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Reply: Betrayal Legacy:: General:: Re: Campaign end spoiler question! Otherworlds Gate

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by RobDaviau

Roll a d4-2 for each game you played with the gates out (they often arrive in chapter 8 but can be later, rarely earlier). Fill in that many circles from random gate tiles. So you will fill in 0-2 circles.

If you fill in all three circles on a gate, instead roll d4-3 for the rest of the simulated games.

Reply: Betrayal Legacy:: General:: Re: Spoiler Question

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by RobDaviau

BardicSkaven wrote:

Is Avalon Hill aware of the blatant homage to Silent Hill or just me? It's even the same kinda color as Otherworld in SH.


I have never played a Silent Hill game (and had to double-check they are games, not movies). I can't speak for the rest of the team but I do know that they were never brought up during design.

That said, I suspect that SH and this game mined from the same tropes, history, sources, etc. so I'm not surprised that there may be some overlap.

Thread: Downforce:: General:: How does a car not finish

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by Ken at Sunrise

I got this game last night. I read in the rules that sometimes a car may not finish. The only way I see that possible is once everyone has played all of the cards in their hand the game is over. And I guess it's possible through blocking etc. that one or more cars never crosses the finish line.

Does that happen often? At all?

Thanks,

Reply: Betrayal Legacy:: General:: Re: Missing card (minor spoilers)

Reply: Downforce:: General:: Re: How does a car not finish

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by amish_rabbi

If you have no more cars racing you don’t play anymore cards so cars may not finish because of that; also if to many people burn high movement cards when you can’t move you may not have enough left to finish

Usually 1-3 cars don’t finish in the games I play

Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 87 "Sibling Rivalry" - confusion *Spoilers*

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by moonpost

I think the wording suggests that, yes, you prank the heroes to death as the traitor and you exorcise the siblings to win as the heroes. No normal attacks (heroes attack the siblings to grab them by the ear...) Which makes it a real slog of a scenario, going back and forth and back and forth. We played it last night and it went to 2 hours and everybody stopped having fun.

Also the headmistress can be picked up and moved by the heroes in the same room once per turn. I would venture that she could also be moved by the traitor?

Reply: Betrayal Legacy:: General:: Re: Spoiler Question

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by BardicSkaven

As a Silent Hill fan I can't help but associate Otherworld deck with SH. Also really only one tile in the whole game to use Otherworlds seesh that seems a waste of a mechanic.

Reply: SeaFall:: General:: Re: Would you play Seafall 2? (Possible Spoilers)

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by Moxel

I haven’t finished Seafall so I don’t know how it will end but I would like a revised edition. Besides the obvious need for playtesting I would also like to see an app which handles the Captain’s Booke and different artwork. I think the game would be so much more appealing if it had more vivid colors. Everything is so grey but imagine if Seafall looked like Treasure Island or Merchants and Marauders. It would also be interesting to see if they could work out so that buildings were permanent. If it’s possible in Charterstone it must be possible in Seafall.

Overall Seafall seems so rushed,not just the rules but the whole package like the missing atoll on the sticker sheet or that the card with the entry in the Captain’s Booke isn’t atop in all boxes. If they just could have fixed those things it would have gone a long way in the overall presentation of the game. So if there is one game I would like Restoration games to restore it’s probably Seafall. Isn’t ironic?

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Card list for translation

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by digitalhotel

I’ve done a sticker/inlay translation of all the cards in Italian to play with my daughter, as soon as possible I’ll upload the file

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

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by Ace123abc

cogsandgears wrote:


Also our traitors (very conveniently) keep misinterpreting what they think are straightforward rules, and then I'll show up at the next session being like AND BY THE WAY YOU DID THIS WRONG so there's that lol


Yeh, i'm playing this with casual gamer friends and i think it's tricky for them when all of a sudden one of them has to interpret a page of text all by themselves. Before the haunt i'm able to remind everyone of rules and gameplay but once the haunt happens i've no idea what the opposing team/player needs to know.

I think the Traitor's Tome assumes that whoever's reading it has also read the rulebook cover to cover, when more often than not in our gaming group it's one of my hapless friends who starts to glaze over at all the terms they don't understand and options they can't fathom.

Last time i just kept saying to whisper any questions that they had to me so that i could help them (and i'd try my best not to let the extra knowledge i was getting affect my choices on my turn). It's not ideal though - i'm really hoping the future haunts we get are manageable for casual gamers.

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

Polioliolio wrote:


Another thing is, the game is giving quite a bit of power into the hands of the traitor player here by letting them make up any words they want as a hangman game. I think it should be understood that you're playing a game to have a good time with friends, and not to be an unfair jerk, so adding a note like 'any hidden word must be something that individual is familiar with'. If you aren't sure, please don't pick the name of an obscure historical figure for example.


