Quantcast
Channel: Cooperative Game | BoardGameGeek
Viewing all 1556374 articles
Browse latest View live

Reply: Mice and Mystics:: General:: Re: CSI now has 20 in stock


Reply: Forbidden Island:: General:: Re: Recomended age range

$
0
0

by ElCid91

I taught my 6 year old and she really enjoys it. She understands what we need to and how we have to get there. She even, in our most recent game, corrected a rule mistake I made.

Reply: Forbidden Island:: General:: Re: Recomended age range

$
0
0

by scout13

I have a 10 year old, 7, and both of them have friends the same age that like the game

Reply: Legendary: A Marvel Deck Building Game:: Variants:: Re: Connors Custom Cards

$
0
0

by fargy

Hi everyone! This is like my dream come true! Seeing all these really brings back great memories from my childhood :)

So on to my question, has anyone tried artscow or printerstudio for these?

Reply: Legends of Andor:: Rules:: Re: Questions about Legend 1 after first play

$
0
0

by Octavian

1- The special subset of fog tiles used in the first part of Legend 1 does not include an event card option.

2- The archer is a push-your-luck character. Rolling one-at-a-time is a minor disadvantage offset by the archer getting more dice and ability to save time by attacking adjacent.

3- You leave it there. On your next turn if you choose to rest, you move it to the sunrise box. It matters for determining who goes first the next day (the first person to rest), and also sleeping adventurers cannot use items or use free actions.

4- No - heroes don't get that ability unless they possess the correct item (available starting in Legend 2)

5- You can get 2 gold, 2 willpower, or 1 gold AND 1 willpower. It's saying you can split the reward between gold and willpower - you don't have to take it all as one or the other.

6- Monsters are bred in fiery pits deep within the earth. A little forest fire is a trifle to them!

Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Cure/Disease block question

$
0
0

by Boarass

I think David has the right of it. Disease states that something will happen if the enemy is blocked by something else. Ice Shield and Cold Toughness state that something will happen when the enemy is blocked by the cards themselves.

These differences are significant enough to justify David's point that Ice Shield and Cold Toughness do not constitute valid precedents by which to interpret Disease.

Reply: Forbidden Island:: General:: Re: Recomended age range

Reply: Space Alert:: Sessions:: Re: Another chance at mapping the universe!

$
0
0

by alphasyndrome

(Second test run)

-----------------------------------------------------------

"Ok, let's see what this program can throw at us." I said confidently, fresh with adrenaline and confidence after the previous run. "Blue, status report please?"

"All systems are online sir."

"Alert. Enemy activity detected." the computer chimed in.

"Blue, what is it?"

"I'm showing an energy cloud coming straight at us sir, as well as a Gunship on our red side. The Energy Cloud's shields are particularly strong sir."

"Then let's get ready for them people! Red, stay here and man the heavy cannon. Green, go down the lift and man the pulse cannon; we'll need both cannons to fire together if we want to destroy the cloud rapidly. Blue and Yellow, you guys head to the red zone to take care of the Gunship. Everyone, set your sights on the targets in front of you and get ready to attack on my command." If the previous mission had taught me anything, it's that concentrated fire is best against most threats.

"Sir, the Energy Cloud is about to attack." exclaimed Red

"Positions people?"
"Red reporting, in position."
"Yellow reporting, in position."
"Blue reporting, in position."
"Green reporting, almost there sir."

Green had just finished reporting when the Energy Cloud sent a shockwave that drained all our shields. I knew we had to get rid of both targets before another attack came. If only Green's lift could finally arrive in the lower section of the ship!

"Green reporting, in position sir."

"Then everyone, fire away!"

I watched as the cannons all sent their payload forward. The pulse cannon did its job, reducing the shields of the Gunship. The red light cannon finished the shields and scoured the outside of the Gunship. The heavy cannon punched a hole right through, blowing it to smithereens. As for the Energy Cloud, a curious thing happened as the pulse cannon approached it : its shields just fizzled out of existence, allowing the pulse cannon and heavy cannon to do full damage, destroying the cloud! Guess that pulse cannon can be useful in more than one way! I'll have to make a note of that type of shields, in case I meet them in another mission....

"All threats eliminated sir. Shields are down, no damage to the ship." Red read from his console at the bridge. He then suddenly turned and said "Sir, a Cryoshield Fighter just appeared in front of zone blue, heading straight at us. Orders sir?"

