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Reply: Betrayal at House on the Hill:: Rules:: Re: Haunt 10: Everything that can go wrong, and maybe how to fix it.

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by jon_joy_1999

Misterboy wrote:

I just played Haunt 10 and there were a series of issues. There are other posts on Haunt 10, but I thought I'd type up the biggest issues which have no direct solutions.

Spoilers, so I'll put it behind the tag:

[o]Out of turn attacks: A strict reading of the rules indicates that Zombies can attack "out of turn". That is, a player moving into a room with a Zombie allows a Zombie attack on the player-turn.[/o]
If the rule said "A zombie attacks as soon as a hero is in a room with it" I would agree that zombies can attack out of turn, but it says
"... as soon as it's in a room with a hero".
It makes more sense to say "Bob will eat as soon as Bob is in a room with pie" than to say "Bob will eat as soon as pie is in a room with Bob"
[o]Finally, there is Zombie movement, which is tied to line of sight. A strict reading of the rules indicate that Zombies are allowed to ignore players, find a safe area, and force the players to come to them. This can absolutely break the game.[/o]
Zombies are not allowed to ignore players, in fact the players are informed of how to control the zombies if they so desire. And since Heroes get to move first they should have no difficulty herding zombies

Reply: Pandemic Legacy: Season 1:: Rules:: Re: [April spoilers] Damn it, did we play this month wrong?

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by clivej

You got it wrong, but if you think about the mechanics you'll see that it makes very little difference, if any, to whether you win or lose in April.

[o]Immediately Fading every city containing C0dA cubes and converting all those cubes to Faded figures, or Fading each city only if/when you infect it give very similar results.

The only differences are:

• When the plot twist arrives, players have a little advance warning that they need to get out of C0dA-infected cities, so there's less risk of an immediate scar after the Faded arrive.

• It is well-defined which city is City Zero. (Of course, you don't yet know what, if any, significance City Zero will have!)

• Immediately converting all C0dA cubes into Faded figures makes it a tiny bit more likely that you'll lose by running out of Faded figures, but since there are so many more of them than there are C0dA cubes, that's not very likely in April. The problems come if you let the Faded spread...

• You will have Faded any non-C0dA-coloured cities that contained C0dA cubes because of an outbreak. Unless they received a further C0dA Infection after the Faded were revealed, this is incorrect.[/o]
That last consequence of the mistake is the one with the most potential to hurt you.

Thread: Betrayal Legacy:: General:: CHAPTER 7 - BROKEN HAUNT? SPOILERS

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by CLTMAN30

Hi Guys,

Don't have the Haunt numbers/names to hand but hit Chapter 7 last night and got the Haunt involving the police investigations of a bride's murder.

We had a horrible fall of luck in that who the tiles we set up, and the Constables and Inspector positioned, that we literally couldn't do anything. All players were in line of sight wherever they moved, even after discovering several new tiles we could not attack each other or fabricate evidence.

The only thing that saved us is that I had the Bells - so was able to shift everyone on the board around one space freeing up some maneuverability. However, if i didn't have them, or we hadn't of drawn them, we'd have been kind of screwed.

Has anybody else had a similar problem?

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

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by CLTMAN30

Slight ammendment to the above comment, the deed is not in the Legacy deck. It is in the Purgatory deck - but yes you should have been instructed to take it. I think, if you were to thumb through the Purgatory that it is the first card - numbered P202 in the corner. You'll know it when you see it.

Make sure you are reading all cards and journal entries properly.

Prologue - you are corrct - last person would have got the deed, put a sticker on prologue space and taken first turn on Chapter 1.

Last survivor/person who took last turn on Chapter 1 would have then claimed the deed, placed their sticker on Chapter 1 space, takes first turn on Chapter 2 and so on....

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

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by GregF

RexMan85 wrote:

Second Question:
[o]Again, the legacy deck should've had the "Deed to the House" card, and instructed the last person alive (in chapter 0), to place their family sticker on it.[/o]


Not quite.

[o]The haunt tells you to read entry 117 in the Bleak Journal when you win. It tells you to get the Deed to the House (P202) - that's card 202 from the Purgatory deck. Make sure you did any other instructions in that entry.[/o]

Thread: Fireball Island: The Curse of Vul-Kar:: General:: What is the Status of the Optional iOS App and D&D Module?

