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Reply: Risk 2210 A.D.:: Variants:: Re: Turn 5: Score after your turn variant

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by mirak1794

Yes exactly. its like 3d tic-tac-toe. too many space stations ready to launch into a 3 MOD space port. When we played playtest 3, someone in our group was eliminated from earth. they warped their earth army off planet and into their starship in space. displaced but managed just as well. Remaining scraps were snuffed, but they had didnt end up last. We settled that the space ports allow end of turn manuever, not attacking anymore. I did add a card to allow you to attack space stations or space ports (from galaxy commander deck originally). it comes as a shock whenever its played. 1 maneuver for a galaxy empire is a bit tight. hard to consolidate troops. especially since i got rid of the re-deployment cards. they were too weak and were getting discarded by players.

New Image for Return to Dark Tower

Reply: Risk 2210 A.D.:: Variants:: Re: Risk 2210 AD 5 player AVP expansion (input welcome)

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by marhawkman

Alien uprising: what happens if the Eggs win and it was an opposing territory? do they get converted to armies the same as with the Alien Virus card?
Executive Orders: Maybe word as: Return the unused cards to the top of the deck/s they came from in an order of your choice.
Global Warming: the wording is inconsistent. I think it'd be better as "If this flips it to the submerged side, all units in" and later: "If Antarctica was submerged, gain"....
Heaven's Ashes: is it possible to lose control of a territory DURING your turn? It's odd that it has the two parts worded differently.
M.O.A.B. : does this mean you can accidentally nuke yourself?
Stealth Assassin: adjacent to what?
"Syphoned intel": should this be "Siphoned"?

Ashes to Ashes: I'd put the chart in the effect text instead of "potentially devastate"
Assassin Bomb: same "adjacent" question... ANY territory adjacent to one you control?
Bounty Hunter Contract: "draw a Command card matching the Commander lost."

enh... gonna finish later

Reply: Risk 2210 A.D.:: Variants:: Re: Turn 5: Score after your turn variant

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by marhawkman

Also, one question I had.... which territories are valid targets for invasions?

The base game requires you to use a special command card... as the only way to go from moon to Earth. Which due to the way it works is.... strategically irritating. It... doesn't even let you choose which continent to target...or whether you land on... land.

One oddity is that... Earth and Mars ended up as the only maps that DON'T have landing zones designated.

Also... Stock rules say you can't place stations in water or on moon. Yeah we had a lot of ideas on how that works in Galactic Risk.....

Thread: Cthulhu: Death May Die – CMON Comics: Vol. 2 Promos:: General:: Anyone got his in Canada?

Reply: Thunder Road: Vendetta:: General:: Re: Is there a Thunder Road, moonshine-running game that is solo?

Reply: Thunder Road: Vendetta:: General:: Re: Is there a Thunder Road, moonshine-running game that is solo?

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by TokyoDan

I got Death Roads: Tournament Prologue which is a free demo version.
Too bad Wasteland Express Delivery Service is only solo. I play only solo games.

Reply: Risk 2210 A.D.:: Variants:: Re: Turn 5: Score after your turn variant

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by mirak1794

I play it is as strictly adjacency. theres a handful of passives that allow someone to give immunity to 1 continent for the rest of 1 turn. couldnt make it last a whole year or it feels too powerful. space ports were for maneuver only. But people can invade into a territory with a space port if its empty. Space stations dont seem that big a defense when people have so many D10 and D8 units.
- Yes, base game you need a space commander to invade the moon. but then you in invade the planet to get back, (at random). I added a card that allowed invade a removable territory (on an atlas card) from an Atlas territory you own. since they are on all maps, it does allow better targeting.
- Correct there are no space ports on Earth or the Mars one that people have. You have to allow space stations to do the work there. I permit stations on both maps but then I blended them with eggs so they produce D8 units instead. (I created a 3d token to hold each players coloured space station, further complicating it.) People can pay to add a regular station, but all the cards are for egg producing infected stations. I added Capitals as all defend with D8, and it gives an energy per year as well. those can be added to space and can be targeted. It reduced the problem but ya, you'd have to adjust something to fix it. Or get a white sticker sheet and put white circles down on your map.
- For Galactic risk, your main problem is you run out of men. You'd need 10MOD units, and have to buy a 2nd game to get 60+60 MODs.
rules like splitting deployment rewards evenly between game boards.

Reply: Thunder Road: Vendetta:: General:: Re: Is there a Thunder Road, moonshine-running game that is solo?

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by TokyoDan

Death Roads: All Stars says 1 to 5 players so that may be an option for me.

Reply: Risk 2210 A.D.:: Variants:: Re: Risk 2210 AD 5 player AVP expansion (input welcome)

Reply: Unmatched Game System:: Find Players:: Re: Ontario Tournaments, or honestly just people who want to play lol

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by Jamcat34

If you get a tournament together, let me know (and vice versa). It’s only a 90 min drive. Be worth it for multiple games.

Reply: Cthulhu: Death May Die:: Rules:: Re: S1-E2: Geneneral newb questions

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by ronin4740

I'll add that my GF audibly groans and threatens to refuse to play the game if I end up with the Pyromania Insanity condition... 🙂I will sometimes reshuffle them and randomly draw again to placate her.

