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

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by JustinDJacobson

thepillbox wrote:

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.

I can neither confirm nor deny.

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

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by cheezburger

JustinDJacobson wrote:


Per the rules,


the rules states that, playing in 2, you can bring 2 snaps of the same colour.
it remains not possible to take 2 snaps of the same colour WITH THE SAME ICON, right?


JustinDJacobson wrote:

you always play with all 3 snapshots in Crimson Cutlass.



confusion here :( i found a FAQ at this link
https://boardgamegeek.com/filepage/172609/collection-faqs-an...


that states


Snapshot cards on the "Wreck of the Crimson Cutlass"
The number of "snapshot" cards is inten􀆟onally fewer so that you need to go there early if
you want to be sure to get a snapshot. If playing with 3 or 2 players, ONLY put 2
snapshots on the Cutlass.



is this FAQ not correct?
you are telling me that wreck snapshots are ALWAYS 3, with every number of players?



Reply: SeaFall:: Rules:: Re: A few questions in preparation For playing..... SPOILERS NOT HIDDEN

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by Shelia102881

Two new questions... we have a three player game and we have all been very close in points. Our last game were were all within 10 of each other.. we just got the milestone from building the temple that costs 40 gold... it seems a bit overpowered.. so do we have this right, the owner gets 3 successes automatically for each explore endeavor for each discovered statue in the world... so just having it is 9 successes the whole game?? It just seems incredibly powerful.. also the statues we have found and they are stickers but we do not know what they are or what they do yet.. do they still count as discovered??


Also.. we are taking free actions of scanning our advisors we are putting into play to look for numbers, some advisors who are not "common" ones have a number right on them visible, are they not scannable? Do we read the logbook for that? If not what is the number for??


Thanks in advance for any and all help!!!!

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

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by JustinDJacobson

1) Right

2) That's not technically correct by the rules. But it's perfectly fine to play that way.

Reply: Betrayal Legacy:: General:: Re: How Does The Helm Work?

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by iowast8er

jareddm wrote:

Anyone have any good Helm chants?

Our group's is a yoga "Om" (since we all do yoga together as well) but with the "Om" replaced with "Helm."



Our group discovered the word portmanteau and have become obsessed with them. We chant “portmanteau, portmanteau, portmanteau” and then drop the helm on the table. As it hits, one of the players, it rotates each week, says a portmanteau. We repeat the chant as we return the helm to the box.

New Image for Betrayal Legacy

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by Sammywammy

<div>Re painted, and yes I made the guy hold an ice cream because I always though he was holding one. :D</div>

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

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by dboyee

Kimball Bent wrote:

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?
NO, it was not (is not) my intention to create controversy. You guys made valid points. I defined the two with long hair as female - that's how I identify the gender. Obviously, some of you define it differently which is fine. It would be impossible to know ethnicity - so your point makes sense. Sorry, I did not intend to offend anyone.

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

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by puckstop98

True. I’m playing mostly with my son and play face up but that’s mostly so I can help him with some decisions.

Reply: Downforce:: Reviews:: Re: Jerkforce (a Space-Biff! review)

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by dboyee

Great review! I've played a couple games of Downforce so far, and I'm still learning how the game works - initial plays I focused more on winning the race but now I am realizing it's more about strategic betting.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: *Spoilers* Haunt 84 Clarifications *Spoilers*

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by Mr D

I just revised this haunt and added it to my custom tomes:
https://boardgamegeek.com/thread/2148420/unofficial-revised-...

If you haven't played the haunt yet, you shouldn't continue to read.

These are my solutions:


The win-condition

- If the traitor is disloyal, he or she wins when all the heroes are either dead or monsters in the service of the Psychic Spirit of Richard Smith

- If the traitor is disloyal, the heroes win when they have slain the Psychic Spirit of Richard Smith by slaying every body it inhabits. (This includes the traitor.)

- If the traitor is loyal, he or she and the heroes win when the Knowledge of each living hero has been lowered to its lowest value or dropped to the skull symbol, the heroes then destroy the Crystal Ball and the traitor then lowers his or her Knowledge to 1 to forget Richard Smith, thereby destroying his spirit

- If the traitor is loyal and killed by the heroes nobody wins and the haunt is over. (This is the only way to make the loyal/disloyal thing working. The goal for the traitor is to convince the heroes that he or she is loyal and the heroes then have to decide if that's the truth or not. If killing the traitor is a reliable decision whether he or she is disloyal or not, the whole haunt fails.