"Everyone, move towards red zone! Red and Green, get in there and prepare to target the fighter! Blue, replace Red in the bridge. Yellow, get to the reactor, get ready to dump some fuel rods in there!"

"All crew members reporting ready sir" said Red.

"Green, fill out the blue zone's reactor. Yellow, dump a fuel rod in the central reactor. Red, fire at the Cryoshield Fighter. Blue, go assist Red, in case he gets knocked out or we need a second hand for shields in there."

I heard Red fire the heavy cannon and watched as the beam hit the fighter head-on..... and did absolutely no damage. What was happening? I saw the beam hit the fighter, I saw the shields fizzle and disappear. That Cryoshield Fighter should be severely damaged by now, yet the sensors were reporting no damage on the enemy ship! I was so shocked by this turn of events that my mind just emptied; all the confidence I had stored from the first test evaporated. I almost didn't notice when the fighter shot at us and did minimal damage to our ship. But that small jolt was enough to bring me out of my panic attack. I was back on the bridge, in control, I could do something! But do what? All I saw was that fighter, unfazed by our attacks. Then the sensors reported another lock-on from the fighter. I clicked my communication badge and bellowed "Another attack incoming, brace for impact!"

The ship rocked under the second attack from the fighter; luckily, it wasn't enough to destroy the blue zone of the Sitting Duck. Now too close to our ship, the Cryoshield Fighter veered off-course, gaining distance so that it could do a second run at us. Then I heard the most beautiful words a computer had ever recited: "Mission complete. Jumping to hyperspace."

The test run shut down, and Instructor Winnegut ran in, shouting as soon as the door opened: "What the hell happened there? You were doing great, then one small thing doesn't go as planned and you stop thinking? You have to learn to adapt, to change your plan on the fly! You should be better at this! Your crew depends on you with their lives! Get that through your thick skull! Now go back to your quarters, reflect on what happened, what you could have done, and get some rest, you seem to need it! Next time, we'll be simulating a normal mission, so get your head in the game recruit! Now move out! Oh and by the way, if you had read the sensor console correctly, you'd have seen that the Cryoshield Fighter has a special alloy that completely blocks laser cannons... well the first hit to be exact. Hits after that first one just go through normally. You had no reason to panic as much."

I exited the Training Room, my head hung low. It seems my second test run had taught me 3 really important things: one, don't get cocky after a success. Two, read the sensor console carefully and understand threats before deciding on a plan of action. Three, adapt!

Reply: Sentinels of the Multiverse:: Variants:: Re: Custom Hero: H.E.R.O.

$
0
0

by Koga

Changed Hazard Alert Sensors once again, the previous one above was too powerful, especially when combined with [REDACTED].

Hazard Alert Sensors (equipment, module, head)
Reduce damage dealt by environment cards by 1.
Power: Look at the top 2 cards of the environment deck. Put 1 on top of the environment deck and the other on the bottom.
When this card enters play, return all other head cards in play to your hand.

Reply: Escape: The Curse of the Temple:: Reviews:: Re: Mile High Reviews Escape

$
0
0

by onyx

Very nice review!

I would estimate that I have played 'Escape: the Curse of the Temple' more than 50 times, with lots of solo play too - and I STILL haven't used any Curse and Treasure Expansion!!

I simply find that I get so much variation just from playing with different people, and with different numbers of players, that I haven't felt the need to add the extra diversity yet.

However, I hope to do so soon, not because I feel that the game needs it at all, but merely to see how the gameplay changes!!

Such a clever, simple game... I love it!

Session: Arkham Horror:: Arkham Sushi, Part 1: Tako

$
0
0

by jgt7771

Agnes (Zebra), Marie (Pizza), Pete (Wings), and Trish (Me) vs. Cthulhu. Dunwich with Dark Pharaoh.

This didn’t go well at all. Pretty sure Nyarlathotep read how easy I thought his Final Battle would be last session, and sent Big C to remind us who’s boss. It seemed like every Encounter threatened great harm (Cursed, Devoured, etc.), our dice were sent from a dark place, and in a rookie panic, we were all burning Clues to “survive”.

