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Diskhotep posted:It's been a little while since I've played, but I don't recall a way for heroes to get zombie cards as a start item, nor could they use them if they had them. Is this from a scenario or something?
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# ? Dec 4, 2012 07:04 |
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# ? May 12, 2024 22:03 |
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I think there are a few heroes which start with a specific Zombie card like "Haunted Past" on them. This is not meant to be a good thing. It is meant to be a starting disadvantage.
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# ? Dec 4, 2012 07:12 |
So you know how FFG has infamously bad rulebooks? Well...quote:Legends of Andor is unique in that there is no rulebook. Rather, players learn as they experience the game. Was this your goal from the beginning? How did this approach develop, or why did you choose this unique path? I, uh, I'm not sure that quite works for boardgames, but who knows how comprehensive the two pages of quick start rules are? Also, I'm surprised that they're not sticking with their Runebound/Descent world for this seemingly high fantasy game. I thought they liked to consolidate their settings, with that as their high fantasy, Android as their sci fi, Lovecraft as their cash cow, and Warhammer just because.
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# ? Dec 4, 2012 07:54 |
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GrandpaPants posted:So you know how FFG has infamously bad rulebooks? Well... I am already sold on this game, and request any specifics about anything be spoilered
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# ? Dec 4, 2012 07:57 |
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SERPUS posted:Anyone know if there's any recent games like Ambush? (Solitaire, card-based, war) Fields of Fire is pretty much card-based solitaire game of company command. It's rather complicated and ha worse rulebook than Arkham Horror, though. You might also want to check out the Leader series from DVG (preferably Thunderbolt-Apache or Hornet Leader) if you don't mind managing planes rather than little infatnrymen. It's much more sane than FoF, very good and rather quick playing. Also, similarly to Ambush, various events keep happening and forcing you to adapt and making each raid more unique, so that may scratch your itch better. I also vaguely remember Lock'n'Load series getting a solitaire module or mission which pretty much directly ripped the hex'n'book event from Ambush.
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# ? Dec 4, 2012 08:19 |
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General Battuta posted:No they're probably talking about the one where Bloodletters get you 2 VP whenever they kill something. That's the one. There's a guy on BGG who did stats for games that he played in which ended up telling him that the upgrade is worth 12.66 points per turn. Considering the game is played to 50, and is ridiculous compared to Nurgle's ability in the base game which could possibly get you 15. AgentF posted:This is a brutal upgrade in dire need of houseruling. Also brutal is Nurgle's extra-corruption upgrade, as even a single surviving cultist becomes a dial token. I've never had a problem with one cultist becoming a pip, because who cares if nurgle gets dial advancements. He rarely gets more than other players and I still consider him doomed from the start. Another annoyance I just remembered: the 'difficult' old world cards that the expansion comes with screw over some players more than others. Like, a lot more. For example, one of them stops you playing cards unless you sacrifice some units first, and if it comes up first turn that means no dial advancements for Tzeentch.
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# ? Dec 4, 2012 08:36 |
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Cocks Cable posted:I think there are a few heroes which start with a specific Zombie card like "Haunted Past" on them. This is not meant to be a good thing. It is meant to be a starting disadvantage. Okay, if the hero is basically starting with a zombie card played on him, then that makes a lot more sense. I had forgotten about Victor the Convict. Are there any more in the Timber Peak expansion? I haven't picked that one up yet.
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# ? Dec 4, 2012 08:40 |
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Wazzu posted:I've never had a problem with one cultist becoming a pip, because who cares if nurgle gets dial advancements. He rarely gets more than other players and I still consider him doomed from the start. It's not so much about Nurgle advancing, it's about him shutting down the game for double-ticks. In order to prevent Nurgle from getting a token, you have to kill every single cultist in the region. As a result it's pretty eacy for him to get 2-3 dial tokens a turn. Although these aren't amounts that will give him a runaway dial victory, it's not uncommon for the other powers to need that many dial tokens to double tick. Consider how much effort Tzeentch needs to go through to get a single dial token. A Tzeentch that gathers 3 tokens in a single turn has no doubt put in a serious effort. When Nurgle gets this upgrade, the market for double-ticks collapses and your plans better focus on the track from then on.
