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Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Next printing of base game in a regular box

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by mezzin

late to the party as I just got a ks version from a gamestore.

The game is amazing quality but the box damm that is a terrible box. Only tumbling dice has the same quality box but there I don't care much as the game is just big.

But I will see how good the box will hold op ... or get a better solution. Maybe get a wooden case and put it in there with some foam.


Reply: Fireball Island: The Curse of Vul-Kar:: General:: Re: Will there be more expansions?

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by mezzin

noodlemans wrote:

JustinDJacobson wrote:

georgeofjungle3 wrote:

They've suggested that Spider Springs is the last map expansion they are going to do, and any future expansions will be smaller. I kind of want one more map expansion though for the other side, or maybe just a way to get the crimson cutlass over on that side.

This is a good estimation of our current plans. The game continues to sell well, but I'm not sure there's demand for still more plastic trays. If we do another expansion, I'd expect something on the smaller side along the lines of Crouching Tiger or Last Adventurer.


Don't be afraid to call the game complete. Nobody knows how to do that anymore. It's a lost art.

Second that if it complete it is complete nothing wrong with it.

Not all games need them and some have to many as it stand this game has already 2 big expansion and a few small ones. That is not nothing especially these expansion are hard and expensive to make / develop. Also to much expansion will not help the game as well. I have quite a few games with so many expansions it don't make sense anymore.

I will buy any of the expansion as the games is just good fun.

I will still have fun playing the current set for years to come. So much stuff.


Reply: Cthulhu: Death May Die:: Rules:: Re: Toughness and what is a source?

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by TV0R

Toughness is very effective, however splitting sanity loss into 1 + 2 is very dangerous for other investigators - if you are nearing the end of the sanity track, stopping on insanity spaces (and ignoring remaining sanity loss) is not triggered very often.

Reply: Cthulhu: Death May Die:: Rules:: Re: Discovery cards

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by TV0R

JP Falcon wrote:

If I do not want to spend the stress in the top “may” action or the bottom “or” action, can I simply discard the card?


Yes, as long as the wording allows it (both options start with 'you may'). Second option is often Guilty Conscience that cannot be discarded.

Reply: Cthulhu: Death May Die:: Rules:: Re: Toughness and what is a source?

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by Voidaar

Ayei wrote:

For example: are all the cthulhu cards the same source? or each stage is a different source? so you receive 1 sanity and then 2 more at the end of each turn cause of cthulhu cards, then reduce them to 0 and 1, or do you receive 3 in total and reduce it to 2?

I find toughness very broken if you do it the first way :S


Stage effects are resolved in order, one at a time. They're different "sources".
So no Sanity loss from Stage 3 and only 1 from Stage 4. Every skill is "broken" at level 4, Toughness makes you really...tough, it's good, but I think Arcane Mastery and Brawling 4 are waaaay more broken than Toughness 😅

Reply: SeaFall:: Rules:: Re: Box 4 queries

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by AdrianCoombsHoar1

Becq wrote:

AdrianCH wrote:

The situation in our campaign is that the player with the least glory is the one who has Ker as his colony, so he is always going to go last in the first year of the current game. There are only 10 glory separating the top person(me) from the bottom person(64 vs 54), two of the other players have 61 & 60 glory. The bottom player tends to play too cautiously and hedges his bets, he has now realised he needs to take risks if he is going to get ahead in the game.
There is a thought in our group that going last in the first year can have distinct advantages, you get to see what everyone else is up to and if you're more PVP inclined then you can raid the other players ships once they have bought goods from the islands, thats worked well enough for me so far!

So applying that logic, you think that starting the game with more game VP should give you more bonuses? :p

I generally felt that going first was an advantage during the first year -- you get your pick of goods, buildings, upgrades, advisors, explorations, and just about everything that has value in the game. If you want to raid but end up player 1, then using that first turn to upgrade your ship -- or even just tax -- is going to put you in a better position than not getting to act before other players.

During the second year, I felt going last was an advantage -- it lets you react to other player's scoring actions better, and prevents them from reacting to yours. That's especially valuable on the last turn, and even more so when the last turn comes unexpectedly (as it often does).

But yeah, that turn order question is ambiguous, and it seems unlikely that you'll get an official answer, so I'd say have a vote or roll a die to decide the matter, then stick with that answer. If you decide that automatically going last should be a feature of Ker, then your group meta will determine whether that is an advantage or disadvantage, and raids against Ker will either be more common or less.


As the player who has played in a SeaFall campaign before said his group played it as if you start with Glory then you wont be going first as per the rules we took that approach as well. The situation with Ker is no one now wants to take ownership of it away from the player who conquered it from me in the first place!

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Thread: Cthulhu: Death May Die:: Rules:: High strung for defense, which stage effects to perform when revealed

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by JanetTheTanker


- can sister Beth high strung tentacles count as success for defense from an attack?

- scenario 1 cthulhu:when stage 2 is revealed you resolve it as written. But at this point do you resolve {firstly) the stage 1, or stage 1 will be resolved only at the next elder one end of turn effects (as well as the 2th stage)?

Thks

Reply: Cthulhu: Death May Die:: General:: Re: Recommended order for episodes/elder gods?

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by LateShacka

aquasoul wrote:

Does anyone have a recommended combination or order to play the episodes? Should you just start with S1E1 with Cthulhu? What will get the other players most hyped for future games? (I'm playing with 5 players on Friday if that matters; hoping for it to go as smooth as possible)


Episode 3 with Dagon (if you have the unspeakable box) as the elder one was very fun IMO.

