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Thread: Risk Legacy:: General:: What's your opinion on opening envelopes and packets in Risk Legacy?

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by mistereaston

Hi everyone,

For everyone still roaming this forum: I am curious to know how fast you like / would advise others to open packets with hidden components in Risk Legacy.

The choices in the poll below are limited, but hopefully there's a choice that fits your preference well enough. If not, feel free to elaborate as much as you like in the discussion that will hopefully follow.

[poll=518028]

Myself, I have played one campaign in which we opened everything and am currenlty playing a second campaign with a different group. Originally (before playing for the first time) my stance was to try and spread out the opening of content for surprises and changing games during the entire campaign. After opening everything once, for my second board I shifted my opinion to: try to open everything as fast as possible. The reason contains hints to what the packets might contain, so I'll put it between spoiler tags, just to be sure.

[o]I would now advise to open everything as soon as possible, because in my first campaign I would have wished that some components were available sooner or components that had already been used up would still be available. The reasons being that this would give greater variety to the earlier games and that the contents of later packets made my opinion change on how to best use some of the content that had been used before.

I know, this all sound very vague, but take scars for example. At the beginning of the campaign you receive a limited amount of certain scars, that is never replenished. Those scars were gone very quickly and in future games, when new scars were used, it wasn't much of a surprise which scars everybody was holding and locations developed on the board where I would have liked to be able to put one of the scars that was no longer available.

After having seen all of the content once, I think that there is enough potetial in the game for variety after everyting is opened and it will even give more variety in earlier games, because so many options are available and not all options can be taken at once. With the scars for example: if all scars were available in an early stage, there would be greater variety in which scars get placed when and scars could also be used much more strategically, for example by waiting with placing them until a nice location on the board has presented itself.[/o]

Top 10 Kickstarter 2020(ish) Games Try Before Buying List!

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by Chris Meeusen

Youtube Video

#LiegeOfGames
#2020Kickstarters

Looking back at 2020 Kickstarters. What was close but no cigar for me. Though....not all of these were exactly launched in 2020...cough...#10. But mostly games that ran campaigns or delivered their campaigns in 2020 is what's on this list.

Thanks for watching!

Support me on Patreon for $1? https://bit.ly/3soIpV2
Find me on Twitter: https://bit.ly/3imx2qm
Subscribe to my channel https://bit.ly/2GsSGM8

Time Stamp:
0:00 - Try before/instead of buying? The like but not love list
2:02 - #10 - Meeples & Monsters
4:36 - #9 - Amsterdam
07:11 - #8 - Adventure Tactics
08:51 - Switch flipping between retail/kickstarter
10:26 - #7 - Endless Winter: Paleoamericans
13:56 - #6 - Dwellings of Eldervale
18:33 - #5 - Age of Atlantis
21:38 - #4 - S.H.E.O.L.
25:15 - #3 - Sleeping Gods
28:31 - #2 - Return to Dark Tower
34:29 - #1 - Stormsunder: Heir of Ruin
39:25 - Honorable mentions
- Epic Seven Arise
- Stars of Akarios
- Unsettled
- Arcana Rising
41:25 - Wrap up!

Thread: Betrayal Legacy:: Variants:: [Spoiler Free] How to play Two Player Legacy with Five Families

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by Tatakais

1. Pick Two Families each.



2. The Fifth Family is shared alternately between the two players and works like so:



A) You cannot discuss the actions of the Fifth player at ANY point, no hints, no clues, nothing.



B) The items collected whilst controlling the Fifth player go to the controlling Players side but are heirloomed and can only be used by the Fifth Family.



C) In the event of a Traitor type haunt their role is never revealed. Instead they follow the rules of the traitor by default and are controlled by both players alternating with this in mind.

This means if the traitor happens to be one of the players, they can hide their actions behind this fifth family.

If it is none of the players, the Fifth family will fulfill the role of playing as a traitor.

So you will never be "too" sure.



D) At the end of a game items are returned, nothing is kept by the Fifth family - besides Heirlooming of items.



3) The incentive to picking up items as the Fifth Family means you will have control over said items being used on the Fifth Family's turn - however you also miss out on grabbing it for one of your family but can be used to deny your second player from getting it first.



4) When a haunt begins - the Haunt player will pick the character who triggered the haunt and with their other family - remove them from the board.

The Fifth Family stays on the board and is passed over to the Non-Haunt player.

All cards collected can be used on that Fifth family turn but the ones that were taken by the Haunt Player are discarded to the discard pile.