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# ? Dec 4, 2012 09:55 |
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Wazzu posted:That's the one. There's a guy on BGG who did stats for games that he played in which ended up telling him that the upgrade is worth 12.66 points per turn. Considering the game is played to 50, and is ridiculous compared to Nurgle's ability in the base game which could possibly get you 15. The difference between the expansion Bloodletters upgrade and Provender of Ruin from the base game is that Nurgle also gets points other ways. Khorne has basically no point-getting power, so he's got to get a LOT of points to even be in contention. Say he doesn't double-dial on the first round. So he gets Bloodletters at the end of round 2. He's got about two to four rounds before the other gods hit fifty (I almost never see games go beyond round six) - is 12.66 per round enough? Sometimes, but sometimes not. It's not unbalanced. people posted:Nurgle's upgrade Also, Nurgle is weak enough, on the whole, since he has no easy way to avoid Khorne and his dial is lovely. No need to nerf his +1 corruption upgrade.
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# ? Dec 4, 2012 10:59 |
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Diskhotep posted:Okay, if the hero is basically starting with a zombie card played on him, then that makes a lot more sense. I had forgotten about Victor the Convict. Are there any more in the Timber Peak expansion? I haven't picked that one up yet. Yes, Sheriff Anderson is now 'haunted by the past'.
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# ? Dec 4, 2012 16:18 |
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I've got a white elephant exchange coming up with my board game group. What are some recommendations in the $20-25 mark? They don't seem to be into the more RPG type games.
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# ? Dec 4, 2012 16:43 |
Clanpot Shake posted:I've got a white elephant exchange coming up with my board game group. What are some recommendations in the $20-25 mark? They don't seem to be into the more RPG type games. Netrunner is fantastic and $20 on amazon right now.
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# ? Dec 4, 2012 16:45 |
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silvergoose posted:Netrunner is fantastic and $20 on amazon right now.
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# ? Dec 4, 2012 16:52 |
Clanpot Shake posted:I've got a white elephant exchange coming up with my board game group. What are some recommendations in the $20-25 mark? They don't seem to be into the more RPG type games. Netrunner, Innovation, The Resistance, the 2-race versions of Summoner Wars (Phoenix Elves & Tundra Orcs, Gold Dwarves & Cave Goblins), Dixit, and Carcassonne are what I can think of off the top of my head. That should give you a pretty wide range of players and game types to choose from.
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# ? Dec 4, 2012 16:57 |
Clanpot Shake posted:And unfortunately it only plays two. We usually have 2-3 games with 4-5 players going, so I don't think it'd get played often. Eh. You might be surprised. What if, say, you've got 10 people. Instead of the only options being two 5-player games or 3 3 and 4, you could have two 4 player games and netrunner! Okay I guess it doesn't really matter much, but I find games that play well with 2 (which usually means are designed for 2) are helpful for evening things out sometimes.
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# ? Dec 4, 2012 17:00 |
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GrandpaPants posted:Netrunner, Innovation, The Resistance, the 2-race versions of Summoner Wars (Phoenix Elves & Tundra Orcs, Gold Dwarves & Cave Goblins), Dixit, and Carcassonne are what I can think of off the top of my head. That should give you a pretty wide range of players and game types to choose from. Wow I hate to be difficult, but of these only Innovation and Summoner Wars are new to our group, and there's a general dislike of games with a strong random element so Innovation may not be well received. Summoner Wars looks interesting. Are all the different boxes expansions for one another? Why are there like 30 Summoner Wars products on Amazon? GrandpaPants posted:Netrunner, Innovation, The Resistance, the 2-race versions of Summoner Wars (Phoenix Elves & Tundra Orcs, Gold Dwarves & Cave Goblins), Dixit, and Carcassonne are what I can think of off the top of my head. That should give you a pretty wide range of players and game types to choose from.
