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Thread: Betrayal Legacy:: General:: That was a waste of time (Spoilers)

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by BardicSkaven

Aw really I got this er room on like Chapter 3 that was result of winning Baby's Cry and had to put it in tomb 3 sessions later destroy it... That was an epic waste of time to earn that...

Reply: Betrayal Legacy:: General:: Re: That was a waste of time (Spoilers)

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by rageleague

???
If you win that haunt in Chapter 3 you replace guest quarters with bloody room. You put the collapsed room in the tomb. When it tells you to destroy the tile in the tomb you only destroy the collapsed room since it's the other outcome of the chapter. Don't destroy the bloody room.

Reply: Betrayal Legacy:: General:: Re: That was a waste of time (Spoilers)

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by BardicSkaven

I did destroy Colapsed just annoyed I put it in Tomb never use it now throw it away :/

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

Reply: Betrayal Legacy:: General:: Re: That was a waste of time (Spoilers)

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by KogarashiKaze

That plank has two rooms on it. Which one you add to your game depends on which chapter 3 you play, because which room you're in when you trigger the haunt determines which one of two haunts you actually run. Our group ended up with the haunt that resulted in the collapsed room (replacing the guest quarters), and had to put the bloody room in the tomb.

Reply: Betrayal Legacy:: Rules:: Re: This turn

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by MisterMetroid

I assume you’re referring to specifically stunning monsters.

Essentially the idea is that if a monster gets stunned they spend their entire next turn becoming unstunned.

So if a hero stuns a monster during their hero turn, the monsters doesn’t act when it gets to the monster turn.

If a monster is stunned from attacking a hero and losing, they still spend their next turn becoming unstinted, they don’t become unstunned at the end of the monster turn.

In other cases, “this turn” refers to the current turn in effect.

If a hero is moving and something states, “for this turn,” then whatever effect was triggered would end at the end of that hero’s turn.

Reply: Pandemic Legacy: Season 2:: General:: Re: Final scores!

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by rsr15

Final score 885


Players: 2 (Total 2 characters every game)
Record: 12-1 (Lost early May)
Turning point #2?: No
Labs found: 3/4 (Didn't find Topaz)
Final Cities connected: 45/46 (Didn't even recon from Jakarta. So no Wellington)
Permanent supply centers: 5 (Los Angeles, London, Cairo, Tehran, Johannesburg)
Permanent radio towers: 0
Permanent shelters: 3 (Shanghai, Kolkata, Istanbul)
Final Forsaken cities: 0 (3 recovered just before final scoring)
Frankfurt destroyed?: No
Character Deaths: Laborer, who carried the cure
Final Character Scars other than Carrier: 2 (one scar was covered up by an ability from that one Unrationed Event)
Did you defect the Hollow Men in time?: Yes
Did you complete The Plan in time?: Yes
Did you deliver the cure?: Yes on first try.


We pretty much played only two characters the entire game:
Jan: Farmer and Instructor
Rest of the game: Laborer and Administrator

Upgrades/Scars for the Laborer:
Helmsman: Free drive/ferry action. Overpowered! We used this every single turn since we found and applied it. And was very helpful when delivering the cure in December.
Courier: Deliver supply cubes to adjacent cities.
Scout: Recon without supply center.
Foreman: Establish supply line with 1 fewer supply cube.
Carrier Scar: Covered up Courier and Scout.
There was one more scar, but that got quickly covered up by the ability from that unrationed event card.

Upgrades/Scars for the Administrator:
Architect: Supply center with 1 fewer card.
Lookout: Search the city by taking the matching card from the discard pile.
Record Keeper: +1 hand limit.
Bacillophobic scar: Lose an action if you start in a Plague Cube location. Early scar (April I think), but never affected.
Fastidious scar: 1 extra city card for supply center. This scar covered up the Architect in November.

The laborer-architect combo which I've read in this forums is not needed in a 2-player game. Our logic was that we don't have to worry about feeding one player all the cards. This way both of us can build the supply center for 4 cards and both can also roam around to critical cities. Worked out beautifully in the end.


