Quantcast
Channel: Rob Daviau | BoardGameGeek
Viewing all 191288 articles
Browse latest View live

Reply: Risk: Star Wars Original Trilogy Edition:: General:: Re: Card size, sleeves and laminating...

$
0
0

by Don Padron

Swan Card Sleeves(52x74mm)-100 Pack (Thick)- Through the Ages- New
fit very tight. It bends the cards ever so slightly.

After pressing them between two heavy books they have packed out well.

Reply: Risk: Star Wars Original Trilogy Edition:: Rules:: Re: Attacking ships

$
0
0

by Don Padron

First of all i would like to say that this
https://boardgamegeek.com/thread/203502/summary-questions-as...
makes a lot of sense to me:

• An invasion refers to the planet being invaded and not the planets from which you are invading. Cards refering to "the invasion" are meant only for the specific invasion of that star system in question when the card is played (even when the defending system is attacked by different systems). You can come back to an earlier invasion (with the same attacking territory or a different attacking territory) but it is all considered one invasion, therefore any cards that were in effect still are.


The problem is that the Risk:SWOTE manual doesn't clearly differentiate between invasion, attacks or battles. With normal Risk it doesn't matter but with ships and faction cards in Risk:SWOTE it does. The Risk:SWCW manual is better and clearer in this regard.

But considering the above i'm confused about 1 issues regarding ships.
How do you determine the "attacking ships"„ships taking part in a battle“ or "invading ships"?

a.) Do you declare at the beginning of an invasion how many ships from the invading planet take part in the invasion (and can give their bonuses in the subsequent battles/attacks) or

b.) do you decide the number of ships for every battle/attack seperately or

c.) do all ships from the invading planet automatically take part in the invasion and all subsequent attacks/battles.

Since attacking ships seems not to be destroyed only two reasons why c.) doesn't make sense or why one should not always automatically take every ship into an invasion or battle come to my mind:

1. You have to move the ships used to win a battle onto the conquered planet (not really clearly specified in Risk:SWOTE manual, but in Risk:SWCW)

That rule only makes sense when b.) is true.

2. The Hutt „Mine Fields“ Card

The Hutt "Mine Fields" card specifies that x invading ships are destroyed and you have to play it when someone declares an invasion against you. How do you figure out which ships are possible targets to be destroyed? Or could „invasion“ just be interchanged with „battle/attack“ and „invading ships“ with ships taking part in the battle/attack here on this card? Then b.) could actually make sense.

Your thoughts on this?

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

$
0
0

by Muse23PT

The racer in black has a face, you just don't see it because the visor is darker in that helmet, but he/she has a face...

regarding the Female riders, you are assuming there are only 2 female riders or that there are female drivers at all...

All I see is that 2 of the drivers have Ponytails and that is not something that defines them as Female... also, there's plenty of women with short hair.
I see 6 humans Race drivers that have helmets and racing gear on that makes it impossible to see what gender they are, so if you want, those can be 6 female drivers and no male drivers, or you can make the ratio anyway you want, so there's no problem in the game other than people scratch to find!

Reply: Heroscape Master Set: Rise of the Valkyrie:: Organized Play:: Re: Heroscaping In NYC

Reply: Betrayal Legacy:: Rules:: Re: Stunning monsters/killing killable monsters

$
0
0

by TAIMOS

The Bride has Sanity and Speed. Hero attacks the Bride with Might. Traitor says "your attack failed because monster doesn't have Might".

Questions:

1. Does any side roll dice at all in this case?
2. Must Traitor then say "Monster doesn't have Might, but it has Sanity" or Hero should try all the Traits for attack and finally guess that Sanity should be used to stun Monster? I mean, where is the "MAY" and where is the "MUST" here? :)

Thanks!

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

$
0
0

by Brodieman920

dascott wrote:

Correct on both counts!

Thanks!

Do the words on the tile have to face the same direction or just line up the door in anyway we choose?

I think is might be a stupid question but I just want to make sure we are playing right.

New Image for Betrayal at House on the Hill

$
0
0

by jrubin1

<div>Explorers narrowly escaped the haunting in this fun game that works well with players of all ages.</div>

Reply: Betrayal Legacy:: Rules:: Re: Stunning monsters/killing killable monsters

$
0
0

by RobDaviau

Neither side rolls dice in this case. The hero can then ask the traitor to read everything in the Bride box. Basically, by trying to attack her, you learn information about her.

Same thing if she attacks the hero.

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

$
0
0

by drmiller32

You can line it up however you want, provided you don't block off doors if you can help it and there is always at least one door in the house that can be explored.

Reply: Betrayal at House on the Hill:: General:: Re: Upgrade Kit

$
0
0

by VonMeister

IdahoGeekette wrote:

that would drive me crazy! thanks for the warning.

Why is it so hard for them to make a good component for a darn fine game??? Its not like its even sold super cheap either.

It gets worse with these "premium" components:
Some dials are turned clockwise to spin a stat down, and some are turned COUNTER-clockwise to do the same.
You'd think, since you can't see the next number, that they would at least make the dials the same so you know when you're turning them one way the stat goes down, and when turning the other the stat goes up.

There's just no consistency or care on the part of Wizkids to take the extra effort and get something right. They just seem to produce this crap and get it out the door.
Just not well thought out. You also can't see how far away you are from getting to the skull without turning the dial to peek. With four stats to check periodically throughout the game, it gets to be tedious.

