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Reply: Hero Realms:: Variants:: Re: Additional solo bosses

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by Aarcana

jgolike wrote:

I was playing through the campaign mode in the Star Realms app today, and wondered, has anyone attempted to adapt any of those boss fights to Hero Realms? Tibus is my go to for a quick solo game when I don’t want to set up Thandar. But he gets a little tiring, and can be just brutal with bad draws.


I'd suggest to you to click on the top of this thread, where it's written "variants" (you know... the forum where you posted your question)... then just read the titles list you'll find there

there are plenty of solo bosses, some of them are even designed to fit a tibus type card format (most of them by a PSD template I created)


... and scroll down, there are even more...


Thread: Sword & Sorcery:: General:: New Character - Grisban the Thirsty

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by maverick4jc

I've been playing around with creating a Character Template to make some custom Characters. Love Grisban the Thirsty from Descent so he is my first test run. Need to create his Hero Card and Hero Powers still but I thought I would throw it up to see what you all thought.

Thread: Ambush!:: Rules:: German activation sequence

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by coralsaw

I read in a few old threads that generally higher IN Germans have earlier letters, so they are processed first if on the same turn line (alphabetically, per RAW). So both threads suggested that you usually go right to left for the Germans.

In the last 3 missions I played, most of the time I was processing left to right, because my lower IN Germans had earlier letters (eg. IN 2: L, IN 4:N).

Have I understood something wrong, or were the previous threads in error or generalizing?

Thanks in advance.

Thread: Ambush!:: Rules:: How do you deal with the German action "confusion": prone US target behind door?

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by coralsaw

Due to the fact that one can have LoS to an enemy behind a door, but is not able to fire at him, many times German paragraph checks give "confused" orders to Germans: if active target (yes, behind door), crouch and best fire. Since there is no fire possible and I try to resolve as much as possible the paragraph, the Germans goes from prone to crouch, exposing himself, and cannot fire, whereby his action finishes.

This seems to me not a realistic way of dealing with this issue. I would prefer, for example, to have the German drop prone instead.

How do you deal with this situation? Have you houseruled it?

Thanks in advance.

Reply: Kemet:: Rules:: Re: One More Movement Question

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by chubchubpenguin

Each space outlined by either a white, blue, or yellow border OR a wall is ONE space. Temples are all their own spaces, including the Temple of the Gods ("blue temple" that gives +1 permanent victory point).

Thread: Eldritch Horror: Under the Pyramids:: Rules:: Monterey Jack + Crawling Chaos

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by magnitt

Hi! We stumbled on a weired situation here:

Monterey Jack has the following ability:
You may discard 1 Artifact to retreat Doom by 1; or discard the top card of the Expedition Encounter deck and perform 1 additional action.

But we are not sure how it interacts with the Crawling Chaos rumor that just came up:
When this card enters play, spawn the Crawling Chaos Epic Monster on the Active Expedition space. When it is defeated, solve this Rumor.
Reckoning effect: Advance Doom by 1 unless investigators as a group spend Clues equal to half Number of Investigators Icon. If investigators do not spend the Clues, discard the top card of the Expedition deck and move the Crawling Chaos Epic Monster to the Active Expedition space.

Can Monterey Jack use his ability while this rumor is active? If he can, does the Crawling Chaos Epic Monster follows the expedition marker if it moves or stays put until the next reckoning?

Reply: KeyForge: Call of the Archons:: General:: Re: Chains for Powerful Decks

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by yangtze2000

Wolle_Petterson wrote:

I personally have a hard time understanding this argument


It's not an argument, it's a preference.

Wolle_Petterson wrote:

I never experienced a dueling card game where you play only one game and have a balanced experience. I participated in a casual MTG-draft two weeks ago and played six matches each best-of-three (which was 14 games total for me). At least 4 games (not matches) were decided because of bad card luck, which is a ratio of nearly 30%.


That's different. Luck of the cards, in terms of when they are pulled, is expected and is a fun part of the game. The skill comes in mitigating such uncertainties. But in MTG you build your own deck, so if your deck is weaker than your opponent's it's because a). you have less skill in deck-building, or b). you have less money than your opponent.

