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Reply: Aeon's End:: General:: Re: Does every new release make the game harder?

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by ronhatch

Lakoda wrote:

Razoupaf wrote:

In terms of difficulty, from easier to harder, in stand-alone mode, without mixing basic cards, and playing them with their associated Nemeses:
Aeon's End < New Age < War Eternal < Legacy.

With each mini-expansion being related to it's own stand-alone game.
Legacy was a cake walk. Are you claiming the nemesis when played outside of the story are harder then WE?

I haven't tried stand-alone for the Legacy set myself, but since Legacy provided you with overpowered cards and mages for the later chapters... it wouldn't surprise me at all if it had the toughest stand-alone Nemeses. I noticed a couple of them even had rule changes on the expedition mode randomizers to make them easier.

Though the early chapters have some of the easiest Nemeses, so it's a mixed bag.

Come to think of it, it's also worth noting that the evolution mechanic in Legacy has the undesirable characteristic of making the game harder for people that are having trouble and easier for those winning quickly. Don't get me wrong... it was fun and interesting... but it also is going to skew the perception of difficulty wildly among different groups.

Thread: The Lord of the Rings: The Card Game:: Rules:: Delay the Enemy

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by Djudaz

It costs 0 and is a Tactic card. Do I need a Tactic Hero to play it?

Thread: Kingdom Death: Monster:: General:: Some questions from another newbie

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by Clive_Bixby

Hi everybody

So I've got some questions ^^ It's my first campaign and I probably make a few mistakes but:

1) Is it quite common that I find Level 1 Lion and Antelope easy, LV 2 on the other hand quite hard because I usually have to run after the quarry and my movement isn't as high as theirs? (Because of Cunning and Diabolical)

2) How am I supposed to ever beat a toughness of, say 20? I had a look at the Hand stat card while he royally visited me and thought: What the...? I then sacrificed my best fighter but I mean, I could roll a 10 and still needed +10 strength.

3) and my last one... for now
Is it okay to use blood paint with the lion katars for 2 attacks? Meaning with a surge a whopping 4?

Edit: By the way, I'm in LY 13

Thread: Mage Knight: Ultimate Edition:: Rules:: Rulebook clarification

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by mbrendlen

Why does the rulebook (not the "game walkthrough" book) say on page 11, under "End of Turn"

Section 4-a: "If you end your turn on a magical glade, you may throw away one wound card for your hand or discard pile. Units cannot be healed this way (indicating that you, the player, are getting healed this way)."

and then immediately underneath that, under "Wounds and Healing"

Section 3-d: Note: "the magical glade site DOES NOT PROVIDE HEALING. Its effect may not be used on units and cannot be combined with other healing effects."

Is that really just to stress that it's not for healing units, or is the rule contradicting itself?

Reply: Middara: Unintentional Malum – Act 1:: Rules:: Re: 1.1 Beta and Conduct Summoning

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by OGniku

The rules for how scaling Icons work is in the 1.1 Rule Book on page 68.

The reference to HP in the Conduit rules section will be removed In the update on 8/16/19.

This should answer all the questions regarding Casting and Conviction.

"A most tricky one, if you have 2 1h weapons, if the abilities of your weapons are negated you should loose the finess upgrades and revert to way worse dice (then 2h weapons would be best for a conduct summoner)."

This is a great question. We'll update the Rule Book to be clear. The intent is that they do use your Finesse bonus. The rule in the Rule Book currently says:

"If the stat in question is Combat Dice, the Command card would use the Adventurers currently equipped Combat Dice. This includes any Abilities that passively change these dice when Attacking. (Finesse, Empower, etc.)"

Reply: The 7th Continent:: General:: Re: Rest Action

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by vertseper

I think might be confusing the rest in the hunting spots... Rest in hunting spots return the golden card and allow you to pull a green card if they are still available.

Like others have mentioned... every rest spot has specific instructions and outcomes. Like wise... taking a rest action on the map doesnt mean that you can take the rest action from your tired state together. That is the difference between the white and the brown squares.

Reply: Legendary: A Marvel Deck Building Game:: General:: Re: Pick and Mix?

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by madantichris

I buy all of it and randomize each game from all of it. A big part of the fun for us is seeing what we can make out of a weird combination or lesser-known characters or cards that seem weak, but happen to have an unusual synergy in certain situations. There are no cards that I regret owning, and they all eventually get a turn.