But like everyone else it’s a matter of mixing whatever sounds good to you.

Reply: Cthulhu: Death May Die:: Rules:: Re: Advance the elder one on the track as if there were (X3 red summoning symbol)

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by LateShacka

BaldyBeards wrote:

Some mythos cards read:

- At the end of the turn, advance the Elder One on the track as if there were (X3 summoning symbols)

An example is Artifacts Flare S1 E4

Specifically is this resolved in step.1 'End of Turn Effects' or step 3.'Check the Mythos Discard Pile'?

If it's in step.1 'End of Turn Effects' do you still shuffle the discard Pile as normal back into the Mythos deck leaving it empty when you check it in step 3.

Or is it supposed to be that you could have the Elder one advance twice during your turn if you already had two red symbols in the discard Pile?



My understanding is that the Elder One advances during step 3. Since you’re treating the 3 symbols on the card as the usual 3 separate symbols on mythos cards. Elder One getting to advance twice during the same turn seems too brutal.

Reply: Cthulhu: Death May Die:: Rules:: Re: High strung for defense, which stage effects to perform when revealed

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by StewiesMom

There are no defense rolls in this game.

The ability says she may count tentacles as successes (in addition to loss of sanity) for any roll on her turn; however during the phases where an enemy attacks successes would become wounds, so a player probably wouldn't want to use it this way.

Reply: Cthulhu: Death May Die:: Rules:: Re: High strung for defense, which stage effects to perform when revealed

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by JanetTheTanker

StewiesMom wrote:

There are no defense rolls in this game.

The ability says she may count tentacles as successes (in addition to loss of sanity) for any roll on her turn; however during the phases where an enemy attacks successes would become wounds, so a player probably wouldn't want to use it this way.


Yes of course successes are from a foe, not "success in defending from the foe" I could have misunderstood that somehow although I didn't in fact do that it just suddenly came up

Reply: Cthulhu: Death May Die:: Rules:: Re: High strung for defense, which stage effects to perform when revealed

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by LateShacka

JanetTheTanker wrote:


- can sister Beth high strung tentacles count as success for defense from an attack?

- scenario 1 cthulhu:when stage 2 is revealed you resolve it as written. But at this point do you resolve {firstly) the stage 1, or stage 1 will be resolved only at the next elder one end of turn effects (as well as the 2th stage)?

Thks


The first one answered above

For the second: The reveal effects of the particular stage (in your example stage 2) are resolved the moment they are revealed (So when the Elder one receives enough damage to change stages during the turn) and only at the time they are revealed, never to be repeated again. Then normal end of turn effects happen at their specific phase during end of turn in order starting with stage 1.

So in short: I’m on chtulhu stage 1, I damage him enough to go to stage two. I reveal stage 2, resolve ‘when revealed’ effect. Continue with my turn (finish out my actions if I have any left, draw mythos, and so on) then at end of turn I resolve stage 1 effects and then stage 2 effects.

Reply: Cthulhu: Death May Die:: Sessions:: Re: Cthulhu: Death May Die - First Play, First Thoughts

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by LateShacka

I don’t drink beer and dislike pretzels. So by this being a “beer and pretzels” game, does that mean it’s not for me?

Such a sad day... sad:soblue:

Reply: Cthulhu: Death May Die:: Rules:: Re: High strung for defense, which stage effects to perform when revealed

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by StewiesMom

Reveal effects are independent from the end of turn effects, so you would resolve it as written - but no more than that. For Cthulhu that basically means you will get hit with stage 2 (and only stage 2)end of turn effects an extra time when it is revealed... and then again as normal at the end of the turn following the stage 1 effects.

Thread: Cthulhu: Death May Die:: General:: Need a scan of the insertwith all the figures and their names

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by BIgLatinDude

In my haste, I threw away the inserts and all the inside boxes. Its habit and I think I need the insert to show me what the different kinds of enemies are?
I believe when you play a scenario all the enemies you'll need are shown in as images on the cards. But just in case Id like to have a scan of that card again if possible.
If someone can help me out id appreciate it.

Reply: Cthulhu: Death May Die:: Sessions:: Re: Cthulhu: Death May Die - First Play, First Thoughts

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by Neil Thomson

LateShacka wrote:

I don’t drink beer and dislike pretzels. So by this being a “beer and pretzels” game, does that mean it’s not for me?

Such a sad day... sad:soblue:


Unsure if this is tongue-in-cheek or not.

On the off-chance that it is not, the expression in question is meant to imply that the game is a bit of light-hearted fun. That doesn't mean that you don't need to think your way through the experience but this is not a Tigris and Euphrates or a Mage Knight...two titles that test one's mental abilities.

Thread: Cthulhu: Death May Die:: Rules:: Question about Stress

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by Darkreaver1980

Is there any limit on how often you can use stress?

I got my game now and read the rules and im about to start my first game.

So far it seems like you have 0 stress when you start and you can reroll any dice by rising stress by 1. Does this mean i could reroll any dice 5 times in a row till my stress is full?

Almost sounds like cheating

Reply: Cthulhu: Death May Die:: Rules:: Re: Question about Stress

Reply: Cthulhu: Death May Die:: Rules:: Re: Question about Stress

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by Rock_GruntSlab

As far as I'm aware, you can keep re-rolling until you have used up all of your stress spaces. Of course, then you're at zero and if you draw a discovery card that specifies to take two stress to claim something then you wouldn't be able to do so.
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