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Reply: Legendary: A Marvel Deck Building Game:: Rules:: Re: Animatronic Clowns & Sidekicks

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by bdst

You know, I did see that Hero was written on the card, I just wanted to make sure that Wannabe superheroes, cats, frogs, birds, etc would suffice. (Note that the cats, frogs, birds, etc do not have Hero printed on their cards.)

And some things may seem obvious but aren't.

For instance who invented the Pythagorean Theorem?
Hint: The answer is not Pythagoras, he just got the glory!

Reply: Clank! Legacy: Acquisitions Incorporated:: General:: Re: Game 5 Associate Spolight ???

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by TorbenVang

phm24 wrote:

If I remember correctly, it was on the contract : first player on the pyramid spot.


Yes. This one. I think it was mentioned in the prologue.

Reply: Legendary: A Marvel Deck Building Game:: Variants:: Re: League of Legendary (300+ Custom League of Legends Cards & Playable on TTS)

Reply: Rococo: Deluxe Edition:: General:: Re: Which is best Rococo or Pret A Porter?

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by spartax

TOPofDaMuffin2U wrote:

Is Rococo considered 'light' here? It's got a weight of 3/5. Just a little confused.


I didn't see anyone say it was light, just that it's lighter than Pret-a-Porter. From what I've seen, Rococo is generally considered a medium-weight game, perhaps a bit to the light side of medium. It's certainly not going to show up on Heavy Games on your table - February 2020!

The BGG "Weight" stat means very little, partly because there's not a consensus on what factors contribute to weight (Depth of gameplay? Difficulty of learning rules? Length of a single session? Amount of table space the game takes up?). Another issue is that people tend, understandably, to rate weight in comparison to the games they know. if I've only played party games and Monopoly, I might think Rococo is a 5. If my usual fare is 18xx games and wargames, I'll think of Rococo as a 1.5.

EDITED for clarity and because apparently I can't type today.

Reply: Thunderstone Quest:: Rules:: Re: 2 player Epic mode took way to long?

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by wolfthatwonders

CrashCat wrote:

Over three hours with teaching about matches my experience too, so don't feel bad. Epic isn't recommended for first play, it will always take you longer in general because every buy/victory is a new reveal and that's just made worse by being new to the game altogether. More importantly, a preset layout will be better balanced and more able to deal with the monsters and therefore make a faster game. If you end up under-powered or low on light items you can end up stuck leeching monsters from the earlier dungeon tiers until they deplete and cause you to draw in from higher tiers. If that happens it's a pretty clear sign your layout was a problem.

You can also experiment with simultaneous turns, you have to agree on something to deal with conflicts in same-phase decisions though. If you take Village and the opponent takes Dungeon then it's simple, but when you both take the same phase you'll need to pass around a first player token or something so that someone wins ties if you both want to do the same thing.


I was thinking of doing Simultaneous turns next time also. your suggestion for first player marker gave me an idea. What if the first player marker is given to who ever goes to the market location last? Makes the putting out a "any" card little more powerful.

Reply: Teenage Mutant Ninja Turtles Adventures: Change is Constant:: General:: Re: 3D Printed Box Insert

Reply: Thunderstone Quest:: Rules:: Re: 2 player Epic mode took way to long?

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by wolfthatwonders

JIminPA wrote:

We went to six monsters the first time we played; then we switched to four.

We're maybe four scenarios in ... might need to bust it out this weekend!


I think you mean keys. and we only play epic. personal taste. only second time playing this though.

Reply: The Lord of the Rings: Journeys in Middle-earth:: Reviews:: Re: A good Tolkien Co-Op Experience - LOTR: Journeys in Middle-earth Review

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by Athelas55

I've just played my first solo game of scenario 1 and it was great

I don't have all my figurines because a friend is painting them, so I'll put it on hold until I have all of them painted.

Regarding Aragorn base equipment, he's able to avoid a face down wound every time he's supposed to get one ?

I love the mechanics and even my wife enjoyed when we played scenario 1 in discovery difficulty.

Can't wait to continue !!


Thread: DOOM: The Board Game:: Organized Play:: [London, Ontario, Canada] Weekend Session (I do not own a copy)

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by UndyingRedComet

I do not own a copy, I am looking for people interested in a session game to play this game weekly. Please private message me if you are interested, I may not see replies in this thread.