Reply: Betrayal at House on the Hill:: General:: Re: Rating.. Why??

$
0
0

by VonMeister

In my mind, there were 3 games that really kicked off the modern Ameritrash revolution:
Betrayal At House on the Hill (2004)
Arkham Horror 2nd edition (2005)
Last Night on Earth (2007)

Runebound is probably in there too (among others I'm sure), but I wasn't aware of it at the time.

Betrayal was really different at the time it came out. It wasn't well-known, and those who did play it always commented what a cool experience it was and wanted to play again. It was simple enough to play with non boardgamers and had the great theme.

If it had remained out of print after the first run, it would likely be on the same level of legendary board game status as Heroquest - mostly because there wasn't anything like it at the time and, well, nostalgia.
Sidenote: before the 2nd edition, you couldn't hardly touch a copy of Betrayal for less than $80 on the secondary market - they mostly went up from there.

It's not necessarily where it is because it's a great game compared to what's on the marketplace now, but it is still very easy to introduce to non-gamers and the theme is an easy sell.

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

$
0
0

by Mr D

Update:

Version 0.3 of the Tomes is available! Changed/fixed multiple haunts.

e.g.
Haunt 67: Murderball
Haunt 69: No Noose is Good News
Haunt 84: Forget to Remember

For more information, see the update log.

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

$
0
0

by Mr D

Polioliolio wrote:


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.


The changes I made:

- The haunt also ends when the traitor is dead. (There is no reason to continue the haunt if the traitor cannot win anymore.)

- The heroes can guess the whole word or phrase. (Reduced the turn number.)

- If a hero guesses a letter the traitor has to fill all blanks with that letter.

- Only heroes who are protected from the gallows may attack the traitor. (It is a smaller change than a traitor who is always immune. And I also like this version more.)

- The Traitor still takes damage if he or she attacks a hero and loses.

- The Traitor has to show the progress of the game all the time.

- The Traitor can only do the attacks from the Special Attack Rules section if he or she has the Rope omen card. (Just for the Story. And because the Heroes cannot attack the Traitor so easily, the Rope card is safer.)

- The Traitor cannot use any Weapons to hang a hero (the special might attack described in the first bullet of the Special Attack Rules section); instead he or she rolls always 1 additional die. (I did this because the Traitor "uses" the Rope for this Attack.)*

* For both Special Attacks the Traitor has to have the Rope omen card but only on the Might attack he rolls 1 additional die and cannot use any Weapons.
Why?
Because the other special attack is a range attack with Speed. No weapon increases the number of dice for Speed attacks. That's why I saw no reason to add an additional die for compensation.


I added all these changes to the custom tomes.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Number of Snapshot Cards

$
0
0

by cheezburger

what about playing with 2 players with wreck of crimson cutlass? how many snapshots in that location?

the ruleset tells that, playing in 2, snapshots are shared, and every player can take 2 snapshot of the same colour.
what about the icon on the snapshots? a player can take 2 snapshots of the same color and also the same icon on it? (still thinking about crimson cutlass)

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

$
0
0

by Kimball Bent

You have cards that could not possibly be more diverse culturally and gender-wise. Heck, is there even a Caucasian among them? Was it your point to create controversy?

Reply: Indulgence:: Reviews:: Re: Why I prefer Hearts to Indulgence

$
0
0

by Spaten

Although I do enjoy Indulgence in certain types of more casual social gatherings than is fitting for Hearts, I basically agree with all your statements regarding a comparison of the two games.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Number of Snapshot Cards

$
0
0

by JustinDJacobson

cheezburger wrote:

what about playing with 2 players with wreck of crimson cutlass? how many snapshots in that location?

the ruleset tells that, playing in 2, snapshots are shared, and every player can take 2 snapshot of the same colour.
what about the icon on the snapshots? a player can take 2 snapshots of the same color and also the same icon on it? (still thinking about crimson cutlass)

Per the rules, you always play with all 3 snapshots in Crimson Cutlass. Given that it's a separate location, it's not likely that more than 3 players will want to head over there anyway.

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

$
0
0

by JustinDJacobson

F1 racing is such an international sport, we really just wanted a very diverse looking group. We wanted to keep the "superhero" look. And we wanted a mysterious figure, aka Racer Black, for fun. Who is Racer Black? Some folks thinks it's our logo mascot, Pip.

We thought about alternate images but the player is not the driver but the race team owner, so we didn't think it was necessary and thought it created stronger characters we could build on in future expansions.

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

$
0
0

by KogarashiKaze

drmiller32 wrote:

You can line it up however you want, provided you don't block off doors if you can help it and there is always at least one door in the house that can be explored.


And if you do end up blocking off all the doors on a floor and then need to place another tile on that floor, you rearrange the tiles until you've unblocked doors again.

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

$
0
0

by thepillbox

I choose to believe that Racer Black is a robot. Even though its face is convincingly realistic for photographs, any live video feed of it would create an uncanny-valley effect, so the decision was made to use an extra-smokey visor on its helmet (since it doesn't need to see using traditional eyesight anyway).

I also choose to believe that the two racers with ponytails are men with glorious, long hair (a la Fabio or a young Antonio Banderas). The other 3 drivers are, obviously, women who have superior skills in keeping their hair (regardless of length) tucked into their helmet or somewhere else to minimize their wind resistance.
Viewing all 191288 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>