Sorry to hear about Villains/Fear Itself. There are some really fun cards and interactions with those when included.

Same for World War Hulk - Smash and Transform (both Heroes and Masterminds) are very fun keywords, IMO.

Reply: Heroes of Terrinoth:: General:: Re: RIP Terrinoth


Reply: Gloomhaven:: General:: Re: Solo, how is it?

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by JayJ79

if you are absolutely against playing "two-handed", then playing Gloomhaven solo is not for you.

Reply: The Lord of the Rings: The Card Game:: Rules:: Re: Delay the Enemy

Reply: Cloudspire:: General:: Re: Humminger and Elfinkaze

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by Snappleman

Thanks!

How about a Leech question. If I attack and do 3 damage to a spire but it only removes 1 upgrade, do I still get 3 life back?

Reply: Assault on Doomrock:: Rules:: Re: Please explain rampaging, enrage and command

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by shooshoo

Ok so let me see if i understand. Im playing a 2p game and there are 2 minions.

P1 activates 2 minions. Now does p2 just reactivate 1 who is now considered to be rampaging? Or does p2 have to reactivate both the minions who are now considered rampaging?

And rampaging means nothing other than "the minion activated a second time in the same round"?

Reply: Gloomhaven:: General:: Re: Solo, how is it?

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by GeekTurtle

I also don't like playing multi-handed but Gloomhaven seems to be the exception for me.

I would recommend trying it solo a few time then diced weather you want to keep it or not after that.

Either way I hope that you have a wonderful day!

Reply: Dungeon Degenerates: Hand of Doom:: Variants:: Re: Hireling variants, see bottom of first page for Hireling Deck options

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by sgbeal

Leigh Shepherd wrote:

Exceent work! The Bards skill is the same effect as Dazed (half ATT), so might be eaiser to word it as such - "target monster becomes Dazed"

"Carry", not "Cary" for the accountant - maybe also have him run if you become Detained - he takes his chance to make a break with your gold! If you limit the gold to 10GP, you could use the GP tokens and still have spare for the rare time you need them elsewhere?


Done (except for the GP limit - i need to try think about that one... maybe 15)! See the gdrive link posted somewhere above for the current PDF.

Next hireling: the Real Estate Agent will reduce costs of Investing and building a Base.

Reply: The 7th Continent:: Rules:: Re: Blue X+

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by tritze

thebaker1983 wrote:

tonksey wrote:

Suppose I do an action which is say 3+, does this mean I could draw more than 3 cards in order to succeed (or until I've drawn too many cards for my liking)?

If yes, do I have to decide beforehand exactly how many cards I will draw if I go higher than 3?


3+ means you must draw at least 3 but can draw more if you want.

You don't look at any of the cards until you've drawn the number you've decided on.


Adding to this, but if you have cards that allow to reduce the number of cards you draw it is still possible right? Let's say to reduce the drawing number to 2 or 1?
Thank you

Reply: Kingdom Death: Monster:: General:: Re: Some questions from another newbie

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by spiralingcadaver

1 yes: level 1s tend to be easy and simpler; mostly level 2 is where you see their main arsenal.

2 you can get some very strong weapons in expansions; the core is a little weak in this regard, but there are ways to circumvent strength disparity, the obvious one being high luck on anything with crits

3 paired is weird: one of the pair gets full rules + double speed; the other is a vanilla stat line with no beneficial rules (paired, deadly, etc.) attached. This is true of any weapon taken in multiples, but only generally matters with paired + blood paint, or that shields don't stack, since generally the only other reason to is for affinities.

Reply: Tiny Epic Zombies:: Reviews:: Re: Solo Play review: A Tiny bit Disappointing.

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by Eawyne

KingJackalope wrote:

Eawyne wrote:

I fully agree ; this was a blast to play even just with my wife, but my solo experience has been dull.


Since solo play is exactly the same as a 2 player game it sounds like you just don’t like playing alone.



You kinda make it sound like gameplay changes between 1 and 2 player. I get it some just don’t like solo playing, but as a solo gamer myself, I find this one works very well, to me.


Take a look at my collection and in the SGOYT geeklist : I do play solo. It's just that the experience of playing alone in this game felt rather dull, I felt bored.

