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Reply: Sentinels of the Multiverse:: Variants:: Re: Adelphophage's Archives

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by Challst

I voted Pantheon because I just love those decks and others in my group love them as well. We have played games with two Pantheon heroes present.

It was a hard choice because I like the Venture Twins as well.

Ultimately the joy of SotM is running a deck that works at least a little bit differently that every other deck. You did this with the team approach in these two decks and they are both fun to play.

Both decks are successful.

Thread: Mage Knight Board Game:: Rules:: One card each turn?

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by alercah

I recall seeing someplace that you must discard or play at least one card each turn, in order to progress the game. But I can't find that in the Ultimate Edition rulebook. I know that if you're resting you must discard at least one card, but can you just choose to do no move and no action, or an action that costs no cards like buying an advanced action at the green city if you have enough reputation/shields to buy them without cards?

Reply: Middara: Unintentional Malum – Act 1:: General:: Re: Update packs coming with an 80+ page book of errata and such?

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by tresto

bigvolfan82bg wrote:

tresto wrote:

Jasiven wrote:

bigvolfan82bg wrote:

Jasiven wrote:

bigvolfan82bg wrote:

Jasiven wrote:

I swear I read that somewhere. Is that right? And I had to pay $15 foran updated rule book to avoid needing to flip through two books at once,but it turns out I'll still have an excess book? If that is right.. Just put the 1.1 books into the update packs. Way to annoying to deal with extra/excess books.


https://www.facebook.com/photo.php?fbid=548543505869425&set=...

So, you are complaining that they are giving you something for free?
I guess throw it away if you don't want it...

Thomas, my friend, You are not good at understanding frustrations. Supplementing a huge book with another huge book sucks. I'm more tempted to just sell my game and buy act 1 anew so i don't have deal with an increasingly poor-sounding update pack.

84 pages is past the point where it has gotten ridiculous. Leaves early backers having to play look-up across multiple things for the same experience new backers get out of the box. It slows the game down. A lot.

And imagine, they're spending money on a unique low-volume item over just adding some to the high volumes of the updated books.... Hell, 84 pages. Of course I'd rather replace the books. Already had to buy the new rulebook, which isn't even 84 pages itself, so i wouldnt call it free.

For 84 pages, they could have remade everything but the adventure book entirely. The higher volume of production would have made it worth it.


And you are not good at understanding costs :-)
A new adventure book would cost at least $30 (plus there would be the shipping).
They could have perhaps offered it for sale, but there was no way it was ever going to be free.
The update pack is "$30 for free to returning backers".

Edit: Thomas, your constant hostility reflects terribly on Succubus Publishing. I can't raise an issue without you being there to mock me for it.


I agree. I wish it was more clear that Thomas M actually works for and/or collaborates with them and heads up their Facebook page. His responses are seen in a different light now that I know this.


I do not work for Succubus Publishing and am not an admin (or even a mod) on their Facebook page. I am a backer and a Collaborator that helps answer questions in the KS campaign comments. My comments here on BGG are my own and I retain the right to comment here as a gamer just like anyone else.


I misspoke-slightly. You were among the first whom “founded” the Facebook page. Not “created.” Meaning you were among the first who just randomly knew a company was launching a title and like their own company’s employees jumped on the page at the inception.

Reply: Mage Knight Board Game:: Rules:: Re: One card each turn?

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by Yadayada23

alercah wrote:

I recall seeing someplace that you must discard or play at least one card each turn, in order to progress the game. But I can't find that in the Ultimate Edition rulebook. I know that if you're resting you must discard at least one card, but can you just choose to do no move and no action, or an action that costs no cards like buying an advanced action at the green city if you have enough reputation/shields to buy them without cards?



I found it under A PLAYERS TURN (page 6):
5. If you do not forfeit your turn, you have two options: playing a
Regular turn or Resting.
a. In both cases, you have to play or discard at least one
card during or at the end of your turn (except if your hand
is empty but there are still cards in your Deed deck at the
beginning of your turn).

Reply: Spirit Island:: Strategy:: Re: When to go for Major Powers?