Agnes was Wanted from Turn 1 for the rest of the game, because the game kept taking Clue tokens from her Seal bank. She received a Retainer thanks to her “I’ll Vouch For My Friend” Relationship with Pete, which covered her Wanted bribes, but lost it three turns later. yuk

Trish tried to get Pete to scrounge the Camera from the General Store, but she had to have her Encounter first, so as to not “bury” the Camera with her shopping discards. Cthulhu disagreed, and she ended up with a Mail Order Encounter, which is just a fancy forced shopping trip, so bye-bye camera. In the following two turns, Wizard’s Hill put an extra Clue on Gardners’ Place, and then removed them with its own Gate. Trish fails her story, and about three minutes later, she finds the Magnifying Glass. (Listen, you can hear the game chuckling!) By the time I was able to deliver the Mail-Ordered Understudy’s Script to Agnes (who just gave it back to Trish), we were in such dire straits that I never wanted to take the time to boost both Trish’s Speed and Will high enough to ever stand still and read it.

Pete was able to scrounge a Shotgun and an Ancient Spear, so Wings was armed and happy. So Cthulhu dropped a Formless Spawn on top of her, and slogged her rolls to goad her into losing all of Pete’s starting Clues and most of his Stamina. That remote Gardners’ Place Gate was a Dreamlands one, so Pete slowly made his way to Dunwich. But crossing the covered bridge over Bishops Brook transported him to somewhere else: draw a Mythos card and move to the Gate Location on it. Wings drew the Historical Society, one of three locations as far from Dunwich as you can possibly get (and a statistically COLD Mythos card too!). He’d never get back up there in time. Don’t tell me this game ain’t alive. goo

Marie had moved to the Library to attempt to pass her Spell-gathering Story, and actually found a Wither on that turn, so Cthulhu used overdue book fines to scare her off. She tried her luck at the Silver Twilight Lodge, and was approached by Carl Stanford. Pizza has never had a great experience with the Order—he may consider a Membership a “black cat” card—and balked even though there was only one solution: take the Membership, or be beaten unconscious. And yet, it took a minute for him to make that decision. “You keep staring at that card, thinking you’re going to find a way out,” I taunted. “They say the definition of insanity is doing the same thing over and over again and expecting a different result.” That got me an amused glare. “Which do you hate more: this (Lodge Membership, left hand), or this (Injury card, right hand)?” Meet acolyte Marie.

Of course, then Marie ended up back at the Library (from a Historical Society lift) with a choice: Lore (-2) Check for 1 Spell or Sneak (+1) [2] Check for draw-2-pick-1 Spell. Marie was at Lore 4 and Sneak 2: I would ask the statisticians to calculate me the more favorable attempt. Pizza chose the latter, and failed. The following turn, the Doom Track hit 5, even with Marie using her Witch’s Blood and Agnes taking out Barnabas Marsh: both Marie and Pete failed their Stories together.

Agnes moved to Dunwich to cover for Pete’s absence, and a skull with a star-shaped hole in it drove her insane, failing her story and ejecting her from Dunwich as well.

Five Open Gates, four failed Stories, three Clues left in play (all in Dunwich), two dollars between the four of us, and one Dunwich Horror in a pear tree on Sentinel Hill while Cthulhu just LAUGHED at us.

Lost Carcosa knocked Trish down to 1 Sanity in one roll. I came out, utterly failed my Gate Roll—I honestly cannot remember if Trish scored a single minor success during that WHOLE GAME—and wasted my Watcher of the Blue Pyramid just to get a Seal on the board. Clearly I did not comprehend that Cthulhu had already decided that we were not to have ANY satisfaction with this game, and popped too many Gates in no time.

We had decent enough armaments—a Shotgun, double Withers (+8 for Agnes), a Flamethrower—but I’ll be damned if our dice weren’t unashamedly trying to kill us now. When you collectively roll more ones than an entire Yahtzee game in four rounds, that’s your dice not even attempting to hide their murderous worship of the other side. We were pathetically able to nick Cthulhu down to Doom 7 before we started dropping out. Pete (with Duke, faithful to the end) survived for one last round alone before…

…dinner? wow Wait, it’s not even DINNER yet?!? Ohhhhhhhhhhh…that was baaaaaaad… zombie

Session: Arkham Horror:: Arkham Sushi, Part 2: Unagi

$
0
0

by jgt7771

Akachi (Pizza), Carolyn (Zebra), Joe (Wings), and Lily (Me) vs. Yig. Dunwich with Dark Pharaoh.