The only thing we missed was we didn't recon out of Jakarta and hence didn't find the Australian haven or Topaz lab. We simply didn't have the timing to do it.
We reconned East Asia as the game-end action in September. If I recall correctly, September is the earliest you can recon East Asia. In October, we could only connect one red city because we had no permanent towers for the objective in November and we had to focus on that plus the build three supply centers objective.
Going into November we only had 5 red cards in the deck (2 red city cards + 3 city card upgrades that count as red/multi color). In November, we were sure of losing the first time and wanted to focus on reconning out of Jakarta. But, once the "lookout" started connecting and searching in the red cities, we found ourselves in a situation to complete the plan easily. After the Tokyo city search which gives two unique red cards for the recon, we abandoned the recon from Jakarta and completed the plan.


Overall, we had a blast playing this game. With all the exploration and searching in this season, we enjoyed it more that Season 1.

Reply: Betrayal Legacy:: Rules:: Re: Chapter 3 - Haunt #40 concerns (Spoilers)

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by rexydon

The biggest thing that was a question was that it said you had to silence a room and the roll was effected by the number of runes in the house. The outside are does not have rooms nor is it inside the house. So you could not silence an outdoor tile (as it is not a room)meaning that dolls can only be destroyed inside.

Reply: Betrayal Legacy:: Rules:: Re: This turn

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by BardicSkaven

In one Haunt it says you can't kill the 'boss' unless it's stunned but the monster has it's own turn so I'm assuming it's stunned from trap for round?

Reply: Betrayal Legacy:: General:: Re: Finished the Campaign? Ask the design team anything (spoilers abound)

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by thadcar

I hope Rob and the design team are still answering!

A few questions:

1. It seems like Haunt 26 (It Evolves) can be won by both sides at the same time. If only one hero is alive, the timer token is at the 1, and that hero rolls Speed below their number of explosives, they die (meaning the traitor wins) but they flood the Nest (meaning the Heroes win). Am I missing something?

2. How does The Lonely Bride end up in the Tomb and thus enter the game at the end? We destroyed it.

3. The final Haunt was amazing, and we won, but upon reflection, I did get a bad taste in my mouth. We fully prepared -- we studied enough to get all four trait tokens on the side goal, which meant we had +8. We also had crests on the back of the Helm, so that brought us up to +11. Our strongest Hero took the Spear and rolled her highest trait (Sanity - 5) and rolled...a 1. We would have lost if she didn't still have her reroll. She used it and we won. But the fact remains that we very easily could have lost. In fact, it's impossible to guarantee victory. We had the highest possible modifier, but there's a non-zero chance that even if she had rolled eight dice twice she wouldn't get to 13. Yeah, it's a small chance, but still -- the fact that the game-deciding roll come down to a non-small amount of luck has to be a conscious decision. Can you speak about your thought process there?

I'll probably have more questions because I think I'll be thinking about this for a while. Thanks a ton for such a great experience. The game arrived on 2/1 and we finished it in four sessions that ended on 2/17. That's fast! Really enjoyed it.

New Image for Fireball Island: The Curse of Vul-Kar

Reply: Betrayal Legacy:: Rules:: Re: This turn

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by Cudabgg

MisterMetroid wrote:



In other cases, “this turn” refers to the current turn in effect.

If a hero is moving and something states, “for this turn,” then whatever effect was triggered would end at the end of that hero’s turn.


I was looking for this, thanks.

I’m just confused on what “this turn” meant, whether it lasts for only 1 hero turn or until everyone’s turn.

Reply: Betrayal Legacy:: General:: Re: Game Text Font?

New Image for Fireball Island: The Curse of Vul-Kar

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Dice Tower 2019 Kickstarter "Lucky Hat" Promo Card

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by pkitty

My thoughts on a simple house rule to fix the hat:

Discard the hat when you would draw a souvenir card, then roll the cave die and draw that many extra souvenirs. Choose two to keep and discard the rest.

Now it's always useful and in a fair way. Worst case scenario, you trade the hat for another random souvenir (neutral effect). Best case scenario, you get to pick your favorite two out of four, which is really nice but not unbalanced, since your net # of souvenirs doesn't actually change.

Thread: Fireball Island: The Curse of Vul-Kar:: Rules:: Jumping on the hello-copter, taking a Cursed sapphire

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by cheezburger

If a character get on the hello-copter and takes a cursed sapphire from the maw... can the player use immediately the sapphire to play another action card?