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by AzureSparrow

A big question to ask for the several minors vs even a single major:

"How good is your reclaim, and is looping it going to stall you out?"

A bunch of minors holds the opportunity cost that, in order to do turns like that back to back, you're stuck reclaiming, and if you don't gain powers in your reclaim? You might be there forever.

If you get the chance to play a spirit with strong card gain and sit at 2 plays? You almost never need to reclaim, and through majors you can make 2 card plays not a huge issue. Stage 1/2 often only 2 lands are threatened or going to be threatened anyway, there's actually not much downside, at some point you'll be able to push the tempo off ravage and onto build/explore with one of those 2 actions. Reclaims with presence placement are the exception, so avoiding reclaims means your turns are going to get stronger faster. With more opportunities to grow.

Thread: Mythic Battles: Pantheon:: General:: Will mythic battles pantheon return to kickstarter?

Reply: Sword & Sorcery:: Sessions:: Re: Funny moments , epic fails

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by dtellerday

Dimos, you are so right! When I played Let's Hunt Some Orcs, the first time. I misread a Waypoint as an Event. Needless to say we spent the entire session running around never finding what we were looking for and the quest ended in failure when the time ran out. Much better the second time through with a more careful reading. Lots to miss here, but still love the game and as a solo playthrough too.

Reply: Dungeon Mayhem: Monster Madness:: Rules:: Re: Charm Ray?

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by BMK1

Just played tonight 3 player game. My understanding was reading it word for word about changing the target of any -swords/damage- card until her next turn. Therefore, somebody could play a damage card next and she could in fact make them target themselves. Delilah would be in fact changing the target of that damage and chose her target Therefore, the two other players held onto their damage until that card went away. A second time, she chose to damage the player who played swords but she could have used those 2 damage to redirect onto me and rid my two shields in play instead. The player who played the damage/swords did so in hopes she would blow up my shields with it but she did not- :goo:

Reply: The Lord of the Rings: Journeys in Middle-earth:: General:: Re: Is the first mission actually possible to beat?

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by Bataar

Sarimrune wrote:

I’ve beaten it many times with 2 and 5 players.


Also, based on one thing that you said, enemies only activate one of their instructions. So if the first instruction (Move & attack) cannot be done (for if the monster cannot reach a hero to attack) you ignore that instruction entirely and just do the 2nd instruction (typically a move instruction).

Yeah, the first instruction usually says to move 2 and attack. I skip that completely and the next one has them move from 4 to 6 spaces. They can't attack at that point, but it always places them in the same space as a hero so I have to deal with them on my turn. Either spend an action to attack or provoke them to leave.

Reply: Arkham Horror:: General:: Re: Do you think Arkham or Eldritch would be better for me?

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by Omega2064

Eldritch Horror probably has the better "Indianna Jones" style of play you want.

Though the FFG card game might fit too as its pretty broad in scope now. But finding older expansion sets might be a hassle?

EH though is still pretty easy to find on shelves. Still a few on sale locally.

Reply: Sword & Sorcery:: General:: Re: My Self-Made Critical Hit Bag for Sword & Sorcery

Thread: Blood Rage:: General:: Favorite Monster? Favorite Clan?

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by Guthwine3

Time now for a little fun . . .

Which is your favorite Monster and why?

The reasoning behind your answer can be as complex as a summary of that one time he/she/it won you the game in the third age or as simple as "Dude - it's the most epic sculpt on the board."

Favorite Clan?

And yes, I know they are all *mechanically* the same but come on - every player has a preference . . .

My favorite monster from day one was the TROLL, though over time I've come to really appreciate the way in which the VALKYRIE benefits my clan, gameplay-wise. Am of course really impressed with Adrian Smith's illustration of the Valkyrie's steed.

With regard to the Troll's ability, I admire the simplicity and impact of it, but even before learning the specifics, I thought that Adrian had truly captured that distinct and unique 'folk tale' look of the traditional Scandinavian troll. Just always really keen to draft that guy and deposit his bulky mass onto the map . . .

