as the city they are entering.

Set out the board and pieces:
Research Station in Atlanta.
Research Station in Chennai.
Military Base in Moscow.
Military Base in Mumbai.
Military Base in Tokyo.
Military Base in Santiago.
Roadblock: Karachi to Delhi
Roadblock: Kolkata to Delhi
Roadblock: Moscow to St Petersburg

Outbreak counter to "0".
Infection rate marker to "2".

gpmark previously rolled 3custom48{SF;CHI;MON;ATL;NY;WAS;LON;MAD;PAR;ESS;STP;MIL; LA;MEX;MIA;BOG;LIM ;SAN;BUE;SAO;LAG;KHA;KIN;JOH; ALG;Cairo;IST;MOS;BAG;TEH;RIY;KAR;MUM;DEL;CHE;KOL; BEI;SEO;TOK;SHA;OSA;HON;BAN;HO;MAN;JAK;SYD;TAI} = ( SF KIN ATL) (Place three infection cubes in these cities: )
gpmark previously rolled 3custom45{CHI;MON;NY;WAS;LON;MAD;PAR;ESS;STP;MIL; LA;MEX;MIA;BOG;LIM ;SAN;BUE;SAO;LAG;KHA;JOH; ALG;Cairo;IST;MOS;BAG;TEH;RIY;KAR;MUM;DEL;CHE;KOL; BEI;SEO;TOK;SHA;OSA;HON;BAN;HO;MAN;JAK;SYD;TAI} = ( ALG DEL HON) (Place two infection cubes on these cities: )
* Place Faded figures in each of those cities.
gpmark previously rolled 3custom42{CHI;MON;NY;WAS;LON;MAD;PAR;ESS;STP;MIL; LA;MEX;MIA;BOG;LIM ;SAN;BUE;SAO;LAG;KHA;JOH; Cairo;IST;MOS;BAG;TEH;RIY;KAR;MUM;CHE;KOL; BEI;SEO;TOK;SHA;OSA;BAN;HO;MAN;JAK;SYD;TAI} = ( BAG LON SAN) (Place one infection cube on these cities: )
* Place a Faded figure in Baghdad.

Funding level = 2.

gpmark previously rolled 2custom50{ResilPop;One Quiet Night;SF;CHI;MON;ATL;NY;WAS;LON;MAD;PAR;ESS;STP;MIL; LA;MEX;MIA;BOG;LIM ;SAN;BUE;SAO;LAG;KHA;KIN;JOH; ALG;CIA;IST;MOS;BAG;TEH;RIY;KAR;MUM;DEL;CHE;KOL; BEI;SEO;TOK;SHA;OSA;HON;BAN;HO;MAN;JAK;SYD;TAI} = ( NY CHI) (RED will start with )


Divide the remaining 42 cards into 5 equal piles.
* In pile 1 there are 10 cards (including the first epidemic).
* In pile 2 there are 10 cards (including that pile's epidemic).
* In pile 3 there are 9 cards (including that pile's epidemic).
* In pile 4 there are 9 cards (including that pile's epidemic).
* In pile 5 there are 9 cards (including that pile's epidemic).

Red will be the Quarantine Specialist. The Colonel and the Quarantine Specialist are co-workers.
White will be the Medic.
Blue will be the Scientist.
Brown will be the Colonel. The Colonel and the Quarantine Specialist are co-workers.

As the April Win Bonus was earned, apply it: remove one Faded figure from Algiers.

gpmark previously rolled 1custom4{RED;WHITE;BLUE;BROWN} = ( BLUE) (This color will go first: )
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