Thread: CardWeaver:: Rules:: Many rules questions after my first game

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by GamerRay

I just played my first game on TTS. Let me just say that this is an incredible game and I can't wait to see the final product.

I did have quite a few rules questions come up. Some may just be my confusion over rules, but some may be worth addressing as you keep working on the rulebook and card language.

Rulebook (Page 3, Choosing a Character): In a 4 player game, the Nemesis should wait to choose until the Animus have chosen theirs. In a 1-2 player game, the Nemesis chooses first. What order should players choose in a 3 player game?

Rulebook (Page 4, Peaceful Night): I’m confused by the example. It says that the Peaceful Night cards should be removed in a game with 3 Animus or if the Nemesis is a new player. So that means that if a player is experience, or facing fewer than 3 Animus, the Peaceful Night cards remain IN the deck.

Then in the example, it says “... Since Jesse is an old pro at Cardweaver and is only playing against 2 Animus, she removes both Peaceful Night cards from the deck… Jesse then takes the Base Nemesis deck and shuffles it with the 20-card Undead Warlord Deck, creating a 38 card deck.”

-If Jesse’s an old pro, why isn’t Jesse leaving the Peaceful Nights in the deck?
-If Jesse’s not facing 3 Animus, why isn’t Jesse leaving the Peaceful Nights in the deck?
-In the TTS demo, the Nemesis deck has 22 cards. By removing the 2 Peaceful Nights from that deck, Jesse should have 40 cards, not 38.

Discarding extra cards: Other than discarding 2 cards for Conviction, is there a way to simply discard unwanted cards without playing them? I.e. discarding a Unique card that is already in play. The rules don’t seem to allow it, but it’s so standard in deck-builders that I wasn’t sure if it was an oversight.

Cybercop as an Anima (and other Anima questions): P. 10 “Anima Characters” says that Anima cards are considered removed from play. Cybercop allows the player to put a card from their deck into another player’s play area. I understand the intention of this, but this may cause a rules conflict with… unpleasant players.


-Is Cybercop’s Anima useless if their player deck was empty when they died? The rules don’t state anything about shuffling the hand/discard pile into the deck, yet her Anima ability only lets you pull cards out of the Player Deck.

-Also, what does “removed from play” technically mean? Card gamers understand it, but what does the term mean to someone who’s never played a card game before?

-The rules only remove the deck/discard pile from the game. Can the Nemesis still discard cards from an Anima’s Dreamscape? Do they still refill their Dreamscape at the end of their turn? Can the game still end if their Dreamscape can’t be refilled?

-What happens to Nightmare cards (in play or still in their deck) when an Animus is flipped to the Anima side?

Interacting with discarded cards: Pyromancer’s 10xp ability lets you return 2 magic cards from your discard pile to your hand. Am I able to do that during the end step of her turn, or do I have to wait until a later turn? I.e. begin end step -> send played/purchased cards to discard pile -> use my ability to return 2 cards from the discard pile to my hand

Quick Cast cards on other turns: Do Quick Cast cards go into the discard pile at the end of the current player’s turn? Or if Pyromancer plays a Quick Cast on the Nemesis turn, does that card not go to the discard pile until the end of Pyromancer’s turn?

“Once Per Turn” limitations: When permanent cards have a “once per turn” effect, does that mean I get to use them once on each player’s turn? For example, the Pyromancer has “Fire Bombs: Once per turn, you may deal 2 damage to a target.” In a 4 player game, could I potentially do 8 damage per round (2 per Animus turn, 2 on the Nemesis turn)?

If so, does the Undead Warlord just win when he hits 16 XP and has 5 Reavers, activating his final “once per turn” ability at the start of each player’s turn?

Hacker’s “Virus Dagger”: What would be the mechanical difference between “If you deal damage to a target by Attacking them this turn, they also take 4 damage” compared to “If you deal damage to a target by Attacking them, they also take 4 damage.” By using “this turn,” it sounds like the player must choose to activate the effect.