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

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by KogarashiKaze

RexMan85 wrote:

First Question:
[o]No one is the witch. The legacy deck should've said "PAUSE - Have the first person who died read this card", it then explains how no one is the witch, and that you are all just killing each other out of fear and insanity[/o]


Clarification: [o]The first player who dies is supposed to read the card, but not out loud (otherwise the twist is spoiled for everyone else). They keep the "there is no witch" information to themselves, but this also gives them the ghost stickers to start placing.[/o]

Second Question: You played correctly, incidentally. [o]Whoever "wins" each round is the person who next claims the deed. If the traitor wins, they take it. If the heroes win, it's the last hero who took a turn.[/o]

As for the cards you're missing....

There's a PAUSE card for when you flip over an omen tile during the Prologue, since you don't have any Omen cards yet. This sets up the haunt and tells you where to turn in the Bleak Journal. It's followed by cards that assign people their roles in the first haunt. It also tells you to turn to Witch Hunt (Haunt 1) in the Secrets of Survival.

There's a PAUSE card for the first time a character dies. They secretly read the back of the card while the other players continue to play. The reverse of the card explains: [o]that there's no witch. It gives rules for placing ghost stickers. It tells the player who died to share the ghost rules with the others when there's a break in the action, but to keep the "no witch" part to themselves until the session ends.[/o]

The Secrets of Survival tells you which page to turn to in the Bleak Journal when there's one person left standing. This entry explains: [o]also that there is no witch. Presumably the extra box in the haunt is to throw off suspicion. People give their families surnames. An event is added to the event deck, and the game tells you to take out the Deed (P202) and the winner should put their family crest on the Prologue space. It explains that each game's winner will claim the deed going forward.[/o]

Thread: Downforce:: General:: Rules in PDF

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by Ken at Sunrise

I see the Downforce Rulebook v1 in the files section. Is this the most current set of rules? Oddly enough I don't see the current rules on Restoration Games web site, though I do see the rules for the expansion.

Thread: Downforce:: Rules:: RECKLESS Power Card

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by Ken at Sunrise

This card, according to the PDF rules says:

Downforce: Danger Circuit; Reckless Power Card wrote:

A “Tight Space” is when a car moves diagonally between two other cars that are diagonally adjacent. Move your car the additional spaces immediately after it moves, even if there are other cars on the card after yours.


I guess I don't understand this power card. According to the rules I have, moving diagonally is no different that moving forward. What are the 'additional spaces' this card is talking about.

Thank you,

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

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by thadcar

RobDaviau wrote:

Mortissia wrote:

We finished the campaign a few days ago - the ending absolutely blew me away. Definitely the best board gaming experience I've had, and likely to have. One question we were left with - can we destroy the family photos? I see no use for them but they weren't mentioned in the endgame cleanup


Use them in freeplay as a once per game reroll. Did we not say that? Please tell me we said that...


I don't remember reading it, for what it's worth. Once per game meaning any time during the game, even before the Haunt? Good to know...we almost destroyed them.

Thought of a couple more questions:

1. Not really a question, but can you talk about the Helm? One of the other designers said he'd leave the origin story to you. I'd love to hear about it. It seems just so perfectly designed. It comes out at the perfect time to set the tone of the game (which is with a healthy dose of camp). It's introduced in such a way that it really does demand respect, and I can't quite figure out how you pulled that off.

And then the catharsis at the end of the campaign of disrespecting and destroying it felt so good. When we had the side goal of stickering the back of it, a girl in our group hurriedly picked it up, licked it, slapped a sticker on, and threw it back on the stand on which we were holding it. We laughed so much. At the end of the game, we literally went outside and burned it and the 30 minutes after the campaign spent destroying the Helm was maybe my favorite part.

2. I'm interested in the different design philosophies behind your legacy games. I haven't played Risk, I'm only halfway through Seafall, and I still have one session of UWL left, but the ones I've played all sort of seem to have different goals. Pandemic is more about twisting a well-known game and introducing increasingly higher stakes through a narrative. Seafall is interested in how aggression ripples throughout a campaign. UWL seems to be a delivery mechanism for variations on classic Werewolf. And Betrayal seems almost 100% focused on customization -- that is, the entire goal of the game is to end up with a house that is fully yours. I guess I'm just interested on your thoughts on all that.

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

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by thadcar

Oh, and another question.

What's the thought process behind maybe having a traitor in the final Haunt and maybe not? I imagine that the idea is "Betrayal is fundamentally about a traitor emerging, so we want to stay true to that philosophy, but we also want everyone to feel like they're confronting evil together, so we almost want to make it pure co-op." What all went into that? How'd playtesting shake out? We managed to win two turns before I would have become the traitor, and that felt right, but it did feel sort of weird to end Betrayal Legacy without a traitor.

Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: What is the Status of the Optional iOS App and D&D Module?

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by swirlsaepi

Collection 1138 wrote:

I hadn't seen nor heard anything. Thanx!


