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Reply: Zombicide: Black Plague:: Rules:: Re: Grin Respawn

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by Carcking

tyrellrwood wrote:

A spawn token cannot be removed. Per the card, until he is killed with a damage 3 weapon or dragon fire.

I think the question may be if you kill some other Necro - can you remove another Necro's spawn token (ie; Evil Troy's).

Reply: Mansions of Madness: Second Edition:: Rules:: Re: Mythos Event referencing Eliminated Investigator?

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by lfisher

Shouldn't the game end before that?

Oh I guess if they get eliminated in the player phase. hm.

Reply: Descent: Journeys in the Dark (Second Edition):: General:: Re: Is this game a little unbalanced or did I just play it wrong?

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by Mlai00

jekface wrote:

Thank you. I did feel 2 attacks was OP. I looked all over, but I clearly didn't look hard enough. :)

Is your username what your sons and niece called you after you clobbered them? :laugh:

And they would be correct, since you turned the monsters into monsters-on-steroids by giving every single one of them the Ravage ability, which only fearsome monsters like Beastmen and Blood Apes get (the ability to attack twice per turn).

Bestowing Ravage on an endless wave of ranged units... against level 1 heroes played by 10 year olds... LOL jerkface!

Thread: Mansions of Madness: Second Edition:: General:: Mansions of Paranoia?

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by shnar

Is it just me or does anyone else think this style of game would a great fit in the Paranoia (Mongoose Edition) setting? 'course I'm still waiting for any miniature Paranoia game, I just see a lot of potential in a game like this...

-shnar

Reply: Mansions of Madness: Second Edition:: General:: Re: After 5+ hours of gameplay, I just had the fourth scenario rendered unwinnable by a broken interact token in the app.

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by kraisto

Skipping playing long scenarios because the save glitch and waiting for the next app update to keep my sanity in the high place :P. Maybe in a few days.

In patch 1.01

"Please note: We have detected various issues with saved games. We recommend trying to play a scenario in a single session if possible."



Reply: Star Wars: Rebellion:: General:: Re: Help probe cards

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by Snotwalker

The empire should keep the probe cards facedown in a stack, secret from the Rebs. This way, the rebels don't know which planets the Empire has or hasn't eliminated from consideration.

Reply: Wiz-War (eighth edition):: Variants:: Re: Wiz-War Zombie Expansion (Variant)

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by bbblasterfire

WisdomForWizards wrote:

Excellently written and well thought out.

I look forward to trying this variant at some point, and furthermore, exploring what other games could be "mixed" with Wiz-War to create a truly unique and personalized experience.

Wiz-War truly is the Calvinball of Board games. With a bit of imagination, you can come up with a game that is entirely your own and just as fun as the game right out of the box.

Thank you for the variant!


Looking over my collection, I'm considering mixing components from Wazabi into Wiz-War. I will need to give it some thought. Each die has a W on 3 sides, 2 sides with a card, and 1 side with a cube on it.

Thread: Mansions of Madness: Second Edition:: General:: App question...

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by Indecision101

I am currently instructed to do a Will check, that looks like (Will Symbol; 3). now it doesnt have a + or -...so what does that mean?

Reply: The Lord of the Rings: The Card Game:: General:: Re: speculation finale

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by BathTubNZ

mistertrench wrote:

gnurf wrote:

I think they said they were "at capacity" when they had six current LCGs, so it's looking like something else will be pushed out when L5R arrives. It's looking a lot like Conquest at this point. AHLCG isn't replacing anything, just adding another co-op game to the universe :)


Why would it be Conquest? I can see it from the perspective of being a small and somewhat redundant license, but how does the Conquest scene compare to Star Wars? I could see something like, SW LCG retired, non-randomized decks in a tightened up series of boxes. Especially with Destiny on the way.


