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Reply: Shadows of Brimstone: City of the Ancients:: Rules:: Re: Dark Stone Hydra as a low threat

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by Bearttousai

Thanks for the replies guys. Going forward, we will just treat it as the threat level it is drawn as.

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

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by Gregaria

He can use his ability, because the rumour doesn't prevent it, and it doesn't move the Crawling Chaos because it only moves during reckoning.

File: Krosmaster Arena 2.0:: Unofficial 3-player variant

Reply: Cthulhu: Death May Die:: General:: Re: Character models

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by Mightyjim

I'm generally a fan of the character art - much better than the hideous monsters (I know that Lovecraftian monsters aren't meant to be pretty, but it would have been nice if they' been something I'd actually want to look at for long enough to paint the things...)

Thread: Pathfinder Adventure Card Game: Mummy's Mask – Base Set:: Rules:: Using character's powers

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by Matias

According to the rulebook:
"Doing something with a card that does not use a
power on that card does not count as playing that card. For example,
when Alahazra discards a spell to use a power on her character card,
the discarded card does not count as being played (meaning she also
can’t recharge it)."

So this also means that Zadim can 1) first use a weapon in combat check (playing a card), 2) then recharge a weapon to add intelligence skill (using his power) and 3) discard non 2-handed weapon to add stealth skill (using his power)?

And Damiel can 1) play an item in combat check (playing a card) then 2) recharge an alchemical item to add 1d4 + trait (using his power) and then 3) recharge an alchemical item to add 2d6 (using his power)?

What about Zadim’s examine power? Can he recharge whole his hand using his power several times in a row during his turn? This would not otherwise make sense but recharge is better than discarding unwanted cards when resetting the hand.

File: Warhammer Quest:: Warhammer Quest Shop Items

File: Warhammer Quest:: Warhammer Quest Skilled Action Equipment Cards

File: Warhammer Quest:: Dungeon Room Random Objects/Scenery Marker and their Content V1.2


Reply: Spirit Island:: General:: Re: Working up to Spirit Island

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by Lord Hyperion

I don't think it's necessary to work your way up to Spirit Island via 5 different games. Yes: Spirit Island is on the heavier, more involved side, but it's still not rocket science. The game has a built in easy-mode to try out how things work.

Now if you want to play all those other games, do so. But if you want to play Spirit Island with someone, just play Spirit Island.

I would simply tell them that things might get a little complex and that it's a test game. Since it's a cooperative game, rules questions can be addressed anytime anyway.
Just make sure to walk your newcomer through the different steps of a game round every time. You might have to explain the difference between push and pull a couple of times and how powers typically target one single land. Try to remind them every now and then what will happen next.

If you feel your initiates are very insecure about the game, just do one test round after the rules explanation and remind them that this is not an actual game, but that you are just pretending to play the game.

People who actually want to do something will actively try to figure it out. If however you have someone who is not sold on Spirit Island or has never heard of it or hobby games, you could resort to the strategy of introducing them to a couple of gateway games first.


TL;DR In my opinion the best way to learn how to do something is doing it...

Reply: Descent: Journeys in the Dark (Second Edition):: Rules:: Re: Combat surge question

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by M Cotton

fillem wrote:

It's different when conditions get added with a surge, right?
I thought conditions could only be received if you did at least 1 damage after rolling all dice?


Yes, that's usually the case although there's exceptions such as a Knight's shield slam.

Thread: Adrenaline:: General:: Question about the last skull

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by Mangekyo

I played my first game the other night and on the last kill the person got 2 kills. The question was, can they only get 1 kill because there's only 1 skull? Or is the skull given at the end of the round?

Also the numbers on the top left, whenever you get a kill do you place one of your damage tokens per kill? Do you stack them if overkill? We poured over the rulebook but couldn't get a straight answer except for a small passage.

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

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by Cage

Just use guardsmen, drones and a fluff choice for enemies.

I’d recommend using Rein and Raus, some genius design in those two that really show off the game.

You could also give each player a one off free visit to their own ship for a purchase, ala mission end. It’d make the game a little easier and also showcase precipice more. So set up the three loot and allow a pick (personally I’d select the items before the game for each ship, not too powerful and understandable fluff)

Reply: Space Cadets: Away Missions:: Rules:: Re: 2nd scenario - Rocketeer Item Reminder

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by juls2

On the same tile, unless you have the equipment allowing to use it remotely..
For example the blurry lens allows Yeoman's action to be used remotely.

Reply: Scythe:: General:: Re: Rise of Fenris just made Tom Vasel's #1 expansion of the year!

Reply: Cry Havoc:: Rules:: Re: VP for kill in none battle region?

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by goryon

happypooya wrote:


Even if they kill in a battle region, they won't get vp. Vps for kills only count in "Attrition" part of battle resolution.


Yes, this ^^

Thread: Scythe:: General:: After getting quite a few board games this Christmas...

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by Mangekyo

Scythe is still my favorite. Anybody else feel the same way? And I'd like to mention that the games I got were pretty good too.

File: Dice Throne: Season One:: Dice Throne QRG

Reply: Space Cadets: Away Missions:: Rules:: Re: Expending Overkills

Reply: Mansions of Madness: Second Edition – Streets of Arkham: Expansion:: Reviews:: Re: Thoughts on Astral Alchemy (Spoiler alert)

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by Nicola Zee

M Cotton wrote:

I think the other SoA missions are much better, but for me this is mostly because the ending of Astral Alchemy is so poor. This could have been easily fixed too. For example, instead of just the decriptive text after the end of the investigation, they could simply spawn some final monsters and say that the investigator who drank the potion is now invincible and gains the ability to remove any monster they ever share a space with. At least then there would be some kind of final climax while the rest of the group fights to survive and that player runs around to mop up and save everyone. I hate that they just tell us this is what happens instead of giving us the chance to play it out.

Overall I agree with your assessment except I thought Gangs of Arkham was worse but only because I was disappointed by the murder mystery in Gangs.

For me Astral Alchemy is a worse version of Shattered Bounds but because I liked Shattered Bounds I did not mind FFG doing it again...
although it would have been nice if FFG had done it a bit better :).

As well as a better ending what I'd like is FFG adding a warning that because the scenario is a pickup and deliver, it's best playing with 3 or more investigators. It's possible to win with just 2 but it's a lot more frustrating.

File: Legendary: A Marvel Deck Building Game – Marvel Studios, Phase 1:: Legendary: Marvel Studios, Phase 1 Card Dividers

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