In Keyforge your deck is what it is. I'm not expecting a perfectly balanced game by any means, but I am expecting a more balanced game than we have at the moment. Then we can play fun, one-off games with any deck against any deck and have a reasonable chance of a). skill or b). luck of the order in which cards are pulled, being the deciding factor, as opposed to c). I spent £300 and finally found a killer deck and my win ratio is 139 - 0 and I'm selling off my non-killer decks with a lower win ratio to any mug who'll buy them on eBay.

c). (above) is unacceptable to me. You?

Wolle_Petterson wrote:

I normally play dueling card games for fun. Then it is totally OK to play only one game. But then I'm also OK with being card stuck, not drawing what I want or having a great momentum. If I play to win / to see who is the better player, then I need at least best-of-three.


I always play every game for fun. I mean, I don't make a living from it. Do you? If you do that's different. But most of us don't. We play for fun. Sometimes we're more focussed on winning than others, granted, like in a tournament, but if you aren't playing to win in a casual game then you're doing a disservice to your opponent. The trick is to be gracious in defeat. But we digress. The point is, I go to a games convention, I have half an hour, I pull out Keyforge and I want to be fairly confident that both I and and my opponent are actually going to have fun. It's no fun at all watching your opponent slaughter your creatures, reap Aember, steal and capture your Aember, and all the while having little or nothing in your deck to slow them down. Or vice-versa. Let's all agree, that isn't fun.

Wolle_Petterson wrote:

I must admit KeyForge totally killed Magic for me in less than two months.


I agree, I prefer the game for two reasons: it's more accessible, and at the moment competitiveness is far less dependent on investment. Let's keep it that way?

Reply: Ambush!:: General:: Re: Learning Ambush!

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by coralsaw

Good advice. Except I will disagree with the LoS and terrain "look it up when you need it advice". If you don't grok that 100% you cannot formulate a plan of approach, and you will die a lot. Learning this is the first step towards survivability. I would put it as item 1.5 in your list...

As to the rules, you have a point, but I will slightly differ as well. The rules are well written for the most part, but for instance, the LoS rules could be better formulated and be more complete, instead of relying on the reader to figure out for example that the "field of view" requirement for building LoS is an additional LoS requirement to the base center-to-center, no-blocking terrain etc one. Also, in places very important information is harder to find and parse, for no apparent benefit. For instance, the fact that you lose 2 points each time you die, is hidden in a paragraph, in letters even not number that do not help the eye catch it, instead of being on the player aid.

Rules writing has advanced since then, I am sure you are familiar with Chad Jensen rulebooks, which to my opinion are miles ahead of the older AH ones. But of course, you have a point also in regards to modern readers being somehow blind to text wall paragraphs. How can you blame them, when most of the written word produced today is not worth the ink it is (not) printed on...

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Any Games that Share Spartacus' Mechanics?

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by Stephanie Baynes

A lot of people prefer a meatier combat mechanic, but I like the one in the rules because the game isn't about the combat. I'm sure there are manyh games with gambling in it similar to Spartacus, and closed-fist auctions appear in a number of games (like a Fist of Dragonstones). Equipment that enhances the player (in this case, a gladiator) appear in a hug number of games. Converting the bits and pieces of a game into actual points is a big deal in every resource management game. The uniqueness of this game comes from how it uses each component.

Thread: Dark Darker Darkest:: Rules:: Dead hero

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by thorhispano

If a hero dies for a zombie, he becomes a zombie and you start again.
If a hero dies by the fire that happens?

Reply: KeyForge: Call of the Archons:: General:: Re: Chains for Powerful Decks

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by Wolle_Petterson

yangtze2000 wrote:

It's not an argument, it's a preference.
The underlying argument I interpreted was: "I want to have a balanced one-game-per-match experience, so we need a working chain system". And I don't understand that, because I think in a pure dueling card game with shuffling and drawing cards in random order, you always need more than one game for "balance".

yangtze2000 wrote:

I'm not expecting a perfectly balanced game by any means, but I am expecting a more balanced game than we have at the moment.

yangtze2000 wrote:

It's no fun at all watching your opponent slaughter your creatures, reap Aember, steal and capture your Aember, and all the while having little or nothing in your deck to slow them down. Or vice-versa.
I played around 70 games until now including a tournament in a FLGS and I have not seen this heavy unbalance you talk about. I don't mean this to criticize you or your argument. Just as a statement which confuses me, because we seem to experience the game very differently. The only deck-type which imho are really strong are the ones with strong Logos, Library Access plus other draw synergies. That's the only type I've seen until now where I'd say they are really tough to beat.
I have not yet played against a 8 horsemen deck ;)

yangtze2000 wrote:

I always play every game for fun. I mean, I don't make a living from it. Do you?
I like how you re-ask questions :) No, I don't make a living from it. But there are people that play to win, also in casual environments. I play to have fun, meet with friends and to have a challenge. And playing with a little weaker deck against a stronger deck fulfills all of these requirements. That's why I don't mind imbalances and (back from OT) I see a deck-strenght-based chaining in casual gaming as a house rule which everybody can interpret like they want, e.g. based on the ADHD-rating, based on previous games or based on the result of a d6 :D

Reply: EXCEED Fighting System:: General:: Re: Art style of this vs. BattleCon

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by jakusotsu

I hope L99 one day decides to cross the streams and introduce an Exceed Indines set.

Reply: War of the Ring (Second Edition):: Organized Play:: Re: WOTR Online game wanted for New Player

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by Xman4400

Thanks Peter! I found that Facebook group and have applied too.

Oh wow, haha oh well I'll have a shot I guess but no doubt I'll lose pretty badly. Thanks I'll look at joining the ladder as well :)

New Image for Wendake

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by daloester

<div>Wendake - Renegade Game Studios Edition (photography c/o Bert Hui)</div>

New Image for Wendake

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by daloester

<div>Wendake - Renegade Game Studios Edition (photography c/o Bert Hui)</div>

Thread: Warhammer Quest: Blackstone Fortress:: General:: How to get the most out of a one-off game?

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by Kurzon

I'm meeting up with a couple of old school friends this weekend who I used to play 40k with many years ago, and we'll be playing a few different boardgames, one of which will be Blackstone Fortress.

We'll probably only have time for one game, so I'm wondering what's the best way to showcase the game and get the most out of it for a one-off? I know the rulebook has the one-off rules, where you're searching for a certain number of clues/archeotech to win, and you use all the encounter cards. I'm just a little concerned that with all those powerful enemies in the deck straight off the bat, the odds of survival for us will be a little slim without any resources.

Any suggestions for tweaks that will make a one-off more enjoyable?

Review: RIOT: Cast The First Stone:: Cultur(A) – Riot, the board game

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by ilario

Original on: https://milanox.eu/cultura-riot-the-board-game/

By MilanoX

Di solito in questa rubrica recensisco libri e dischi, questa volta invece mi occupo di un gioco da tavolo concepito e prodotto in Italia.

Riot, the board game

Riot non è il primo gioco che si occupa in qualche modo di conflitto sociale: basti citare l’ormai dimenticato “Corteo” del 1979 o il didascalico “Lotta di classe” creato da Bertell Ollman, ambedue pubblicati in Italia da Mondadori.
Ieri sera ho avuto modo di testarlo con 3 amici: io ho giocato la fazione degli sbirri, e gli altri tre giocatori hanno impersonato le altre tre: autonomi, anarchici e nazionalisti.
Lo sbirro nel gioco per vincere deve mantenere un certo equilibrio tra le parti, menandole “democraticamente”, senza far loro raggiungere gli obiettivi specifici, che nel caso degli autonomi e anarchici consistono nel “tenere” un tot di squat senza essere sgombrati per un turno.
L’obiettivo dei nazionalisti è segreto, e per questo chi li gioca deve essere particolarmente ambiguo.
Ognuna delle tre fazioni ha, come nella realtà, delle peculiarità: gli sbirri sono più numerosi, gli anarchici più forti nelle strade, i nazi più insidiosi e gli autonomi più in grado di mobilitare l’opinione pubblica (e di ostacolare così le forze dell’ordine).
L’ambientazione di gioco è credibile, le fazioni hanno obiettivi e caratteristiche diverse e il gioco appare ben bilanciato, soprattutto se giocato in quattro.
Ci sono alcune piccole criticità che mi hanno fatto notare i miei compagni, che sono gamer di una certa esperienza: il manuale non è chiaro in certi passaggi e si potrebbe migliorare con qualche grafica. Il tabellone è piccolo, e le pedine a volte si confondono le une con le altre (soprattutto quelle degli anarchici e dei nazionalisti).
Il gioco ci è piaciuto molto: la sua meccanica è chiara, la partita è stata avvincente ed è durata circa 3 ore.
Lo rigiocheremo presto, cambiando i ruoli per verificarne la longevità.
(p.s. Nella prima partita ha vinto la fazione autonoma.)