Of course the fun is most important. And the Traitor has to tell the heroes the theme of the selected words or phrases.

Polioliolio wrote:


Yeah, most 12 letter words are going to have multiple same letters, but aren't the players also able to simply guess their words? If your word was 'Board Gaming', you'd probably guess a vowel like A or O in your first or second turn. In 5 turns you could easily have something like this: _oar_ _a_in_ or if you got lucky boa__ gam__g, where you might instead choose to solve the riddle or at least take a stab at it.

I think it would be fine. Longer words don't necessarily make things harder, honestly I'd say longer words are more easily identifiable once you have a couple letters plugged in than many four letter words.


I know how the real gallows game work but the haunt only allows the heroes to guess single letters, not the word or phrase itself. That's something I will probably change. Then I can make the Traitor immune because the amount of turns the heroes need to guess their words/phrases is reduced.

But I'm still not sure what "If the guess is correct, write in the letter in any blank that it appears." means.
If the word/phrase has multiple same letters and the hero guesses this letter, does this mean the traitor has to fill every single blank that contains this letter or just 1 blank?

Thread: Betrayal at House on the Hill:: Rules:: Questions

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by Brodieman920

Fairly new to geek board games. Couple of questions on this when I tried to play a first game of this.

A room tile said "might roll of 3+", I gather that means you roll the number of dice equal to your might, correct? Then you need to roll a 3 or higher with the dice you are able to roll based on your might?

One of the curse cards said "Player to your right rolls a might 4 attack against you" Does that mean they roll 4 dice no matter what heir might is?

Thanks!!

Reply: Betrayal at House on the Hill:: Rules:: Re: Questions

Thread: Fireball Island: The Curse of Vul-Kar:: Rules:: Questions about some cards (Absurdly lucky, Durendal, Club of Heracles)

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by cheezburger

1) Absurdly lucky: when i grab or steal the golden idol, i draw a souvenir card.

if i thow a fireball to someone that owns the golden idol, do i grab the idol?
(stealing the idol is very difficult, since the player i stole to selects the treasure i'll get)


2) Durendal, the rock cleaver/Club of Heracles:

when i "activate" those legendary cards (the first one putting the boulder on it, the second one putting the tiger on it), do they became treasures? so can i steal those cards + item on them?

Reply: Betrayal Legacy:: General:: Re: Spoiler Question

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by Markus Crane

BardicSkaven wrote:

As a Silent Hill fan I can't help but associate Otherworld deck with SH. Also really only one tile in the whole game to use Otherworlds seesh that seems a waste of a mechanic.


Don't worry, the campaign addresses this.

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 Polioliolio

Mr D wrote:

Polioliolio wrote:



I know how the real gallows game work but the haunt only allows the heroes to guess single letters, not the word or phrase itself. That's something I will probably change. Then I can make the Traitor immune because the amount of turns the heroes need to guess their words/phrases is reduced.

But I'm still not sure what "If the guess is correct, write in the letter in any blank that it appears." means.
If the word/phrase has multiple same letters and the hero guesses this letter, does this mean the traitor has to fill every single blank that contains this letter or just 1 blank?


Yeah, I think if it can be applied, the real game's rules should be honored. Most people familiar with word guessing games like this assume the rule to be 'you guess 'e' any and all 'e's get filled in.

So summary of your intended changes...

- Ghost Player Immune to attacks
- Players can make a guess at their word/phrase for their turn instead of guessing a letter
- Clarification that guessing one letter correctly will fill in all instances of that letter

Sound about right? For my own game I'll be adding that only players who solve their clue can attack and damage the traitor. I think that sounds like fun by making sure there is at least an attempt for the heroes to complete their puzzles, while also giving players a second victory option that requires some matter of success at the ghost's own game.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Questions about some cards (Absurdly lucky, Durendal, Club of Heracles)

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by Jmparker

1.) when someone has to give up a treasure, if they have the idol, they Have to give that up first.

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Questions about some cards (Absurdly lucky, Durendal, Club of Heracles)

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by cheezburger

i edited my first question in my first post to be more clear (i hope)

Jmparker wrote:

1.) when someone has to give up a treasure, if they have the idol, they Have to give that up first.


yep, but "stealing" is different than "give up".. that was the question! if i "steal" a treasure to a player, that player can choose to give me some other treasure than golden idol!

Thread: Downforce:: General:: The Racer in Black has no face! Why?

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by dboyee

The first thing I noticed when I opened my copy of Downforce is that the black coloured racer has no face while all the others do! What's up with that? Was that intentional? Or a mistake?

New Image for Downforce

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