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Rule Questions - General & Two-Player Specific

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by cheezburger

industrialchild wrote:



When playing with Sinister Motives / Player Powers, do you get one for each pawn, or just one shared between the two? Each player would get one, so those cards would be shared between the two pawns.




i think sinister motives and injury cards have something strange playing in 2 player games, i made a couple of examples:

1)

Player 1 takes the sinister motive that states that if a player has 3 or more snapshots , that player gain 10 points.

Player 2 takes the sinister motive that states that the player gain 2 points for every snapshot made.


in a 2 players match the snapshots at the end of the match are a lot.. so player 2 can do A LOT more points than player 1 getting more snapshots.

2)

And what about the sinister motive that states that when a pawn returns to the hello-copter can get 3 treasures from the maw? 2 pawns means 6 treasures?

some sinister motive can be used "doubled", and some other sinister motive cannot!


3)
and about injury cards: some of those cards limits a player hand of action cards or souvenir cards... but if you play with 2 players, your hand of action cards is doubled! so if you take an injury that states that you can have only 1 action card in the hand (instead 4), the pain is doubled! :)

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: Rule Questions - General & Two-Player Specific

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by cheezburger

industrialchild wrote:



EDIT: You are correct Casey! I humbly stand corrected, good sir! :) I did find the thread where Justin does give his two cents about this and thank you for correcting me as I would like to play the game as intended as well. I could see where Justin is coming from on this!

In regards to the OP's last question then (if you wish to play as intended), "Can you use a souvenir the turn you draw it (specifically with souvenirs that play 'after playing an action card')?"No, you can not play an "after playing an action card" Souvenir after you draw it. However, if such a Souvenir were in hand in after playing an action card in Step 2 of your Turn , you could play it prior to Step 3 of your turn.


can you link the original thread? i'm searching that without success :/

Thread: Betrayal Legacy:: General:: Prologue and First Chapter Clarification (Potential Spoilers)

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by DrayGon777

Me and my group just finished the prologue for Betrayal Legacy, being our first foray into legacy games. The owner of the game read the rules and there seemed to be a bit of confusion (he apparently pulled of one of the stickers folio before it was time) so I'm thinking we missed something as we were going through our first game and subsequent completion of the first chapter. You see, there were just the three of us and when we got to the haunt, [o]we all got cards revealing our roles as it was a hidden role haunt. It seemed none of us were the witch, and so the possibility to reveal one of the purgatory cards was unable to happen (unless we misunderstood the haunt). If this was how it was supposed to go, then I'd like to say that the prologue was incredible with how it included the possibility of a witch a false potential to reveal a card.[/o]

Anyways, we had enough time to start the first chapter because the game went by so fast but we ran into a problem. [o] Apparently, someone was supposed to have a deed which was never revealed. We decided that the only survivor would likely be the one who got the deed and so we played it as if they were the deed owner. What has really thrown us is that now, at the end of the chapter, one of us is supposed to put a family crest sticker onto it.[/o]

I had to leave for work after the first chapter and was planning to go through all the cards we already revealed to see if we missed something. Unfortunately, the other two, figuring we didn't need them anymore because we can't exactly play the campaign again, already tore up the cards so I can't go over them to determine if we missed something. I've tried looking for answers on these forums but I can't seem to find any concrete answers to my question.

P.S. I also had an interesting question regarding how chapter 1 ended specifically. [o]So the haunt started at the tree outside and those whom have played that particular haunt might know that there's a way for the traitor to die on their turn. Well, that's precisely what happened. Does that mean they traitor now owns the deed as they are supposed to put their crest on it, or does the last surviving hero that took an action follow those directions?[/o]

Reply: Fireball Island: The Curse of Vul-Kar:: Rules:: Re: a few questions

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by cheezburger

LastFootnote wrote:

beaverpapa wrote:

He already stated that in a 2-player game playing with 4 characters between the two, each player gets 4 Action Cards and 2 Souvenir Cards, shared amongst the two characters a single player is controlling.

See how it says "edited" there? That's because it didn't always say that.

I'm surprised that you play with a hand of 4 action cards. I may choose to play with a normal hand of 2 action cards even when in a 2-player game.


i also played with 2 action cards for 2 characters... the only difference is that using 4 cards makes the selection of the action more "difficult", so more time to wait, imho.
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