Restoration Games discussed both topics in the latest KS update that they sent out last week:

Finally, a quick update on the app. We had the functionality mostly done, but we really weren't happy with the graphics and overall look of it. So we're going back in to polish it up so it's up to our standards. It'll probably be another couple of weeks to get that all done and tested. Likewise, the D&D module is about half written. Rob and I have been swamped as our meticulous plan of staggering the development schedule on our next slate of projects went horribly awry, and everything is getting wrapped up all at the same time. In short, we expect to have both of these out to you all sometime in March.

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

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by RobDaviau

First question:

[o]Since there is no witch, you will never get that card from the purgatory deck. It's a decoy to lend credibility to the haunt.[/o]

Second question:

[o]At the end of every haunt, you need to read the entry at the end of the haunt. This would've told you where to find the deed and a few other things. Go back and read the entry for the end of Haunt 1.[/o]

Third question: This has been answered in other posts.

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

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by Serneum

RobDaviau wrote:

First question:

[o]Since there is no witch, you will never get that card from the purgatory deck. It's a decoy to lend credibility to the haunt.[/o]


I'm curious why that would be the case. [o]Is it mostly if people start digging through the purgatory deck? We never know what is in the purgatory deck until we win or lose and are instructed to deal with cards. Would it not have been sufficient to just not have a card? How does it add credibility for a haunt if you don't look at the cards until the twist is revealed after only one person is left?[/o]

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

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by Becq

Yes, you get the temple bonus per statue sticker on the board; no further accomplish required for the it.

I feel it *is* overpowered, though it's also fairly difficult to build (not a sufficient balance, to my mind, especially since it can't be destroyed if built on the mainland). Some possible ways to balance it:

* It only grants it's bonus to exploration of the final column (or should give a reduced benefit in other exploration -- so +3/statue on the final column, and +1/statue otherwise).

* It gives you the full bonus, but only within a certain number of spaces (same as the exploration colonies -- three, I think?). This forces you to build it on colonies in order to gain the bonus, and allows other players to conquer the colony to take it from you.

* As a less-nerfed version of the above, just ban it from being built on the mainland. It has no range limits, but its colony can be taken.

I think I'd lean toward combining the first and third options above. Even at 'only' +3 (for having three statues discovered), that's roughly the equivalent of 2-3 'free' maps/charts for each and every exploration for the remainder of that game. The added risk of another player stealing your colony is, I feel, necessary to balance even that reduced bonus.

Note that I have tested *none* of the above, so feel free to use these ideas at your own risk.

Reply: Betrayal Legacy:: General:: Re: Not feeling it - need advice

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by tishdar

same feeling in our house. we are having great fun (mostly).

but CRUD have the haunts been onesided!

skipping the first, for a moment...

all of the other 4 have been routs. three HORRID losses for the good guys, and one quite bad loss for the traitor. the challenges in balancing such a variable game i understand, but it does beat out some of the fun in the game when it is SO lopsided.

bad luck on our part for a few scenarios? hopefully. at least last game the good guys won. for a while there it looked like i was going to have to accept losing all the time for 'theme reasons'. which i get, but the haunts should (occasionally) feel beatable.

still fun, aside from that .... one with all the things resulting in like 8+ attack dice for the traitor (not even sure you can have more than 8!) ALL THE TIME... I HATE THOSE THINGS. thanks to too many dr. who episodes, i guess...

dw

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

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

Reply: Betrayal Legacy:: General:: Re: CHAPTER 7 - BROKEN HAUNT? SPOILERS

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by Imadjinn

CLTMAN30 wrote:

Hi Guys,

Don't have the Haunt numbers/names to hand but hit Chapter 7 last night and got the Haunt involving the police investigations of a bride's murder.

We had a horrible fall of luck in that how the tiles we set up, and the Constables and Inspector positioned, that we literally couldn't do anything. All players were in line of sight of the police wherever they moved, even after discovering several new tiles we could not attack anyone or fabricate evidence - so could not progress.

The only thing that saved us is that I had the Bells - so was able to shift everyone on the board around one space freeing up some maneuverability. However, if i didn't have them, or we hadn't of drawn them, we'd have been kind of screwed.

Has anybody else had a similar problem?



We likely could have written this in a way that was more clear in the "Under Scrutiny" box, but you can attack and kill constables (as long as you are not within line of sight to other constables).

This likely would have made things easier for you.

Reply: Betrayal Legacy:: General:: Re: CHAPTER 7 - BROKEN HAUNT? SPOILERS

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by CLTMAN30

We were not able to attack contables as all were within line of sight of each other. Soon as I rang those bells we started taking them out. But would have been in serious trouble otherwise.
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