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Reply: Legendary: A James Bond Deck Building Game:: Rules:: Re: Carrying over unused fight

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by wkover

klkitchens wrote:

gemixin wrote:

Thank you so much. A Henchman is classed as a Villain right?


Yes... anything you can fight via attack or recruit points in the villain deck.


Except Missions. Missions are not villains. All villains have a red card frame (p. 8).

Reply: The Quacks of Quedlinburg:: General:: Re: Where are the delicious decisions?

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by porkchop_tw

curtc wrote:

porkchop_tw wrote:

The rest of the decisions lie in what bonus to take from event cards and what ingredients to buy. Since luck of the draw is there I felt these decisions mattered less...? (Of course losing to both of them makes me think that way).

So if you win it's strategy, and if you lose it's luck. Got it. :shake:


No need to fret. I am just expressing my feeling, not criticizing the game.

Reply: Mage Knight Board Game:: Rules:: Re: Advanced action reward question !

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by dollarone

The rules says "additionally the player chooses one of the three cards in the Advanced Action offer"

Does that mean you HAVE to take a card? Or can you choose to take no card at all?

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

Reply: Mage Knight Board Game:: Reviews:: Re: Mage Knight Solo... A Tumultuous Experience

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by Felipe28g

Thanks for the response. Two points:

1. It’s a subjective topic, but I tend to think that a game is more thematic when the mechanics fit with the world that it’s trying to create. Since Spirit Island keeps being brought up and I find that a great implementation of theme, let’s quickly talk about it. A lot of the moving pieces of that game fit in with narrative- from the concept of invaders on the island, to the way in which they arrive, to the way in which they move, create new buildings and damage the land. The game is a good simulation of what it’s trying to depict. As a spirit, you manage your unique powers every turn to address the incoming threats. The powers you receive at the beginning are unique to your spirit and make sense with their identities (i.e. the ocean spirit drowns invaders and plays only around the coasts).

Applying your reasoning, someone could argue that Monopoly is a thematic game. You’re moving around a board and buying properties with your money. You roll your dice, move, pay and have the option to negotiate trade. Sure, you can picture in your head all the reasons why your little piece only moved 3 spaces into some random property. You can roleplay all kinds of interactions between your figure and the dice roll. But there’s a reason why Monopoly is not considered one of the best thematic games of all time. The game doesn’t really portray what it’s like to buy a property, and raises all kinds of questions. Why do you have to go to each location physically to buy it, but not to trade it with a different player? Why do you have to pay rent for a place where you wouldn’t want to stay? What is the thematic tie-in of paying more money for landing in the wrong location turn after turn? Why are some neighborhoods arbitrarily divided in 3 and you can only build houses once you own all of the neighborhood’s properties?

I hope you can see the point I’m trying to illustrate here- just because you can generate rich stories in your gameplay, doesn’t mean that the game adequately carries out its theme. Unfortunately, I did not find Mage Knight’s mechanics to really tie in with the world it’s trying to create. There is no real-life equivalent for a deck of abilities being discarded sideways to move or attack. I mean, using your cards sideways to add +1 to an attack works as a creative mechanic that allows you to carefully manage your hand, but doesn’t really connect to any theme. Additionally, I can choose to go to a village and grab new followers instead of attacking the monster next to me, simply because that’s what my hand allows me to do on a given turn. Yes, I can make my hand work, and technically the turn was well spent, but I didn’t have a lot of thematic agency in the decision. I just looked at my hand, considered my actions, and tried to maximize my choices. I can come up with some ideas in my head as to why the things on the board are occurring, but the game’s mechanics on their own don’t aid me in connecting them.

2. Discarding 3 influence cards is still a waste. Volkare moves closer (or you flip the dummy deck) and you don’t even know if you’re drawing attack cards the following turn. You can try and calculate your odds at drawing some of the attack cards that you still have remaining in your deck, but is doing arithmetic what a Mage Knight should be doing in the middle of the night while standing next to a dragon?

Reply: Baseball Highlights: 2045:: Rules:: Re: Average Base Runner

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by BrokenAxe

senorcoo wrote:

wolverinejay wrote:

You have to go back a ways to have seen these 2 play, but my grandpa always said the best arms he ever saw were Al Kaline and Roberto Clemente.


I’ve heard stories. Baseball used to be my sport. I still have the 1986 encyclopedis that I used to read through as a kid.


1986, the year the bad guys one. :D

Reply: Fantastiqa: The Rucksack Edition:: Strategy:: Re: Bury the dragon?

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by montebanc

On a side note, it's significant that the cards under your Open Quest token are ***face down**, but the cards under your Personal Quest cards are placed **face up** so that everyone can see you're following the limitation rules on symbols correctly.

I'm curious, though, AGO - why is there a limitation rule based on symbols about which cards may NOT be placed under personal goals?

Was it just because you knew the Curious Creatures Expansion was in the works? If there was another reason, I'd really like to understand your brilliant designer thinking here. (Bows three times facing AGO as he backs up from the tea table...)

Reply: Bloodborne: The Board Game:: General:: Re: Geekfunder might be my new best friend!

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by Huronblakhart

Yeah, I did before I posted here. Was just wondering if anyone else has ran into that "issue" before.