I should have had Elder Sign to introduce to everyone, but failing that, we reset the game and pulled out everyone’s favorite quick-game morale-booster: the Littlest Ancient One, Yig!

Evidently, Yig had been reading Cthulhu’s Notes, and quickly riled up Dunwich with both Another Times at the Whateley Farm and Wizard’s Hill. Wings wanted to head up to Dunwich for monster trophies and Clues, but having just given Zebra all her money for Carolyn’s Story, she had no ticket and did not want to get trapped in Dunwich. Plus, that second Dunwich Gate came with the pain-in-the-butt Nightmare Pool Rumor.

While Carolyn lost her Skill waiting to pass her Story (because she was too slow to get to the Pool), the other two Sanity-rich girls both went to the brink of insanity to end the Rumor. Pizza, our ultimate defensive player, made a beeline for the Asylum, but I pressed my luck: Broke Zebra wanted to go to the Newspaper for a Retainer, but Wings wanted her fifth Clue from Hibbs, so I agreed to intermediate, and got Carolyn’s Spirit Jar at the Newspaper for Joe’s story. Of course, the game despises complex plans. Say it with me: “And inkstains drove Lily insane.” My second failed story: not a great night for me. blush I chose to ditch my Makeup Kit and Mists of Releh instead of taking a Madness.

I went to the Train Station to pass $2 and the Spirit Jar to Joe as he caught a train to Dunwich. Then I foolishly tried to acquire a Unique Item (apparently having learned nothing!), but lost Clues, failed the check, and got arrested. (Wish I had had a MAKEUP KIT. shake)

Joe dispatched a Ghoul and the Vampire, but Strange Sightings around the Dunwich-only Gates dropped a flood on him: the Gnoph-Keh, a Star Spawn, a Deep One Hybrid, and a Skeleton. Wings didn’t want to stick around, having completed her Story’s scavenger hunt, so she used Joe’s superior mobility skills to Evade all four abominations and return to the Train Station. With Lady Luck obviously on her side of the table, Bill Washington showed up and gave Joe a free ride to the Lodge. Story Passed.

Akachi gathered Clues waiting for a Gate to open in Arkham. When it did, she immediately went for it…except it was the Dreamlands Motogate, and there was no guarantee it would be sealable. But she needed the trophy anyway, so close or seal, either way she wins.

Released from jail, Lily got a buck off Carolyn and passed Joe in the Train Station again, heading for the mob threatening to peel off for the Horror. Honestly, I had little faith in my dice and the Universe at this point, but broke, clueless and owning just a Lantern, it seemed Lily was down to basics: wandering crimefighting monk. So she waded in, and, with the help of a last minute Intervene from an astrally-projected Akachi from the Dreamlands, acquired four shiny monster trophies. Just call me Grasshopper.

But, as one would expect, this stoked Yig’s Anger, who sent a surge that not only moved the Servitor, the Ghast, and a Proto-Shoggoth to Lily’s space, but its red gate bursty location dropped the Flying Polyp on top of her! I couldn’t even pass the first (non-devouring) Horror Check. Just call me >squish

Session: Arkham Horror:: Unlikely Heroes (Session Report)

$
0
0

by The Professor

Somewhere, not far from our reality, an ancient all-seeing being known by Scholars of Mythos Lore at Miskatonic University as Yibb-Tstll. Unbeknownst to our intrepid Investigators, this evil entity could detect their every move. In that distant place, a "Cycle of Calling" or to others, a "Doom Track" ticked forward until such time as Yibb-Tstll, a Great Old One would return to destroy the non-believers. Fortunately for Arkham, no one bothered to tell a certain Gangster, Professor, Politician, and Reporter.

The sun seemed to burn brighter above the gambrel rooftops and the birds sung with earnest resolve. Autumn had come to the city of Arkham and the cool air from the north seemed somehow to rejuvenate everyone. This simple product of nature proved to be a powerful force for good, given the task before four unlikely heroes attempting to stop the encroaching madness. Mike McGlen, still mourned the loss of his associate and friend, and he vowed to avenge his death...or die trying. Harvey Walters knew that he had been right all along, but now needed to experience what he had read in those dusty journals, tucked away in the recesses of the Miskatonic University Library. Charlie Kane knew that if he could get the support of the public that would go a long way in helping their desperate cause. Finally, Rex who long suffered under his family's Curse, felt as though a great weight had been lifted off of his shoulders. While each of these men had their own personal stories and reasons for pursuing clues which would protect their city, it was only through their combined effort that Arkham would remain safe.