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# ? Dec 4, 2012 17:12 |
Clanpot Shake posted:Wow I hate to be difficult, but of these only Innovation and Summoner Wars are new to our group, and there's a general dislike of games with a strong random element so Innovation may not be well received. Summoner Wars looks interesting. Are all the different boxes expansions for one another? Why are there like 30 Summoner Wars products on Amazon? Innovation is terrible if you want any semblance of order and I only included it since some people like it and "games priced $20-25" is both a broad criterion yet an incredibly narrow one. I find it comparable to Race for the Galaxy, but I like it better in that I am actually willing to play Innovation. The Summoner Wars Master Set gives you 6 factions plus a hard board. The two race ones I alluded to give you two factions and a paper board. They were the original release of Summoner Wars, prior to the Master Set. The rest of the Summoner Wars line are additional factions or an expansion for existing factions (two factions per expansion). It is pretty heavily supported and is the flagship product of Plaid Hat Games. Netrunner is the best game of the bunch, but note that one box only gives you enough to make one Corp deck and one Runner deck, unless you want to proxy stuff.
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# ? Dec 4, 2012 17:28 |
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GrandpaPants posted:Netrunner is the best game of the bunch, but note that one box only gives you enough to make one Corp deck and one Runner deck, unless you want to proxy stuff.
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# ? Dec 4, 2012 17:35 |
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What Grandpa means is that the game comes with a set of pre-made decks to get started with (4 Corp, 3 Runner). You can use those to get your feet wet and get a feel for the different types of cards. There are also rules to make up decks of your own but, since the game is new, there's not a lot of variety/duplicate cards unless you get another base set, wait for the expansion packs to come out, or make up "proxy cards" that stand for some other card. All said, my family has been fine with just playing with pre-mades, so it's not like there's no fun in the box.
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# ? Dec 4, 2012 17:42 |
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Just played Goa for the first time tonight. It was excellent, the classic example of the best qualities of a Euro game in my opinion. Unfortunately that also includes replayablility which I think is a problem with most Euros as I tend to only want to play them 4-5 times before I get bored going through the motions with no theme to keep me interested. Still a great game, highly recommend it for anyone looking for a solid Euro game.
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# ? Dec 4, 2012 17:49 |
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Indolent Bastard posted:So while I haven't played a board game in a little while I did a board game related thing....I got a table! Crackbone posted:[Dominion]'s a very good game, but as somebody who isn't a huge fan: I recently got Galaxy Trucker, and was excited over all the great talk and press, and thought it would be a great light game to play. I pulled it out with my wife and daughter. I thought it was a blast, even though I had the worst luck. In the last round, a meteorite on the last card that hit my ship on an open connector, and I had no energy for the facing shield having spent it all earlier in the round. The one tile hit supported was the sole connector for half my engines and some other stuff. Poof went about a third of my ship. I was laughing my rear end off at that. Aerox posted:Had a pretty interesting game of Cosmic Encounter tonight, which is good because I usually find the game really, really boring...I still don't really like Cosmic Encounter, but I'll be damned if that wasn't a crazy game of it. Do the post-Mayfair sets have the same level of directed mayhem components (powers that are focused on screwing other players as much as being helpful to oneself, plague edicts, about a third of the wild flares, etc.), or have those been toned down in favor of just getting bases?
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# ? Dec 4, 2012 17:57 |
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Nonvalueadded User posted:I recently got Galaxy Trucker, and was excited over all the great talk and press, and thought it would be a great light game to play. I pulled it out with my wife and daughter. I thought it was a blast, even though I had the worst luck. In the last round, a meteorite on the last card that hit my ship on an open connector, and I had no energy for the facing shield having spent it all earlier in the round. The one tile hit supported was the sole connector for half my engines and some other stuff. Poof went about a third of my ship. I was laughing my rear end off at that. My favourite story is when we had one of those expansion ships in which you roll two dice and all the spaces that rolled can't be constructed in. The two other players rather astutely didn't notice that a whole wing of the ship was completely shut off unless you build correctly in on space, which meant I had a much bigger ship than them at the start. Unfortunately, my victory was short lived as the first card was one in which everyone bids money and whoever bids highest gets to choose a space in which ALL ships lose a piece. I didn't win the auction and guess which piece the winner chose?
