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Reply: Xia: Legends of a Drift System:: General:: Re: Tier 3 Engines are BROKEN.

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by spanna

ira212 wrote:

Yes, it seems clear that tier 3 engines are certainly not always the best purchase at the start of the game, so I consider the main point resolved.



Perhaps, but do you not have a problem with Tier 1 engines? Are experienced players ever using them? If not, then I would say that is 'broken', because there are game pieces in the box that will never get used?

Thread: Gloomhaven:: Rules:: Using the Attack 2 top / move 2 bottom action

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by Phil Goodroll

The bottom of page 18 of the rule book.

any card they play

Does this need to keep in sync with the normal, only play the abilities on the top of one card and the bottom of the other.

Can I play a top ability of one card. And then play the top attack 2 action on the other card.

Reply: War of the Ring (Second Edition):: Rules:: Re: Path of the Woses

Reply: Gloomhaven:: Rules:: Re: Using the Attack 2 top / move 2 bottom action

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by thebaker1983

Phil Goodroll wrote:

The bottom of page 18 of the rule book.

any card they play

Does this need to keep in sync with the normal, only play the abilities on the top of one card and the bottom of the other.

Can I play a top ability of one card. And then play the top attack 2 action on the other card.


It does not override the need to play the top of one and the bottom of the other.

So in your example you'd play the top ability of one card and then you could not use the top attack 2.

Reply: Gloomhaven:: Rules:: Re: Using the Attack 2 top / move 2 bottom action

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by marduk360

Phil Goodroll wrote:


Can I play a top ability of one card. And then play the top attack 2 action on the other card.


No, you have to use the basic move 2 (bottom) or the actual ability (bottom) of the second card.

Reply: Gloomhaven:: Rules:: Re: Using the Attack 2 top / move 2 bottom action

Reply: Dragoon:: General:: Re: May I ask when this is coming to retail?

Thread: Scythe:: Rules:: Quick Automa Clarification and ScytheKick

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by anjovi154

Hey all, I've just gotten my 1st proper game with the automa. Given the extent in which Scythekick seems to run the game, I've even opted to run it with invaders from afar + windgambit...couldn't resist).

That said, of course I ran into the murkiness of conflicts and tie breakers. Now, from what I understand, the rules are actually quite intuitive and I developed a system in my head that I just wanted to clarify was correct:

When performing any combat moves (I'm assuming that it is only combats moves that scythe kick needs help with), simply apply this logic:

tiebreaker:
1)Choose tile with
1a)least enemy combat units(combat)
1b)resources(to worker)
1c)no enemy units --> no enemy mechs
2)Closest to Factory
3)Reading order

or w/ added Wind Gambit

1)Choose tile closest to automa airship
2)Valid tile not containing airship
3)Tiebreaker, as normal

are these 3 (1a, 1b, and 1c) the only contingencies that I have to be aware of when using the app? I assume that the app processes the neighborhoods when doing worker moves or the "shortest distance from enemy combat unit", etc.

Otherwise, It appears that the special airship tiles rules are managed by the app as well, just wanted to confirm.

Thanks!



Thread: War of the Ring (Second Edition):: General:: Playmat

Reply: Samurai Spirit:: General:: Re: The Raider deck - random or otherwise?

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by borsook

steedjohnsteed wrote:

islan wrote:

In all honesty, I approach this game as one would the game Solitaire: with the idea that you may have already lost as soon as the game began. Though it can be argued that when it comes to wounds and only one villager card, it is not as unwinnable as too few family or farmstead defenses.
Hi

This is true - the lack of farms and families mean an automatic loss, whereas the lack of hats just means a very likely loss. But my disappointment in that scenario is that the whole point of the game is to support other samurai, but it often can mean you will lose if you do not have enough symbol cards in the deck, which feels counter-intuitive. The same with Gorobai's kiai. If you have too few symbols, or even just enough, you need to ignore any actions that can skip over those symbols and simply wait for them to appear in a fight. That doesn't feel right.

It also doesn't feel right that the designer intended the game to be unwinnable with a bad shuffle - like solitaire - otherwise he would not have added the rule about checking for family symbols. He just seems to be unaware that it is a problem not just for family symbols and not just in two player games...

So I just wondered what if any house rules other people use to make the game is at least winnable.

SJS :)

I guess the designer's approach is that those situations are outliers, they happen quite rarely and thus are not important to worry about, the same as with many coops, you can lose because of the shuffle, dice rolls etc. Trying to combat this may be more effort than it's worth, I'd just play again.

Reply: Xia: Legends of a Drift System:: General:: Re: Tier 3 Engines are BROKEN.

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by Martian_Flatcat

spanna wrote:

ira212 wrote:

Yes, it seems clear that tier 3 engines are certainly not always the best purchase at the start of the game, so I consider the main point resolved.



Perhaps, but do you not have a problem with Tier 1 engines? Are experienced players ever using them? If not, then I would say that is 'broken', because there are game pieces in the box that will never get used?

Considering the developer himself (whom you just quoted) has stated that he often uses Tier 1 engines, I would say that's an answer in the affirmative.