IMHO the game does need a dozen more different conditions. Looking forward to the next Kickstarter adding to that deck.

Thread: Unmatched: Slings & Arrows:: Rules:: Hamlet’s Not to Be power

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by saslett

1) Can Hamlet choose to have R&G take the 2 damage for going “not to be” if R&G are at 1 health? (We assume yes and R&G die as if they’d taken 2 damage in a battle.)

2) Does Hamlet’s “not to be” buff apply to all attacks made by Hamlet or only attacks made by Hamlet with Hamlet cards? (We played as the former because the power would be pretty weak otherwise).

Reply: Unmatched: Slings & Arrows:: Rules:: Re: Hamlet’s Not to Be power

Reply: Cthulhu: Death May Die:: General:: Re: This game is really horrible to collect

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by DiceGoblin

LeeB1985 wrote:

Being a board gamer isn't an expensive hobby but being a collector is.

Unfortunately it's a fact of any market, high demand and low availability results in high prices. There's nothing you can do to change that.

What you can change is your outlook, as other people have said you don't need everything. Just because you don't have everything ever printed for this game doesn't mean what you have is "incomplete". There's more then enough content at retail to give you plenty of variety, take it from someone who does own (almost) everything, a lot of the bonus content will probably only get played the once.

I'm a huge fan of this game, but even I drew the line and decided to pass up on the iron maiden set, it didn't really appeal. Not having everything hasn't had any impact on what I do own.

A fact of life is we can't have everything we want so there's no point letting it frustrate you. Just appreciate what you do have.


That's a great philosophy to have about anything, well beyond just board games. 😀👍

For those of us who came very, very late to the party and have missed every CDMD Kickstarter campaign so far, what are the absolute best and most necessary add-ons beyond the core game? Is there a good thread detailing what expansions are must-haves, which are highly optional, and any to actually avoid?

I'm trying to put together a short list of the essentials, with budget in mind. I've seen threads that list "all of season 1, 2, and 3" as essentials, but I don't think that's realistically in my budget, lol. Any advice or directions to other threads is appreciated.

Reply: Cthulhu: Death May Die:: General:: Re: This game is really horrible to collect

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by LeeB1985

The only thing that's essential to playing the game and enjoying it is a core box, either (Cthulhu: Death May Die or Cthulhu: Death May Die – Fear of the Unknown).

If you enjoy the game a lot a want more variety I'd then look at picking up the other core box or Cthulhu: Death May Die – Season 2 Expansion and/or Cthulhu: Death May Die – Season 4 Expansion.

If you pick up all four you'll have 24 episodes, 5 Great Old ones (boses), 36 playable characters and plenty of other bits (relics, insanities and unknown monsters). That'll give you more then enough variety that the you'll never play the same set up twice.

Now if you are a big fan and like your minatures you could always pick up the additional Great Old One's; Cthulhu: Death May Die – Yog–Sothoth, Cthulhu: Death May Die – Black Goat of the Woods&Cthulhu: Death May Die – Fear of the Unknown: Ithaqua the Wind-Walker.

As for the promo content it's nice to have but in no way essential. As someone who backed the original Kickstarter, comics vol.1 & 2 and had this game for a long time now I can tell you from my experience, promo content doesn't get played half as much as the content in the core box and season 2. Hunting down the promo content will cost you a lot of money, it will add slightly more variety to your games but it won't really elevate your experience, the retail content is better in my opinion.

Like collecting any game, buying more will have diminishing returns. I see the promos as a nice little bonus for getting in early and backing the game but if you miss the boat it isn't worth paying aftermarket prices for it.

Thread: Cthulhu: Death May Die:: Rules:: Question about fire token

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by HugoChan0128

Hi All

The game come with 8 pice of fire token,
I wonder if playing episode that come with fire token, let say episode 1 ( with 13 token inside)
the maximum fire token of this game is 13 or 13+8=21?

Reply: Cthulhu: Death May Die:: Rules:: Re: Question about fire token

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by Dormammu

There is no limit to fire tokens. If you run out, use anything handy as a substitute.

The extras in Episode 1 are to make it less likely you run out of proper tokens since that scenario generates extra fire.

Reply: Cthulhu: Death May Die:: Rules:: Re: Question about fire token

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by maxon4ik88

Dormammu wrote:

There is no limit to fire tokens. If you run out, use anything handy as a substitute.

The extras in Episode 1 are to make it less likely you run out of proper tokens since that scenario generates extra fire.


Fire tokens are unlimited when are talking about tokens for being on the player's tablet.
Fire tokens on the field are limited to the maximum number. If you need to place a fire token somewhere on the field, and it is not in stock, ignore it. This nuance is prescribed in FAQ 2.0

Thread: Thunder Road: Vendetta:: General:: Nitro Dice

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by Spidey_NZ

For your command. I assume you can use any number on your dice for nitro. But it limits at 3. Or do you have to use a dice that is 1 to 3?

Example. You can put a 4 pip dice on nitro. But movement is maxed at 3
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