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# ? Dec 4, 2012 18:05 |
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Nonvalueadded User posted:
The issue I find with dominion's attacks is that a lot of them are either downright devastating in an arms race (ambassador - seaside, mountebank - prosperity, swindler, witch, multiple torturers, and young witch can fall into this too) while others are just annoying or even detrimental to the user (spy is annoying especially with scale, thief is bad early). Sea Hag and saboteur are particular attacks I hate because it has absolutely zero positive for the user - it's 100% there to make the game worse for everyone (although Sea Hag is substantially worse because it costs 4). Ghost ship is my favorite because I am a Sadist. Minion is a close second because that card is just so powerful.
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# ? Dec 4, 2012 18:18 |
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So what's the consensus on the Timber Peaks expansion for Last Night on Earth? The reviews I've seen seem fairly positive, but I want to be sure before I plunge.
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# ? Dec 4, 2012 18:30 |
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I've been playing Kingdom Builder on the IPad and I'm fairly sure Payback Jack programmed the AI. Ouch!!!
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# ? Dec 4, 2012 18:46 |
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Lorini posted:I've been playing Kingdom Builder on the IPad and I'm fairly sure Payback Jack programmed the AI. Ouch!!! I can't program worth a drat so it wasn't me...I'm not sure I get why you mentioned me either
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# ? Dec 4, 2012 19:03 |
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PaybackJack posted:I can't program worth a drat so it wasn't me... Maybe that's how bad it is.
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# ? Dec 4, 2012 19:39 |
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PaybackJack posted:I can't program worth a drat so it wasn't me...I'm not sure I get why you mentioned me either Because you said when you played Kingdom Builder your group was trying to dick everyone else out of good moves and that's what this AI does. So it reminded me of that. I don't play that way but if I want to play this AI successfully I guess I'll have to learn. This turned out badly I see, but oh well.....
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# ? Dec 4, 2012 19:50 |
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Zoness posted:The issue I find with dominion's attacks is that a lot of them are either downright devastating in an arms race (ambassador - seaside, mountebank - prosperity, swindler, witch, multiple torturers, and young witch can fall into this too) while others are just annoying or even detrimental to the user (spy is annoying especially with scale, thief is bad early). Sea Hag and saboteur are particular attacks I hate because it has absolutely zero positive for the user - it's 100% there to make the game worse for everyone (although Sea Hag is substantially worse because it costs 4). Ghost ship is my favorite because I am a Sadist. Minion is a close second because that card is just so powerful. The thing about attacks that don't directly help the user is that they slow the opposition down. Ultimately, the primary interaction in Dominion is racing; everybody makes a plan to win and the speed of the other players is the benchmark against which they're tested. Attacks like saboteur mess with people's engines, giving yours more time to run.
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# ? Dec 4, 2012 20:03 |
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homullus posted:Maybe that's how bad it is. The AI is so easy it admits defeat as soon as you start a game.(i.e; it crashes) Lorini posted:Because you said when you played Kingdom Builder your group was trying to dick everyone else out of good moves and that's what this AI does. So it reminded me of that. I don't play that way but if I want to play this AI successfully I guess I'll have to learn. Oh yeah, well that's how we play all games. Peaceful games be damned! I wasn't offended or anything it just wasn't clear why you were referencing me that's all.
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# ? Dec 4, 2012 20:08 |
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Lucky Raccoon posted:So what's the consensus on the Timber Peaks expansion for Last Night on Earth? The reviews I've seen seem fairly positive, but I want to be sure before I plunge. I bought it as a stand alone since I already knew a couple people with the base game. We haven't played with them combined yet but we have been playing Timber Peak about every week since I got it. It's really not that much different, so if you like one you will like the other but I don't see much reason to own them both. And thanks for the clarification on the Zombie cards dealt out at the beginning, it makes sense as a handicap I'm not sure why that never occurred to me.
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# ? Dec 4, 2012 20:41 |
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Timber Peak is very similar to LNoE base game. It's more of the same (new scenarios, new tiles, new characters etc). The new stuff that it introduces is a fire mechanic(which was already used in their Invasion game) and an XP and character upgrade system. Both of these can be easily ported over and used in the original game. You can combine all cards, but not sure if you'd want to. Many of Timber Peak's hero and zombie cards are copies of the original game. So adding it wholesale would be like adding a second base game worth of cards.