:laugh:

Reply: Cthulhu: Death May Die:: Rules:: Re: Questions after a few games.

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by Voidaar

DStroke wrote:

Does rolling for distinguish fire also add the green die from the red dot?



If you mean the Scenario 1 special action to extinguish fire in your space, yes.
If you mean the end turn effect to remove Fire token for yourself, in that case no. Only 1 Black die per token and no bonus greens.

Reply: Gloomhaven:: Rules:: Re: Using the Attack 2 top / move 2 bottom action

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by spinningdice

You can only play one top ability and one bottom on each turn, whether the ability is the Ability or the 'default' action.

EDIT: Too slow.

Reply: Spirit Island:: General:: Re: Card Discussion: Vengeance of the Dead

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by AzureSparrow

Dormammu wrote:

Certainly this card wants specific configurations where those 1 damage triggers add up to cascade and kill many things. But when it does, it can be absurd. And isn’t that true for many powerful cards?

Naturally this can all be affected by elements. If they match your spirit’s innates well, it can really amplify the value.

I like it better than you seem to, even if it’s not the top tier of effects.


Don't get me wrong, I don't out right think it's never worth playing. I think spirit island does a great job of balance that even cards you don't get to play much, you can see a scenario it might be great. Or at least would be fun to make work.

Doubling the animal spirits (Fangs, Thunderspeaker) and giving them some more variety (Vengeance, Many Minds) helps. Especially since the fear aligns with Many Minds fear generation, and they can use defense+counterattack as a trigger to clear lands about to build during the ravage, right before they build.

Guybrush wrote:

I don't think this card is bad at all. The typical case you mention of 2 damage and 3 fear at absurd range is already worth 3 energy.

And in the case you have 3 animal and someone is nuking a built up land, you can clear a lot of stuff.


It's true, Range and Fear effects are hard to quantify. The flexibility is nice. Especially since best case scenario you're piggy-backing the card on someone else's explosion. Since there's not many spirits who go animal capable of self-activating this well.

Maybe fangs with a big pile of beasts.

Thunderspeaker starts with a card they'd rather be spending 3 mana on.


Carighan wrote:

One of the best uses for this card is a more adaptable and extra fear generating version of "1 damage to each invader" to complement River using their innate in a land that has a lot of towns and cities.

Everything takes 2 damage, then this card uses the destroyed towns to destroy the cities, in turn generating even more damage.


I would definitely prefer to use minors/flash floods for this, but in a pinch that's a good combo.

The massive range definitely helps it's function as a "coop combo card" since you can basically target anywhere on the island something big is about to happen.

It might just be that this card is stronger in 3/4 player games (as most high range cards tend to be) and I don't get to play those as often.

Reply: Shadows of Brimstone: City of the Ancients:: General:: Re: Accessible Customizable Hero Class Sheet


Reply: Gloomhaven:: Reviews:: Re: Finally I could play Gloomhaven... these are my first impressions!

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by Jan Tuijp


Sajan666 wrote:

As it's a starting class I can tell you that Crag is playing around obstacles a lot.


He most certainly is! My son had a blast fiddling around with obstacles. :D


Reply: War of the Ring (Second Edition):: General:: Re: Playmat

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by msyterhe

I do not, but I few people on that thread looked like they got it. Try giving them a PM too and see if they still have it (They should as it should jsut be in their inbox folder)

Reply: Frosthaven:: General:: Re: Expansion or Stand Alone Game

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by Fire_Forever

borsook wrote:

Fire_Forever wrote:

borsook wrote:

Fire_Forever wrote:

It'll likely depend on the level of component duplication.

I sort of doubt it's high enough to bring the cost down to a point that it offsets two separate packing and boxing runs, but who knows. We know that some of the monsters are returning in Frosthaven, and presumably there'd be the mechanical stuff like the element Infusion Board, standee bases, monster sleeves, HP dials, EXP/HP tokens, etc.


What exp tokens? Gloomhaven doesn't have those.

1st edition came with 10 EXP tokens. They're the blue circles in the lower right.

Oh, ok, but that's ancient history, don't think the new game will include these?

If you don't have the HP/EXP dials, those tokens are rather relevant. And hardly 'ancient history'. Either way EXP tracking counts as something that wouldn't need to be duplicated in an expansion version of Frosthaven, if such a thing comes to pass.

Reply: Heroes of Land, Air & Sea:: Rules:: Re: Flying continent when there are 4 players

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by SrFinn

My group has plasyed this game over 10 times, played one game with the extra continent full allowed and with full exploration tokens: it was not a problem.

Actually IMO it was kind of fun since 2 players went for towers there and had to fight over the continent

Reply: Gloomhaven:: Rules:: Re: Using the Attack 2 top / move 2 bottom action

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by a1bert

Because the default top attack and bottom move do not contain harmful effects, you can also skip their effects.

(But - unless you're resting - you always have to choose one top and one bottom action to resolve in the order of your choice, even when you choose to skip their non-harmful effects.)
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