Reply: Mage Knight Board Game:: Reviews:: Re: Mage Knight Solo... A Tumultuous Experience

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by Felipe28g

Haha! You’ve activated my trap card! I’ve owned this game since 2017. I have played it over a dozen times and I’m actually pretty good at the game. I successively play at a harder difficulty every time I win and usually if I lose, I set up the game over and over until I’ve managed to win it. I have the Volkare expansion and I’ve played almost all of the different scenarios and variations. It’s because I’ve played it so much that I can unfortunately see the game has flaws in its mechanics. You’re able to mitigate some of them at some points of the game, others you just can’t.

Some of the flaws you see when you first start playing the game only become more noticeable and more cumbersome the better you get at it. There’s no “eureka moment”, so to speak, when you figure out the game and are invulnerable to bad luck. As you face harder difficulties, you become more and more reliant on good draws, especially at the end of the game. A bad draw in a higher difficulty at the wrong moment simply means you take like 8 wounds and then proceed to set up the game from the beginning.

Honestly, the more I play Mage Knight, the more I ask myself why I don’t I like the game more. Ultimately I do enjoy the game, but this whole post is explaining the reasons why I don’t like it more than I do.

Reply: Legendary: A Marvel Deck Building Game:: Variants:: Re: Teenage Mutant Ninja Turtles 2.0 - Updated custom set

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by Wjcraft

Has anyone printed these from printerstudio? I have never used perinterstudio before, and I am afraid the imgur photos are saying "low image quality" and the image text is in the bleed area.

Any info would be great.

Thread: Harry Potter: Hogwarts Battle:: Rules:: Game over, before you start

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by Fennecus

Setting up chapter 4, for a 2 player game. All new cards are 6 coin. Villain is one where you can't draw extra cards.

with your 5 card hand, impossible to get 6 coins. Anyone come across this?

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

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by DaviddesJ

The debate over whether there's a debate over how to pronounce Viscounts is over.

Reply: The Lord of the Rings: Journeys in Middle-earth:: Strategy:: Re: Generating Inspiration

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by Footballzs

Flightmaster101 wrote:

Full disclosure, I'm slow on the uptake for games like these. This leads me to having a tough time understanding how to maximize my chances of winning.
One of the things I've noticed looking around forums is people saying how 'easy' it is in normal mode to finish a quest with full inspiration. I have not found this to be the case so I'm curious to what I'm missing.

How do you guys generate inspiration so reliably?


Play Adventure Mode (semi tongue-in-cheek).

Reply: Mage Knight Board Game:: Reviews:: Re: Mage Knight Solo... A Tumultuous Experience

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by DaviddesJ

I agree that Spirit Island's mechanics are more thematic than Mage Knight's. That's probably why I like MK better. (Also because SI doesn't have a competitive mode.)

Reply: Wonderland's War:: General:: Re: Any point in backing it if you just want the retail version?

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by Valcurdra

If you know you are going to buy it anyway typically its best to back.

It saves a situation where nobody in your country or region decides to stock the game, or you miss out on a copy because they all sell out.

Typically if you miss out there is always a way to get a copy but it might involve mucking around, going to 2nd hand market or waiting a while.

I also find that in most cases the KS price is the best price on the market for at least 6 months after release. Sometimes this is untrue and games release to retail immediately lower than the KS price, whilst I have seen this happen plenty of times its not the norm. After the first 6 months typically someone has it on sale at some point, but also sometime a game is so popular it never goes on sale.

Personally I prefer the convenience and piece of mind of just backing a game on KS but its up to you.

Reply: Concordia:: General:: Re: Regarding Balearica/Cyprus map

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by 1qwerty

Played Cyprus today 2 player and closed off the two corner provinces, blue and yellow, and it played fantastic.

Reply: Tainted Grail: The Fall of Avalon:: General:: Re: DIY Sudrop?

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by wgseligman

matej's approach is the only one I use when painting miniatures, since my brush control is poor. Here's the results when I painted (most) of the Tainted Grail minis in this way.



I experimented with a couple of them; e.g., I tried for a flame effect on the Wyrdbear, before I knew what a Wyrdbear was. I did zero research before choosing my colors.

Reply: Legendary: A James Bond Deck Building Game:: General:: Re: First play of each movie

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by wkover

Really enjoying my plays as well. Goldeneye is the toughest so far: 1 win in 4 games. Casino Royale can also be rough, unless you manage to fully defeat Le Chiffre before the High Speed Chase appears.

Thread: Viscounts of the West Kingdom:: Crowdfunding:: Upcoming Kickstarter

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by DesertRambler

After watching many videos of Architects and Paladins, I just know these games are for me! But I decided to wait for the upcoming kickstarter for Viscounts to buy any of them so I can get the all of the bonuses with all of the games.

Being relatively new to boardgaming/sologaming, I have not yet kickstarted a game. If I pledge the kickstarter when if first launches, and then several months later I move, will I be able to update my mailing address for the KS so that I get all my stuff when it finally ships?

Just out of curiosity, any idea how long these games usually take to ship after the kickstarter campaign? I know it will be a while, but just curious what your experience has been in the past with Garphill Games?
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