At the edge of town, a strange gate had appeared in the Woods, while another opened, according to reports received by the Arkham Gazette, at Wizard's Hill in Dunwich, quiet and peculiar town which lies to the west of Arkham. Rex, using his contacts raced to this town by train, arriving on the morning of the next day. Meanwhile Harvey cast an Astral Travel spell making his way to an Other World. Mike had attempted to clear the streets, but a strange thing happened as he was rendered immobile. According to the doctors at Arkham's Asylum, Mike and his roommate, Charlie was babbling some such nonsense when they were brought in for treatment. In the end, according to the preliminary report, Mr. McGlen has a Compulsive Disorder, while Mr. Kane suffered from Delirium. Wanting to leave this "nut-house" Mike handed a Tome, entitled Dhol Chants to Charlie, saying "Here, it talks about Allies or some such thing - I'm not in need of any friends. But you're a politician; you can use all the friends you can get." Charlie coaxed Mike into giving him so money toward his reelection and promised to take it easy on those individuals who lived in the shadows. Mike made his "contribution" as he checked himself out and pulled his coat tight as the wind grew chillier.

Harvey made his way across the expanse of that Other World, finding a way back to Arkham only with great care and resolve. Strange surroundings so they were, these peculiar portals secured themselves in some fashion with the fabric of his own reality. Now, having returned to Arkham, he cleared his eyes, bringing his tuition in the arcane to the fore as he used the clues he had discovered most recently to rend the gate from its other-worldly connection and seal it with permanence as to not draw forth more of these nightmarish beasts from beyond. Upon reflection, did he realize that he had just visited that accursed place, Lost Carcosa, made famous by the play which recently opened in the city's main theater. As he moved to the edge of the Woods, he reached into his bag, drawing forth a tattered copy of The King in Yellow, the book which served as the basis for the play. After reading several chapters in the moonlight, he absently dropped the book into the clearing, and finding one of the wretched cultists, which preyed upon the weak-minded, moving along the streets, Harvey attacked him with the vitality of a man many years younger. As he stood above the crumpled form at his feet, he exclaimed "Eureka!” He now had the proof he sought. His smile faded quickly from his face as he realized that this, he knew, was only the beginning.

Leaving the Asylum, Charlie still felt uneasy, but gathering strength and donning a dark cloak to conceal his furtive movement, he slipped past the strange beings which now inhabited the once quiet streets of Arkham. He made it to the Newspaper and after speaking directly with the Editor-in-Chief and handing over a not-so-insignificant amount of money, the Arkham Gazette would run an immediate print of Charlie's complete platform, ensuring a victorious election, and moreover, the support of the people. His dealings with the paper had earned him a retainer which would prove useful in financing his campaigns. Through an odd turn of events, which is to say they were unplanned and for the ever schedule-conscious Charlie, proved unsettling at first, did he end up at the Strange High House in the Mist located to the south more than a day's train ride in the coastal town of Kingsport. While there, he took the opportunity, ever the politician, to spread his name and get to know the locals. He made his way to the town via the precarious route which included the Causeway and the Wireless Station. Once in the city, the effect of his presence seemed calming to the residents and while they talked of rifts tearing the fabric of reality, his words soothed them and life went on without fear.

Rex arrived in Dunwich and after only a brief respite at Bishop's Brook Bridge, he carried on to Wizard's Hill to investigate the strange portal which appeared at this cursed location. Nothing of his days as a Reporter prepared him for what he saw when he entered the luminous opening on the side of the mound. Before him, it seemed to be nothing but vast distances, far too great to comprehend. His encounters, albeit brief made a lasting impression. Black and muck-soaked stone walls erected in a non-Euclidian manner disturbed Rex's mind, but he managed to push through finally to the other side. When he returned to Dunwich, Rex knew that he must in some way seal this place as to prevent vile creatures from using this gate to transit from that obsidian nightmare land to this location. How long he had remained away in that distant place remains unknown. Equally baffling is what happened next to the Reporter. According to his own testimony taken after the incidents recorded here, no sooner did the portal vanish from sight, did a shock so fierce occur where he stood, and another luminous portal appeared in almost the exact same position. The seal had been utterly destroyed and Rex into the void vanished once again.

