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Reply: The Lord of the Rings: Journeys in Middle-earth:: General:: Re: No Linux support?

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by gnurf

It may seem easy to do a Linux export, but it's actually hard for large companies to set aside one or two testers for the builds. We don't have to agree with it, but that's just how it is. It's a bit like how the Russian army is implemented in Memoir '44.

Which is hilariously annoying when one of the most used platforms basically IS Linux, just on your phone/tablet. Unity even has good Vulkan support. And WebGL with wasm.

Oh, and the Linux userbase is probably past 2-3% by now. The Mac population is closer to 20% outside hardcore gamers (US estimates; Europe may be a few percent below). Steam numbers will skew towards gamers, while board games tend to appeal to more than just that crowd so you will see all sorts of OS choices.

Go nag some FFG people on social media. They might listen with enough voices.

Reply: Maximum Apocalypse:: General:: Re: Legendary box on KS now! With minis!

Reply: The Lord of the Rings: Journeys in Middle-earth:: General:: Re: Is anyone else disappointed by Beravor's art?

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by Falenthal

This was Beravor in MEQ:



The one from JiMe is an improvement, in my opinion.

Reply: Tournament Fishing: The Deckbuilding Game:: General:: Re: Tournament Fishing: Dice

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by tyk567

JimothyHalpert wrote:

I think that's fine. However, I would like the wording on the cards to be consistently ordered. For example, with "Deep Set," all the words for the Fight Deck are stated, then the relevant language for the Fight Dice. However, for "Sharp Hooks," the Fight Dice wording cuts into the words relevant for the Fight Deck. Also, it took longer than I care to admit to determine that the word was "Ignore." I would try to avoid hyphenations if possible.


I did it out of order like that on purpose since the attachment effects work differently than normal. If I had added it in on the end of the sentence, I probably would have had to say "You may discard this card to" again.

The hyphenation happens automatically, and personally, I don't like adding in "Enter" commands into text like that because they are hidden and can cause other issues later down the line (plus they have to be done manually). So I leave them in. Ideally, I try to avoid them, but it's not high on the list of priorities.

Reply: Gloomhaven:: Strategy:: Re: Scenario 3: Strategy Discussion

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by daengineer

Flying_Monkey wrote:

daengineer wrote:

It's 10 move to get to the door if I recall right, MT gave 4 move, then he moved 6 + boots which let him open the door, attack and push. Not sure what's difficult to get here lol. Yes it's half damage but that same trap can be used multiple times which is even better for certain scenarios like this one. The rest of the scenario we looted the top and opened both side doors and let the slow guards come to us while we looted the dungeon and picked them off and pushed them in traps as they came to us.

I'm confused why you say a push is ok? If I recall right the brute has damage 3 push 2 or damage 2 push 3, regardless, you're saying the damage of an extra WHOLE attack is just ok? It's like attacking him twice, combined with goggles, you can kill him in one hit after opening the door making this scenario very easy.


Thanks for clearing that up.

So, to summarize, the strategy is to, by the end of turn 1, have the Brute use a loss-card, consume his cloak of invisibility and tap his boots of striding and eagle-eye goggles in order to open the door and push a shaman through some hazardous terrain.

Glad it worked for you. :)


Ya it would work for anyone lol. Guards are so slow and the only danger in this room is being attacked by range while dealing with melee, so it worked extremely well. Looted every room but one and had 19 experience accumulated and something like 36 gold and this was just for me.

#391 - Star Realms: Frontiers

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by Eric Yurko



Base price: $20.
1 – 4 players.
Play time: 20 – 30 minutes. More for certain scenarios.
BGG | Board Game Atlas
Buy on Amazon (via What’s Eric Playing?)
Logged plays: 3

Full disclosure: A review copy of Star Realms: Frontiers was provided by White Wizard Games.


I think I’m going to try for a “Realms” microtheme this month (or deckbuilding, I suppose?). Promenade, a artsy deckbuilder, dropped on the 8th, Star Realms: Frontiers this week, Hero Realms the next week, and I suppose the Hero Realms Campaign Deck the week after? That’s an exciting theme that happened to come out of nowhere, so, sure, let’s do what we can to make it happen. Second deckbuilder on my plate is Star Realms: Frontiers, so, here we go!