Reply: Middara: Unintentional Malum – Act 1:: General:: Re: All in pledge question

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by OuterPop

The Kickstarter pledge description also only mentions one Bounty Pack, but it actually includes them all. This chart at the top of the campaign page is really handy for sorting things out:

Middara Pledge Guide

Reply: Aeon's End: The New Age:: General:: Re: Accessory Pack Availability?

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by qxc0

The accessory pack will be in retail March 18, 2020.

Thread: Legacy of Dragonholt:: Strategy:: [SPOILERS] Notes for an optimal playthrough

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by Vandervecken

Hi folks,
I am working on an 'optimal' play through that hits as many highlights and achievements as possible. I'll be posting it in the next week or so, but for now let me start by posting some of the basic elements of strategy to optimizing Dragonholt:

1) 2 characters is what I find optimal. Gives you a lot of flexibility with regards to whose activation it is and with an excellent skill spread. Also, I'm doing this solo and 3 characters gets fiddly. 2 characters also helps the gold and healing potions go farther. Don't play 1 character, the skillset you have available to you is too limited.

2) Get the Spirit's Blessing item chain going as quickly as you can (Wooden Trinket -> Love Letter -> Cloth doll -> Spirit's Blessing)

3) Get the Spirit's Blessing and the Rune Sword (not the Rune Bracers) *before* going to the Crypt of Kharthuun.

4) Basic plan for the week:
Day 1: Sliver of Silver quest. Begin work on the Spirit's Blessing chain. Some story quest stuff.
Day 2: Finish the Spirit's Blessing chain. Take the War Rune in and get the Rune Sword. Crypt of Kharthuun quest.
Day 3: Whispering Leaves Quest
Day 4: Spend the day wandering around town. It's a market day and there's lots to do and many achievements to pick up
Day 5: Mostly taken up with achievements and festivities
Day 6: Terror on the Prairie quest, then more achievements with activities around town
Day 7: ? Haven't gotten this far.

5) Characters:
Dwarf Sage: Arcana, Runes, Craftsmanship, Reasoning, Willpower, Athletics
Human Thief: Agility, Deception, Stealth, Thievery, Empathy, Willpower
Neither character has Military or Dueling, because those will be granted by the Rune Sword, which will be wielded by the Thief.
Meanwhile the poor Dwarf Sage will be saddled by the Loadstone (cancels agility) required for two achievements.

Achievement Guide (in progress)
WARNING: Some of these require evil behavior!
Patronage: Find the War Rune during Sliver of Silver, then commission it with Sapphire at The Swan or Kiore at the Smithy (better choice)
Precious: Loadstone - can be gotten from the brothers' shop at Market street day 4
Hoarder: steal from Mariam's shop day 5
Spirit's Blessing: Trade the Wooden Trinket at the Chatty Archer for the Love Letter, trade the letter at the Countess Inn for the Cloth Doll, trade the doll at the Bakery for the Polished Shell, trade the shell at the Shrine for the Spirit's Blessing
Celebration - Village Green day 4 in the evening.
Bull's Eye: Eat at the Chatty Archer, then participate in the challenge
Purple Reign: Village Green on day 6
Life Saver - save Phillip's life in Whispering Leaves, but there may be other options
Congratulations: Mariam/Braxton and Theodore/Ursula (and maybe another?)
Love is in the Air: Date Sapphire from the Swan, or Grisbeck from the Bakery on day 6
Recursion - day 5 at The Swan
Meow Meow: grey cat is at the library days 6 and 7, the calico cat is at the bakery on days 2 and 6, the Swan day 7
Tavern Brawl: At the Drunken Hog any night
My Cabbages: while you're busy getting arrested in "Hero or Villain"
Hero or Villain: Get arrested on Market Street Day 3 or 4 (preferably 4), but uses up all remaining time
There We Were: At the Drunken Hog any night

Unresolved Achievements:
Many Faces - Dragon Mask in Whispering Leaves, Spirit Mask from the catfolk on day 4 in the market, Moon Mask is unavoidable.
Condolences - I think this requires letting Phillip die, and is therefore incompatible with the good ending
Secret Meeting - this one appears to be bugged. See https://boardgamegeek.com/thread/2251128/help-tea-house-and-...
Have I Seen You Before: Splig at Slivers of Silver, but I don't recognize any one else so far
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