He knew the streets better than most in Arkham. He had to know them because that's where Mike lived, on the streets. It was there, over the next few hours and days did he manage to rid the streets of myriad denizens spawned elsewhere and arrived in this quiet New England town to terrorize its inhabitants. Not if Mike could help it. After nearly a week of this Gangster's killing spree, aided by both his tenacity and a machine gun he had carried for nearly a decade, did he finally deign to visit the Science Building to ascertain a bit more about the creatures. It was while he watched dissection that he overheard talk of portals and gates. He thought he would investigate for himself, finding one near the Unnamable. Not one to back down from a fight, he figured the best place to tussle with them would be on their own turf. The Great Old Ones hadn't counted on the likes of Mike McGlen, but then few knew what he was capable of when he put his mind to it. After what amounted to several days, Mike emerged from that same gate which he entered. Beyond the portal's threshold did he gaze upon structures with impossible heights. Mythos scholars often describe in this fashion the Great Hall of Celeano. In a report filed at St. Mary's Hospital, he had murmured something about the stars and the blackness...the unending blackness.

Over the next fortnight, did these men travel the across the breadth and length of Arkham, Dunwich, and Kingsport. Shortly after Mike and Harvey emerged from their respective expeditions to Other Worlds, did Rex race to Kingsport. Rex had only recently returned to Arkham and sealed a gate to the Plateau of Leng at Independence Square. Upon arriving in Kingsport, he took the Tome, De Vermis Mysteriis from Charlie and he voraciously read the cryptic passages to fully understand the power within. Nearly 100 miles from the city of Kingsport in that mysterious town of Dunwich did a once luminous gate located at Gardener's Place shimmer brightly and wink out of existence.

While Arkham escaped destruction by a powerful being from outside our reality, the four men knew that their city and those nearby would ever be free from the Great Old Ones.

Investigators: Mike Mc Glen, Harvey Walters, Charlie Kane, and Rex Murphy

GOO: Yibb-Tstll

Duration: 15 Mythos Cards

Final Score: 26 Points (Doom Track: 11 - Terror Level: 0 + Investigators: 4 + Gate Trophies: 8 + Monster Trophies: 3)

Good: Initially all Investigators were Blessed (Mike and Harvey retained it for the entire game) thank to the first Mythos card; Charlie lost his Blessing, but picked-up a Retainer which he kept for the rest of the game; all but Rex Passed their Personal Stories; Socially Connected gave Charlie another Ally and Rex had Thomas Malone +1 Lore and +1 Fight.
Bad: Patient Claims Madness Caused by Words Mythos card; Rex cannot pass his Personal Story



Mike Mc Glen, Gangster

Money and Clue tokens: $10 and 0 Clue Tokens

Common Items: Tommy Gun

Skill: Expert Occultist

Special Cards: Benefits (Psychic and Visions) and Blessed

Madness: Compulsion

Gate Trophies: Great Hall of Celeano and the Underworld

Monster Trophies: Cultist and Star Spawn

Harvey Walters, Professor

Money and Clue tokens: $9 and 5 Clue tokens

Common Items: Molotov Cocktail

Unique Items: Brazier of Souls

Spells: Voice of Ra and Astral Travel

Skills: Speed and Bravery

Special Cards: Blessed

Gate Trophies: Plateau of Leng, Lost Carcosa, and The Abyss

Monster Trophies: Gug, Color Out of Space, and Goat Spawn

Charlie Kane, Politician

Money and Clue tokens: $14 and 1 Clue token

Common Items: .45 Automatic, Axe, and Dark Cloak

Unique Items: Dhol Chants

Spells: Premonition and Greater Banishment

Skills: Luck

Allies: Earl Sawyer and Ryan Dean (Bound Ally)

Special Cards: Retainer and Detriments (Tainted)

Madness: Delirium

Monster Trophies: Byakhee x 2

Rex Murphy, Reporter

Money and Clue tokens: 1 Clue token

Common Items: Map of Arkham

Unique Items: Crystal of the Elder Things and Flute of the Outer Gods

Spells: Wither, Flesh Ward, and Markings of Isis

Skills: Performer

Ally: Thomas F. Malone

Gate Trophies: Plateau of Leng, R'lyeh, and Another Time

Monster Trophies: Formless Spawn and Goat Spawn

Reply: Legends of Andor:: Rules:: Re: Questions about Legend 1 after first play

$
0
0

by Titeman

Octavian wrote:

1- The special subset of fog tiles used in the first part of Legend 1 does not include an event card option...