Reply: Gloomhaven:: Rules:: Re: What is considered an enemy, exactly?

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by mhl7

Jools wrote:

So the thing in your spoiler (you were spot on!), you think that’s a condition?


No, it is not a condition. But it still cannot be applied to an obstacle.

Review: Marvel Dice Masters: Avengers vs. X-Men:: Purple Phoenix Games Review

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by TemplarGaming

Original is found at: https://purplephoenixgames.wordpress.com/2019/01/02/dice-mas...



Many games are standalone, meaning that the base game has all of the components necessary for play. Many games also later add expansion content. Some games fall into the “collectible” category – you start with a base set, and slowly add new game components over time. Dice Masters is one of these collectible games, specifically known as a collectible dice game (CDG). You can find many versions of Dice Masters, spanning from Teenage Mutant Ninja Turtles to Dungeons and Dragons. No matter the theme, however, the game always works the same way! My experience is with Marvel Dice Masters (from different sets), so that will be my focus.

You and your team of superhero comrades come across a group of rival supers. Maybe you’re all having a disagreement (a la “Civil War”), or maybe one of them ate your lunch out of the fridge at work. No matter the reason, your teams have agreed to fight each other. Each hero brings unique powers to the fight, and the last team standing wins!

Dice Masters is a competitive two-player game. Each superhero team consists of up to 8 heroes and 20 custom dice. On your turn, roll your dice to generate energy, recruit heroes, or attack your opponent! Some of your heroes might have special powers that can positively affect your dice rolls, or could even negatively affect your opponent’s available dice. Strategy is everything – the first player reduced to zero health loses!

A game of battling superheroes – awesome, right? Maybe not AWESOME, but I think it’s mostly awesome. The most frustrating part of Dice Masters for me is the “collectible” aspect. A basic starter set provides you with a decent amount of cards and dice, but in order to build a complete, fully-functioning team, you need to buy more components. The first couple of times I played, I was using only the starter set and I didn’t yet realize that this is a CDG. I only had heroes with basic powers and dice, and I failed miserably in those games against a seasoned Dice Masters player (Travis). Thankfully, my opponent gave me a bit of advice – do some research, find heroes with powers that complement each other, and build a strong team that way. He helped me build a team, and I bought those new components. I used that team in my next game, aaaand I still lost…but it was a closer game! I have since crafted a couple of more teams and acquired the necessary components, but this game definitely takes a lot of forethought and research for success. It’s not one you can just necessarily pick up and play right away.

I think that Dice Masters has more of a learning curve than the average two-player game. It is a pretty strategy-driven game, and that strategy is based on your chosen team of heroes. If you aren’t completely familiar with their powers or the special symbols on their dice, you could be missing out on some serious advantages in your fight. Each turn also has many elements to keep track of (roll dice, re-roll dice, spend energy, recruit/field heroes, use abilities, attack/defend, etc.), and it can be easy to forget a step. Once you get the hang of it, though, the game flows better. It definitely took me quite a few plays to get everything mostly down. So if you’re looking for a more complex dice game to play, I would say give Dice Masters a shot!

I like the theme, mechanics, and strategic implications of Dice Masters, but I don’t really like the collectible aspect of the game. I don’t get to play it too often, but I do enjoy getting the opportunity to play. All in all, Purple Phoenix Games gives Dice Masters a 18 / 24.



Reply: Eldritch Horror: Under the Pyramids:: Rules:: Re: Monterey Jack + Crawling Chaos

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by mccrispy

Generally, EH is a very literal game: you simply do what the components say, without interpreting or over-thinking it. Any interactions between effects are usually signalled by a keyword such as "when". In your example, both Monterey Jack's and the Reckoning effect happen when they are triggered, there no interactions - just do what it says on the component, when that component's effect is triggered.
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