Undead Warlord’s “Control”: Page 10 “Attacking” says that Animus cannot defeat Ally cards. What happens when an Animus card deals damage to all Reavers? If they would take damage (because they’re considered a Reaver), what happens if that damage would defeat the Ally/Reaver? I played it as they go to the discard pile, but don’t get the reward for being defeated.

“Guard” cards: Can I use these to protect another Animus from a Nemesis attack? If not, is there another way to prevent a single Animus from being targeted and burned down?

Clearing out the Dreamscape: If a Dreamscape is filled with expensive/junk cards, is there a way to put some/all of them in the Dead Zone?

Defense on Ally/Reaver cards: Allies with a defense value only contribute that to the Animus/Nemesis, right? It seems that way, but I had to look through the rules a few times to be certain.

Timing of abilities: When can I use “once per turn” abilities? Or Quick Cast cards? Can I interrupt an action to do so? Here’s a situation that came up:
-Undead Warlord has a Skeleton Lord and a Skeleton on the field
-He attacks the Pyromancer
-Pyromancer responds with an Quick Cast card that kills the Skeleton

A few questions on how play can proceed:
-Does the Undead Warlord’s attack number change? I.e. is the value checked when he declares the attack, or when the attack damage is fully resolved?
-Can the Skeleton Lord respond to the Skelton’s defeat by pulling him out of the discard pile before the attack finishes resolving?
-Can I respond by giving 4 XP to the Skeleton Lord, then letting the Skeleton Lord pull a Skeleton out of my deck before the attack finishes resolving?

-On that note, can the Nemesis turn, can the Undead Warlord play a Devouring Shield in response to a Fireball that was made into a Quick Cast by Spellcaster? The only thing that seems to make Quick Cast cards unique is that they can be played on anyone’s turn, not that they can be played in response to an action.

-Based on the wording of Quick Cast cards, if normal cards cannot be played in response to another card, then can cards like Guard not be played in response to being attacked by the Nemesis?

General Suggestions:
-Have some sort of breakdown at the back of the book showing what an Animus/Nemesis can do on their turn (and including rules reminders like how to gain XP or discarding 1-2 cards to gain Conviction)
-More clarity on how certain things work, or perhaps more bullet points/bolded words/something to make it easier to find info at a glance
-Tighten up the language and explain any terminology you use (like my example of "removed from play")
-Personally, I'd like to see defense tokens so that players can look across the table and easily see how much damage will be blocked from an attack and where that defense is coming from (looking at you, Cybercop and Pals...)
-Is the plural of this games "Animus" simply "Animus"? I.e. you have one Animus or three Animus? I ask because Undead Warlord's "Dark Ritual" says "... in each Animus' play area." That would only be correct if it's a plural possessive, but I believe "each" requires you to say "each Animus's play area." I'm not sure of a clean way to write that, but perhaps just drop the apostrophe and say "each Animus play area"?

Reply: Hands in the Sea:: Strategy:: Re: Carthaginian Pure Expand Strategy/Bot (pure variation of the c-town rush)

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by Evron

david752 wrote:

This is a very difficult/impossible strategy to counter. I've tried. At this point the best approach might be simply increasing the number of unassigned towns Carthage starts with.


I fear this may be a punic version of the infamous Halifax hammer. Hope to be wrong but, in fact, it looks like a very dominant strategy :(

Reply: Tainted Grail: The Fall of Avalon:: Strategy:: Re: Best solo character

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by picklethehutt

While Hammer Swipe is great (when paired with the skill to remove a time token immediately) I crushed my solo campaign with him, killing everything past the middle chapters almost immediately and never had Hammer Swipe. In fact, I didn't have any of the common "power cards" and instead had half the deck chaining with bonus cards (mostly chaining onto courage) and could usually play 3-4 cards on the first activation for huge damage (Sneak Attack helps, but I was only doubling the on placement cubes so not overpowered). My hand was 5 cards by that time using a companion and the aggression skill so there were almost always big combo options.