This creates incentive to build up the Fifth player as they will be used to support the Non-Haunt player scenario and also an incentive to grab items on their turn to deny other players from having too many cards to use later on.



Without posting spoilers (and I really need to type this up neater) this should create suspense, mimick the larger playing count and makes use of all resources giving a good chance for all families to end up with stickered heirlooms.



For theme - consider the Fifth family Long serving Attendants of the Mansion and it is why they serve both and try to protect the home when a haunt begins.



If there is interest in this - I will happily write this up neater, more clearer and work with anyone to fill in the hole of any scenarios this may create issue - as I know I have not written this up in the nicest of formats to read.

Thread: Pandemic Legacy: Season 0:: Rules:: Changing alias

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by dimsumboy

Hey guys. So we are at the point where we all have two aliases. As far as we can tell, as long as you are in a safe house, you can basically just switch back and forth in your turn as many times as you want even between actions. Is this correct? Seems overly powerful!

Reply: Pandemic Legacy: Season 0:: Rules:: Re: Changing alias

Reply: Unmatched: Battle of Legends, Volume One:: General:: Re: Damn they really went all Marvel..

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by Corphus

If you’re wondering what they did for specific characters, you can see all the official cards on https://unmatched.cards/umdb/decks, and the art tells the tale for the most part.

Specifically on Sherlock Holmes though: Holmes is a practitioner of cane fencing, an accomplished pugilist, expert swordsman and a prime physical specimen in the original stories. Watson is handy with his service revolver thanks to his military career.

Female fighters in particular are hard to come by in public domain stories, so they’ve taken liberties with those as you say. I personally feel it’s been done in a reasonable manner though. Alice and Red’s cards are shown as taking place after their traditional stories. Red is taken in and trained by the Huntsman after the encounter with the Big Bad Wolf, becoming a huntress like Arya Stark or Marvel’s X-23. Alice is grown up and has tamed the Jabberwock and found the Vorpal Blade from the poem Jabberwocky.

Reply: Betrayal Legacy:: General:: Re: Two Players

Reply: Betrayal Legacy:: General:: Re: Why can't this be played as a 2p game?


Reply: Betrayal Legacy:: General:: Re: 2 player version question...

Thread: Betrayal Legacy:: General:: Is it ok to change groups from play to play?

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by Elkary

Lately it's been hard to find people to play with, i have many board games and most haven't seen more than 2 plays, so it's been very difficult to justify a Legacy game with requires not only 13 plays, but to do them with the same group.

Would it be too bad a experience to play this game switching groups and with many weeks apart? or does it lose its charm that way.
I'm considering to sell this game and get Mansions of Madness, and grab Betrayal Legacy again in the future when i'm more likely to play with the same group of people, but i don't want to miss the legacy experience (would be my first legacy game) and game seems pretty good, so i was considering to play it as a "regular game" with variable amounts of players.

Reply: Betrayal Legacy:: General:: Re: Is it ok to change groups from play to play?

Reply: Betrayal at House on the Hill:: General:: Re: Base Game vs. Legacy

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by bassoon201

I own and play both.

Legacy is GREAT FUN! use if you have the same crew playing.
Use the base (plus expansion) for playing with different people. I have a large crew of people that enjoy this game, only 3 that are in the legacy game... totally worth it ...

Reply: Betrayal at House on the Hill:: General:: Re: Base Game vs. Legacy

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by bassoon201

Windopaene wrote:

I will never buy a Legacy game. If the game is good, I will want to play it for years.

The legacy concept offends me as a collector and a thrifter


I suppose you never go to a movie or do anything fun for the experience? If you look at the boardgame legacy as an experience you are paying for you will get a big bang for the hours of enjoyment.

Thread: Pandemic Legacy: Season 0:: Rules:: Question about post-april "Place Agents" step

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by Harwin

During the place agents step, what happens if I draw an infected city?
Do I place agents?
Do I place cubes?
Do I go to the next card?

The rulebook just says "place agents" on those. But it's weird that I'd place agents there but get disease cubes later. But there was clearly a space for them to add a rule to say "cubes instead of agents" - rule B or the next slot.

Thanks

Reply: Downforce:: Variants:: Re: Another "group think runaway leader" solution variant

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by Aorakis

mech_gamer wrote:

Cars are equal if the end line of their boxes are exactly aligned.



Hi there, i'm gonna try this little variant to see how it goes.

Quick question : By "the end line of their boxes" you mean the front or the back of the boxes ? (i guess it is the front right ?)

Is any rules over the 8 power cards needed with this variant ?