A hearty 'Hail!' to Mike McVey and his studio for doing such a great job on the miniatures! Great work.

As far as the clans go, I'm pretty much a Raven guy. One of the first (and most striking) images I remember seeing for BLOOD RAGE was the Odin-like warrior with the twin birds perched along his shoulders. I knew at that moment, that whatever clan this grim-faced fellow represented was the clan I'd be happiest playing. Secondly (and perhaps most importantly) I believe that - while all of the animals chosen for the game occupy a prominent place in Norse mythology, history or culture - the raven (to me at least) is by far the most recognizable and appropriate!

Reply: Star Wars: Armada:: Strategy:: Re: This game is mentally taxing... is there a doctrine guide.

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by ca1701

One thing to consider is that Armada is a game that you need to lose a lot at before you can get better. I have had a lot of success learning while playing against stronger players and discussing the game afterwards (note that I have lost). One thing I have found out about the Armada community is that most of them are more than willing to help you improve your game.

Reply: Arena: The Contest:: Rules:: Re: Triggering healers' passive powers by attacking doors

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by Ukyfj

But doors have health if I’m not mistaken. And so far every scenario I’ve played has a constant damage time limit except one which was endless spawn

Reply: Scythe:: General:: Re: Dying Metal Mechs


Reply: Arkham Horror (Third Edition):: News:: Re: New expansion anouncement on March 10, 2020

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by paulsecond

vini_lessa wrote:

...complementing my previous post, I think the answer to make it less "frantic plate spinning" is to ditch doom accumulation as the sole losing condition, and instead make it just an aggravator.

Have a new mythos token that adds automatically a doom to the scenario sheet once pulled out of the bag. Then reduce the doom token amount in the bag to, say, 1 or even 0, and rely solely on portal explosion token and monsters to spread doom.

This way you would tone down the "plate spinning" and open the gameplay yo other venues. Perhaps fill the space left with harder monsters that require combinations of skills/clues to defeat, or harder to get clues (perhaps again, needing a combination of rolls, or multi-stages of narration with different skill checks in each, to get). Etc. This game is so modular, such changes don't seem hard to make at all.


Or you could remove 1 doom token out of mythos bag and replace for a blank token. This way way you got 2 doom tokens, 1 explosion and 4 blanks. It helps with "doom spreading too fast" problem.

Reply: Eclipse: Second Dawn for the Galaxy:: Rules:: Re: A Question Regarding Diplomacy and Becoming Traitor

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by Krisfallion

Does this also block the diplomacy with the Minor Species expansion pack?

Reply: Mythic Battles: Pantheon:: General:: Re: Will mythic battles pantheon return to kickstarter?

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by Boundless888

Also any suggestion where I can possibly find the cheapest best mythic battles pantheon 1.5 KS all in pledge?

Reply: Dungeon Mayhem: Monster Madness:: Rules:: Re: Charm Ray?

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by H0ll0wW1th1n

That makes sense. I feel as though it shouldn’t affect mighty powers though, like Lord Cinderpuff’s Hostile Takeover card. The top left does not have the attack symbol, and Delilah’s Charm Ray says it affects all attack cards, which I assume as cards having the symbol up top. But Jaheira’s Gift of Silvanus (from baldur’s gate expansion, assuming she’s in wolf form) I would think Delilah could choose the target of the two damage using the sword symbol, and Jaheira chooses the target of the mighty power damage maybe?

Reply: Middara: Unintentional Malum – Act 1:: General:: Re: Update packs coming with an 80+ page book of errata and such?

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by bigvolfan82bg

[q="tresto] I misspoke-slightly. You were among the first whom "founded" the Facebook page. Not “created.” Meaning you were among the first who just randomly knew a company was launching a title and like their own company’s employees jumped on the page at the inception.



You still misspoke. I had nothing to do with the creation of the Facebook page. That just means that I was one of the first people to join the group.

I am not going to censor my comments on BGG (I already do that on KS).

However, I also don't want to cause SP any issues (real or imagined).
So, I will solve the issue myself by not commenting on Middara on BGG.
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