In Star Realms: Frontiers, you’ve made it to the edge of the galaxy. It’s wide open, unexplored, and still constantly expanding. Naturally, your authority only goes so far, so other civilizations have made it there, too, hoping to gain fortune and supremacy, same as you. It’s like y’all subscribe to the same newsletters, or something. Either way, someone’s got to come out of this victorious, and you figure it might as well be you, so leverage new weapons, new bases, and new abilities to take the fight to your foes. Will you be able to conquer this final frontier? Or will you just end up getting reduced to space dust?

Check out the full review!

Thread: Gloomhaven:: General:: Obligatory "Just got this game" post - advice please! =D

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by Anatak15

My girlfriend and I have played a hell of a lot of Descent, and I wanted to upgrade to a deeper game that actually focuses on co-operative play. I've opened the box and skimmed the rules so far (I will read a lot more in-depth later today and probably watch the rules video too). I'm just kinda wondering how important the team comp is, especially during our first session? If there's only two of us for now, can we survive as, say, the scoundrel and mind thief? Or will we enjoy the game much better if one of us takes the Brute or Cragheart or something like that.

I'm very excited for the game, and I will probably be posting here several times over the next month or two haha. There's a lot to take in. It's a bit intimidating, but I'm guessing everyone probably felt that at the start.

Reply: Gloomhaven:: Rules:: Re: Are you allowed to look at higher level character ability cards?

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by w222

I just leveled to 6 on my first character. All of us in the party had been keeping the higher level cards secret, but at this point we are learning how that can burn you, and are reconsidering. We had previously assumed the higher level cards were meant to be unlocked/revealed only when the level was attained. Some of the group may continue that way (to preserve the surprises) but it is good to know that is a matter of choice.

Reply: Gloomhaven: Forgotten Circles:: General:: Re: Pre-order received anyone?

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by sam10gle

Theduckofdeath wrote:

Looks like the ship ( E.R. Tianping) carrying the expansion will land in Houston today....😊


Woohoo!! My group is getting down to the end of the campaign (only 3 scenarios left unless we unlock a few more). It would be amazing if we can just keep right going into Forgotten Circles!

Reply: Gloomhaven:: Variants:: Re: Advantage and rolling modifier (yes it's that time again)

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by masterzora

enomiel wrote:

Advantage, Rolling modifiers and Null: if under advantage you draw a Rolling and a Null I suggest to draw until a non Rolling is drawn, apply this non Rolling modifier but none of the Rolling. This doesn't apply if you draw a curse and you would do no damage, but apply Rolling modifiers. This way you cannot miss under advantage, but Rolling modifier aren't strengthened either. The specific curse interaction is to keep the possibility to miss when cursed but more importantly to avoid the easy cleaning of a cursed deck.

Attack 2 with Advantage. You draw rolling +Stun then a Null. You draw the next card and it's -2. Now instead of a 0 damage Stun, you just have a straight 0 damage.

This breaks the most fundamental principle of Advantage never making your attack worse.

Reply: Middara:: General:: Re: Foamcore card holder

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by Jhonyb

Made some changes to be able to fit it inside the box and close the lid

Reply: Warfighter: The WWII Pacific Combat Card Game:: Rules:: Re: Another Basic Question - Thought it Was Obvious, but.......

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by Talenn

Hmm, I still thought the keyword 'Place' was for putting specific things in a location, not for general 'placement' of Hostiles.

Looking at the specific wording doesn't really clarify things but I would think that the game would becomes immensely more difficult if those Hostiles don't count against the location. And judging from the reactions of the playtest/development group I doubt the game receive much/any playtesting with that interpretation.

Interesting indeed and I'm curious how this will shake out. ;)

Reply: Zombicide:: General:: Re: Zombicide Game App has a release date!

Reply: The Lord of the Rings: Journeys in Middle-earth:: General:: Re: Anyone know what the 3' x 3' gamemat is for??