I read an interesting one on this same topic, wich says something like (The 3 first cars get half of the 8 (so 4 boxes) where the last 3 ones get full power (so 8 boxes) to help mitigating some harsh runaway ?

Cheers

Reply: Betrayal Legacy:: General:: Re: Is it ok to change groups from play to play?

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by supercell2o2

I can speak from experience. This CAN work given the nature of potentially playing a new character game to game, but the new players will not have context for the situations that arise, and what has come before.

We replaced 2 people in our group and while it did work, [o]more so due to some events that occur in a later chapter[/o], they had no context for the chapters that came before. Even with a description of the events before, they still didn't have the same attachment to the family name.

Reply: Pandemic Legacy: Season 0:: Rules:: Re: Question about post-april "Place Agents" step

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by Anny48

Rule B and C are for the set-up of the game:



In the 'infection phase' during the game, you'll need rule Y and Z on page 14 of the rulebook:


(sorry that it's turned 90 degrees)

Reply: Pandemic Legacy: Season 0:: Rules:: Re: Question about post-april "Place Agents" step

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by albcann

Yes ... you need rule B. Just in case: Those infected cities are not shuffled into the threat deck during the pre-game set up, but rather placed on the discard pile. So you will never draw them when you "seed" the board with agents to start the game.

Thread: Downforce:: Variants:: No Bets, Several Turns and Drafting

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by Aorakis

Hi there, i'm slowly thinking about a variant (yes ... another one...) to turn downforce, to a more basic racing game, without any bets and wich would be around drafting cards along the race...

Not sure how this would get any balancing but as i said... It's just start popping into my head yesterday after reading the really nice variant for betting and having less "Runaway leader issues"

(so yes, i'm gonna firstly look at that one ^^)

(Unfortunatly i can't find those extra packs for mario-kart so i'm not gonna be able to try that one out, wich is a shame as it look kind of fun !)

The reason i'm trying a bit of a variant here is coz i got the feeling, this game could offer that with those nice colored cards. Aswell as, most of the time, the betting aspect of this game, is a bit of a brake for people i'm trying this game with. (they just wanna race and arrive 1st... not playing around money...)

so i slowly thought about something.

As i sorted the cards, to see what where there (of course it's all balanced between numbers and colors)

so, we've got :

6x 8 Power (one for each color)
6x 5 Power (one for each color)
12x 6/4/2/1 Power (with all the colors getting those numbers)
6x 6/5/4/3/2/1 Power (with all the colors getting those numbers)
6x 6/4/2 Power (Where each as, of course, 1 of each numbers)
5x 5Joker/2 (with the "2" for each color)
3x 3Joker/2Joker
3x 5Joker

So i thought about, probably removing some of those from the corepack.
Like the "joker" ones and maybe using those 3/2 and 5 into a center pool on the table, so players could use those by trading a card from their end or any cost to use them.

Those joker could, for exemple be using on any car as usual, but also for making any of those car to get backward (still don't know if "minus 5 boxes" would'nt be too hard thus..) (but that's just an overall idea)

so basicaly once the "begening" pool cards is chosen, this would work as a normal draft game.

Like everyone draws cards until they empty the deck and everyone got the same amout of cards.

Then we could chose one card, put it down on the table facedown, then gave the rest of our cards to the next player. Then 1st player reveal is card, then second, etc...

once players have all played their cards and there's no cards anymore, we shuffle all the cards back to form a new deck, then restart the process.

Playing like this for 2 or 3 turns.

It's a bit like the "kids variant" but with a more "classical drafting system"

We could also imagine any other use for the 8 power cards, for the Joker Ones.

Aswell as bringing new mechanics from other game that works well. Like the catching up from "Flamme Rouge" or any other mods already there to make the game more salty (damage on cars wich get some HP or Brakes, Engine pool etc.. from any rallyman nor Formula D...)

(plenty of stuff could be there)

Anyway...

If anyone here as already tried out any sort of Drafing system with success here, i would be glad to ear and read that ! ^^

I really like downforce, so i'm gonna first try out that variant from Chris Halaska wich is here : https://www.boardgamegeek.com/thread/2084708/another-group-t...

Then i might try to see around this draft idea as core mechanism, adding some spice to it so it's not too boring. (hey, maybe cars will be able to launch out some rockets and traps along the way...) (hmm.. wait... who said mario kart ? )

Cheers

And happy playing

Reply: Betrayal Legacy:: General:: Re: Is it ok to change groups from play to play?

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by costguy

Short answer. I would say it's not ideal. "Ruin" is a bit strong. Also the the threads above.
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