The Psychic Spirit

- The spirit is not represented by a token nor is the traitor the Spirit. The Spirit is everywhere.

"The house creaks and groans like a voice without words."

"By entering this place, you have, in a very real way, entered his mind. The house itself wants to imprint Smith’s mind onto yours,..."

That's also the reason why the heroes have to attack the rooms. They are attacking the house or with other words the mind of Richard Smith.
Because the Spirit is everywhere it can attack any hero regardless of where the traitor is; only restricted by the rules described in the section You must Do This on the Monsters' Turn.


Dying as a hero

In my eyes the section What Happens When You Would Die in the Secrets of Survival Tome was the most problematic one.

I have split the bullets and rearranged them. I hope it is better understandable now what happens if your Sanity and/or Knowledge value drops to the skull.

I also added a new section If You Become a Monster to specify what happens if a hero becomes a monster. That wasn't described at all before.

Reply: Betrayal at House on the Hill: Widow's Walk:: Rules:: Re: *SPOILERS* Have no idea what to do with Haunt "Forget to Remember"

Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 84: Forget to Remember - Problems, confusion and grief

Reply: Pandemic Legacy: Season 2:: Sessions:: Re: End of year (map and spreadsheet) - Definite spoilers

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by Kiramarch

Irgy wrote:

Buenos Aires makes the Farmer even more useful if anything... so long as you give them the upgrade that lets you place cubes in adjacent locations! With that upgrade they never have to leave the havens/supply centres, make 6 cubes per turn and distribute them to up to three cities (I'm allowing one action for moving).


Yes, this! The upgrade is called the Courier, and it made the Farmer a super-protector. She could deliver supplies to cities that weren't necessarily adjacent to each other, which let her do it far more efficiently. And we doubled-down on this role by giving her the Saboteur upgrade as well, allowing her to deal with Hollow Men. So she could keep the world safe while our other two characters solved other objectives.

We didn't play with the Administrator after February, so it really goes to show that there are multiple effective strategies, relying on different characters and upgrades.

Reply: SeaFall:: Rules:: Re: A few questions in preparation For playing..... SPOILERS NOT HIDDEN

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by Cliffy73

The Temple is good, but it costs 40. So it’s not that easy to build. And presumably at this point *most* of the map will have been explored already, so there are a limited number of places you can use it.

The way interrogation works is on your turn, you can interrogate your active advisor. If his number is public, he’s a public society memeber. Interrogation works just the same, except you already know his paragraph number, so you don’t need to shine the light of truth to discover if he is a member of the society and if so what his number is.

Thread: Betrayal Legacy:: Rules:: This turn

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by Cudabgg

Example: monsters die instead of stunned this turn

Does the effect above last for everyone’s turn in the round? Or only on the turn of the player triggering it?

Additional question, is a turn referring to one player’s turn or the whole group’s turn?

Thread: Downforce:: General:: Sleeve size

Thread: Pandemic Legacy: Season 2:: Rules:: Rules S & T clarification

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by Creaking shelves


[o]The hollow men rules (S & T) say that hollow men cards do not count towards the number of cards you must draw during the infect cities step. The hollow men cards also require you to keep drawing until you reveal a city card. We were unsure whether that city card counts towards the total number of infected cities or not?

eg, the infection rate is 2, my first card is a Hollow Man card, so I draw again and reveal Washington. I place a hollow man in Washington. Do I then draw 2 more cards, or 1 more card, to complete the Infections step this round. (assuming no more hollow men gather cards are drawn)

For clarity, Rule S:
- If you draw a hollow men gather card, keep drawing until you draw an Infection card with a city on it, discarding any other hollow men gather cards drawn. Add exactly 1 Hollow Men figure to the first Infection card with a city on it you draw. (etc, not relevant text)

Rule T:
- Hollow men gather cards do not count toward the number of infection cards you must draw during the infect step of your turn.[/o]

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

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by TAIMOS

RobDaviau wrote:

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.


Thank you very much, Rob!

Reply: Downforce:: General:: Re: Sleeve size

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Rules S & T clarification

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by eeyogre

[o]I think we interpreted this as counting all city cards and ignoring all hollow men gather cards. So you are required to draw as many city cards as the infection level (some of which may have hollow men added to them).[/o]
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