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# ? Dec 4, 2012 20:52 |
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Dark Cohomology posted:The thing about attacks that don't directly help the user is that they slow the opposition down. Ultimately, the primary interaction in Dominion is racing; everybody makes a plan to win and the speed of the other players is the benchmark against which they're tested. Attacks like saboteur mess with people's engines, giving yours more time to run. Yes, the theory is there and sound Saboteur is actually an interesting card due to its cost and availability, but a 4 player game where everyone starts Sea Hag and there's no trash can get pretty terrible - attacks that give the attacking player a benefit aren't quite as bad since they still accelerate to money and progress. Once everyone goes through their first reshuffle each player will have 3 curses in their piles and so they get up to 4 money and what are they going to buy? Probably more Sea Hags. Slowing down the opposition without a self-benefit cascades poorly in a game that wants to be multiplayer-friendly. (We don't often play 4 player dominion but when we do we have a house moratorium on piles with Sea Hag but no trashing options).
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# ? Dec 4, 2012 21:30 |
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Clanpot Shake posted:Having never played the game, what does this mean? It means that with the stuff in the box there will be a max of 2 players playing at a time no matter what -- one person plays the corp and the other plays the runner. This is different than say the Summoner Wars Master set, which comes with 6 complete factions so you could theoretically have 3 separate 1v1 games going at once. It only has one play board but you could jury rig with a minimal effort (all that is really necessary is having a grid of the appropriate size.*) Also, if your group really hates random anything then be forewarned that 99% of combat in Summoner Wars (aside from a few special abilities) is determined by dice rolling. It's a simple 'hit and do damage on a 3+' most of the time, but there's enough randomness there to turn some people off. *-- Oh and you'd also need wound tokens (little ripped up bits of paper would be fine) and some extra dice I guess. NmareBfly fucked around with this message at 22:25 on Dec 4, 2012 |
# ? Dec 4, 2012 22:01 |
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Netrunner is totally worth it, Clanpot Shake. At least grab yourself a copy while it's cheap. I just bought myself a 2nd copy for that very reason.
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# ? Dec 4, 2012 22:06 |
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mikeycp posted:Netrunner is totally worth it, Clanpot Shake. At least grab yourself a copy while it's cheap. I just bought myself a 2nd copy for that very reason. Is there any reason why the price would go up?
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# ? Dec 4, 2012 22:29 |
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Redacted
Indolent Bastard fucked around with this message at 03:46 on Apr 19, 2013 |
# ? Dec 4, 2012 22:32 |
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The General posted:Is there any reason why the price would go up? Well, it's normally $25 at the cheapest online speciality stores like coolstuffinc. So $19 on Amazon is a steal.
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# ? Dec 4, 2012 22:32 |
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Zoness posted:(We don't often play 4 player dominion but when we do we have a house moratorium on piles with Sea Hag but no trashing options). Honestly this is the best solution if you find certain game combination terrible, there is nothing wrong with it. Right now our only current "houserule" of sorts is that - depending on the rest of the board - we will sometimes ban 5/2 with Mountebank on the board because of how quickly it can poo poo up your deck when you get double the garbage before your second reshuffle. Although I still don't see why it would be preferable for them to do this: quote:they get up to 4 money and what are they going to buy? Probably more Sea Hags. ...instead of buying even a silver. Once the curses run out (which they should pretty quickly in a 4 player game with everyone going sea hag), every one of those sea hags might as well be an extra curse in their for all the good it does. If you can even start piling out the duchies you can pull out an easy 3 pile win once the curses and sea hags are gone. Plus there are a good number of ways around curses that don't waste time trashing them. Using them for discard fuel (Warehouse, Cellar, Vault, Secret Chamber), cards like Venture and Adventurer which skip over crap cards, using extra buys or cards like Workshop or Explorer to gain silvers to balance the ratio in your deck, etc. A lot of times trashing curses isn't even the best way to fight them.
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# ? Dec 4, 2012 23:01 |
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# ? May 12, 2024 22:03 |
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Crackbone posted:Well, it's normally $25 at the cheapest online speciality stores like coolstuffinc. So $19 on Amazon is a steal. Basically this. I got mine at my FLGS for $40, the MSRP, so it's really a steal on Amazon right now, and there's really no promise as to if or how long it will stay at which is only a little more than the future expansions are going to cost.
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# ? Dec 4, 2012 23:16 |