But don't you run thorugh the sunrise box options (monster movement (which doesn't apply,) then draw an Event Card? My memory could be hazy; it's been awhile since I last played...

Reply: Forbidden Island:: General:: Re: Recomended age range

$
0
0

by Kalii

I've played with my 6, 8 and 9 year olds and had fun. Strongly recommend it. We also just cracked out Flash Point Fire Rescue and they picked up on that surprisingly quickly. I think that is a bit more fun for the adult IMHO.

Reply: Legends of Andor:: Rules:: Re: Questions about Legend 1 after first play

$
0
0

by Octavian

Titeman wrote:

Octavian wrote:

1- The special subset of fog tiles used in the first part of Legend 1 does not include an event card option...


But don't you run thorugh the sunrise box options (monster movement (which doesn't apply,) then draw an Event Card? My memory could be hazy; it's been awhile since I last played...


Not at the start of Day 1.

That happens at the start of Day 2 after successfully completing the first part of Legend 1. The set-up tells you to first put the wells out face down (to simulate refreshing them), and then go through the sunrise box. The first event of Legend 1 is pre-set to bring out two gor at that point, and then you learn about monster movement by moving those gor. Finally, the time marker moves to B and you read the associated Legend card which explains the next objective.

Reply: Ghost Stories: The Infernal Die:: General:: Re: What's the point

$
0
0

by LunarSoundDesign

styren wrote:

Using the basic dice with Ghost Stories: Black Secret, if a player get a -1 qi result, the lost qi will be put on a mantra. So the taoists regain a bit of their loss. It can't happen with the infernal dice.
The "-1 qi" and "lose all tao tokens" are replaced by "activate a demon" (effective only if a demon is already in play) and "call a squeleton".
Things are not easier for the taoists, they are a bit different.
On the point scale to evaluate your score at the end of the game, the use of the infernal die gives you one point (vs. 0 for the basic die).


I see. Dang it already seems like black secrets was hard enough to win and then they came up with this! Were the bloody mantras too powerful and this a solution to balance them?

Reply: The Lord of the Rings: The Card Game:: General:: Re: Two-handed on OCTGN or Alternative?

$
0
0

by ninjasan8

One thing I didn't realize until a week or so ago is that if you're playing by yourself you don't actually have to log in. In the newest version of the client go directly to "Custom Games" and then "Host." Set it up like a normal game.

In the second client, go to "Custom Games" and then "Join Offline Game." The first client will supply you with the IP address and Port number you need.

Switching from offline to online improved the game's speed by about 50% (but, I have slow internet, so YMMV). Also, it's no biggie if you lose your internet connection.

Thread: Yggdrasil: Asgard:: Rules:: Idun exit trance keeps action? Njord trance w valkyries on rainbow?

$
0
0

by oldshortsnout


Just ordered a copy (Ludonaute ships Asgard world-wide), and read the rules online. I have two questions.

(When I search rule forums I hate thread titles like "two questions", so I specify mine in a long title.)


Idun
Idun's trance ability decides the number of actions at the beginning of a turn. If Idun gains a fourth action on her own turn, and then exits trance during her first three, does she keep her forth action?

My guess is "yes". The difference between (Frey) and Idun is that Frey just has his (non-trance) ability, while Idun's extra action is gained at a particular moment. Exiting trance later doesn't really change that, or...?

Njord
Njord is in trance, valkyries are on the rainbow, white island is flooded (so that the valkyries cannot move onto white). Can the gods still do a Midgard action and pick from any (non-white) bag?

To me, it could go either way. The rainbow island could be one like any other, starting with 0 vikings and 0 fire giants, and with the special rule that vikings can never be added to that island. Or the rainbow could be outside the whole Midgard world, so that Valkyries must leave it to find souls.


I am so looking forward to this expansion!


Reply: Ghost Stories: The Infernal Die:: General:: Re: What's the point

$
0
0

by Othila

I doubt it. According to a random anecdote from a Shut Up & Sit Down podcast, Antoine Bauza claims he can easily walk people through (and win) Ghost Stories, even at the hardest difficulty. I assume this applies to the expansions as well.

The infernal die is just a promo. It's a slight modification to the game; not a patch or fix, and it's not necessary, just like every other promo ever.
Viewing all 1556374 articles
Browse latest View live




Latest Images