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by Titeman

unveilmyeyes wrote:

clip611 wrote:

unveilmyeyes wrote:

John_VW wrote:

i mean is it strictly cosmetic? or does it have sections for cards to be placed on?
thanks...


what’s the difference?


Some playmats define areas to place cards. Essentially they introduce a board to a game without a fixed board.

This playmat is cosmetic as others pointed out -- just a nice picture to look at.


typically there's pictures in a rulebook that show how to layout cards - do people really need dotted lines to do so themselves? i'd argue that a mat with designated lines for cards is still only cosmetic versus mat with gameplay options like maps, summary info, or some type of tracking spaces for health, etc.


I did not see a layout example in the rulebook(s)...

Thread: Legendary Encounters: An Alien Deck Building Game:: General:: Versions? Cards? catching up...

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by gandalftheking

Hi,

I followed this game a while ago but never pulled the trigger, as i had read that there were problems with the card sorting, or something along those lines??

a) can anyone comment re the card issues, and if they still exist?

b) has the publisher changed, and if so which version is the best to look out for?

Many thanks

Reply: Gloomhaven:: Strategy:: Re: Scenario 3: Strategy Discussion

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by JayJ79

daengineer wrote:

I'm confused why you say a push is ok? If I recall right the brute has damage 3 push 2 or damage 2 push 3, regardless, you're saying the damage of an extra WHOLE attack is just ok? It's like attacking him twice, combined with goggles, you can kill him in one hit after opening the door making this scenario very easy.

Brute has the top of Warding Strength, which is Attack 3, Push 2.

That means that with that card, the Brute can perform a melee attack 3 against an adjacent enemy (which does a base of 3 damage, but is modified by an attack modifier card), and then you may push that enemy that you just attacked (as long as the attack itself didn't kill that enemy) 2 hexes away (with each hex having to be farther from the Brute than the last, so the enemy which starts 1 hex away from the Brute must end up 2 hexes away after the first hex of the Push, and then must end up 3 hexes away after the full Push).
The Push itself does no damage.

The Inox Shamen is an Elite, so it would have 9 HP at Scenario level 1, 11 at scenario level 2, and 14 at scenario level 3. So even if you pulled the 2x on your attack and pushed it into the thorns, it is still going to survive.

Reply: Arkham Horror: The Card Game:: Rules:: Re: Agnes + Extracurricular Activity interaction question (minor Dunwich Legacy spoilers)

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by madantichris

rsdockery wrote:

You don't add the doom when you draw Dark Memory, as it's not a revelation effect. You add the doom when you play Dark Memory.


Ah, so I messed up TWO things. :D


Esgaldil wrote:


To be clear, 8-3=5, so your maximum hand size is 5, not 3.


Whoops, too many 3s. I will fix the typo. Thanks.

Reply: Zoo Break:: Reviews:: Re: Review: Still fun after ten plays? - My pros and cons (for an under the radar gem)

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by reallychrisg

Thank you for this great review, Olaf. You've captured the game so well, and we really appreciate the critical feedback, too. We're excited to see where we can take it in future editions, so stay tuned!

Reply: Aerion:: General:: Re: Element Symbols Mirrored

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by durkinphd

The information on the tokens is correct; it's just been mirrored. It does not really affect gameplay. As I become more familiar with the game and internalize the art, I'm relying less on the symbols.

On a related note, I would have used a different layout for the symbols on the Element Cards. The "Combinations To Build Ships" symbols on the bottom of the cards are distracting and not useful, at least for Expansion 1. All this information is on the Ship Tokens. Also, instead of the card's symbol being in the upper corners, I would have placed one larger symbol on the bottom center. You could then stack cards as you build a Ship and more easily assess your options.



Reply: The Mind:: Reviews:: Re: Fun...but is it a game?

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by esirof

Highland Cow wrote:


The debate was settled about a year ago, following the Dice Tower's attempt at a review.

The ensuing comments included this exchange, which nicely summarises the argument.


Cute. And without a doubt the definitive answer on the subject. I'm glad to have this resolved.
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