Reply: Struggle for Europe 1939 - 1945:: General:: Re: artwork

Reply: The Lord of the Rings: Journeys in Middle-earth:: Reviews:: Re: A good Tolkien Co-Op Experience - LOTR: Journeys in Middle-earth Review

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by Reshyk

Athelas55 wrote:

Regarding Aragorn base equipment, he's able to avoid a face down wound every time he's supposed to get one ?
Yes but he must explicitly suffer the wound facedown. There is a difference between suffering a wound facedown and suffering a wound which then turns itself facedown as part of its card effect. When you suffer facedown damage you will never see the front of the card. This type of damage is comparatively much rarer than suffering damage in the normal sense (all attacks are faceup damage) so while this ability does trigger on ALL facedown damage, it's not as OP as it sounds.

Reply: Legendary: A Marvel Deck Building Game:: General:: Re: Would you buy this as a small box expansion...

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by bdst

Not a completest and I wouldn't buy this.

I have made many custom MMs, Henchmen, VGs, Heroes and schemes (as well as using those created by other players and posted on the variants forum or Ranger Robs database).

All up, I currently have:
214 Heroes
76 MMs
86 VGs
44 Henchmen Groups
164 Schemes
don't know how many Bystanders: I'm not going to go through the deck to find how many I have.

(I hadn't catalogued what I had until now; that's frightening!)

I have also updated all the feeble original MMs with more powerful versions.

So no, this has no real attraction for me.

Reply: Viscounts of the West Kingdom:: General:: Re: The debate on how to pronounce Viscounts is over

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by thecorsetmaker

Tootzo wrote:

Seriously, was there a debate about how to pronounce Viscounts? :what::what:
Seems pretty obvious to me, but comes to think if being Italian helps here...


Seems strange that there would be any debate. The dictionary is pretty clear on this.

Thread: Tainted Grail: The Fall of Avalon:: General:: Stuck on chapter 11

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by ekr3peeK

Basically, I am not sure if I am stuck, but here goes:

[o]In chapter 11, we are trying to cure the red death from some of our party members (secret card 66). We found the tower in the Fernsea, and we also find the monastery in Dark Morass, which the only known cured person pointed us to. But we can not enter the monastery, because it seems that we are missing the Winds of Wyrdness status.[/o]

My question is, that could it be possible that we missed the Winds of Wyrdness status in a previous chapter? Because in another thread, I saw that you shouldn't be able to gain this status before Chapter 4A/B, and it is unmissable, which for me seems, that you gain it somewhere in the main storyline. Did we forgot to make a note when we gained it? Or is it possible to completely miss this status?

On the other hand, the active quest cards for this chapter confuse me a bit, because:

[o]At the beginning of the chapter, we are instructed to put the card on top of the active quest pile, which allows us to choose from either trying to help our old village, trying to help Kamelot, or trying to help our ally from Crow's Nest/Farshire/Timberwood. But after that, it says, that if any players have the 66 secret card, read the other chapter event card, which then instructs us to place it on top of the active quest pile, and try to find a cure for the plague.

Are both of these cards active quest wise? Or while I don't find a cure, I am not allowed to follow the quest line of the other active quest?[/o]

Reply: Clank! Legacy: Acquisitions Incorporated:: General:: Re: Game 7 Spotlight

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by DrHeimlich

[o]In Game 7's Prologue, you take the Arcane Analysis contract from the Cardporium. (Card 062) It explains how to earn the Associate Spotlight.[/o]

Reply: Aeon's End: The New Age:: General:: Re: Solo

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by ronhatch

It's worth noting that the designer specifically intended for single-mage solo to be more difficult for thematic reasons. Though as others have said, it now depends on which set of rules you use and what market you have.

In Legacy, for example, the cards you start out with are supposed to be less powerful than the options you unlock... but Ethereal Hand is flat-out broken when you are your own ally. (It's a 6-cost relic that allows any ally to draw two cards. Get a few of them and mix with just a smidgen of deck destruction and you'll be drawing your entire deck every turn in no time.)

Reply: Legendary: A Marvel Deck Building Game:: Variants:: Re: League of Legendary (300+ Custom League of Legends Cards & Playable on TTS)

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by bdst

I would like to help but it's a bit difficult as imgur shows 1 card at a time which makes it hard to look at any of the cards as a set.

I don't use steam so I can't see your redesigned board. Also renaming Heroes as Champions etc makes it much harder for "veteran" Legendary players, such as myself, to digest and assimilate.

In general your graphics are stunning.

However I did notice that only Darius had a Mastermind card, all the rest just had 4 Tactics.
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