The scuttlebutt is that Games Workshop has broken up with FFG with all the GW licensed titles drying up. No proper Warhammer Quest expansions, no Forbidden Stars expansions, no Warhammer Conquest Playtesting.

Reply: Zombicide: Black Plague:: Variants:: Re: Group Action cards

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by Melriken

mhorin11 wrote:

Whoa, cool idea! You get something different to weapons (and helpful, not like apples), so I think it adds flavour to "search action".

I barely know a few things about the modern Zombicide, so this was a suprise for me...:modest:

How many of each card in the modern Zombicide?

EDIT: Can you keep the card or you must use it instantly?
It is for PvP zombicide, iirc each team gets two cards and can use one each turn...

It does not go in the search deck and I have never used it, I think PvP was the WORST thing to happen to zombicide and its removal was the primary benifit of the Black Plague re-launch. (Zombivors were the second worst thing and another huge benifit). YMMV.

Edit: clarity.

New Image for Famiglia

Reply: The Lord of the Rings: The Card Game:: General:: Re: speculation finale

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by elitusprime

Remember last year when Warhammer Quest was going to replace the Lord of the Rings LCG? :)

Seems that we'll have to go through this every time FFG announces a new co-op card game...

Reply: The Others: 7 Sins:: General:: Re: NZ pledges

Reply: Zombicide: Black Plague:: Variants:: Re: Cthulhu Abominations

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by jbrecken

Claustrophobia doesn't have anything to do with being around other people; it has to deal with enclosed spaces. I'd do it - Claustrophobia: get one less action whenever you begin your turn inside a building. That way you could also add Agoraphobia: get one less action whenever you begin your turn in a street space.

Reply: Arkham Horror: The Card Game:: General:: Re: Mythos Deck Construction / Encounter Sets

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by kalexicon

iGniGhted wrote:

also, if you look at the "Rise of the Ghouls" and "The Gathering" cards, they have the Torch icon you can see on some of the ghouls cards, which i assume is the Ghouls encounters including Rats, +1 doom to Agenda, and a variety of Ghouls.

Yeah, I figured I just wasn't looking carefully enough. I'm almost certain that the rat swarm card had just a picture of a rat in the icon space, and I'm very curious to see what other cards are in the "rat set."

Reply: Star Wars: Imperial Assault:: News:: Re: New Jabba's Realm Expansion Announced!

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by Benzy311

stpitner wrote:

a1bert wrote:

theredson wrote:

Is there a picture of Jedi Luke anywhere?

https://www.fantasyflightgames.com/en/news/2016/8/5/the-batt...



Really want to see that Luke mini up close. Right now the face just doesn't quite look right. Certainly not easy to sculpt, and I'm sure that painting it up would help quite a bit. It is super exciting to see this release, though!


I don't like the look of the light sabre. It looks like a candle stick holder.

Reply: Mansions of Madness: Second Edition:: Reviews:: Re: Alone in the Mansions – A MoM 2nd edition review

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by Titeman

Scarlet Witch wrote:

...some of the flavor can be not suitable for a ten year old; I'd recommend you to run a solo playthrough (even app-only, no need to play) to see if it's ok for your oldest...


Or do like me and keep the screen where your kid can't see it. That way you can edit the text as you see fit while reading it aloud (I have yet to run across any text I needed to edit...yet...)

Reply: Mansions of Madness: Second Edition:: General:: Re: Mansions of Madness app bug thread

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by More Mellotron

This is meant purely as constructive criticism, but if companies want to get effective bug reports, it would be a useful thing for them to actually operate a bug reporting system (Jira, Redmine, Bugzilla, whatever one prefers) people could use, so that reports can be provided with the right information about platform, version, attach save files, etc.

Not everybody reports bugs effectively, but it really would help people that would/could to do that.

But thank you for doing this in any case, and I hope it helps.

Reply: The Lord of the Rings: The Card Game:: General:: Re: speculation finale

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by mistertrench

BathTubNZ wrote:

mistertrench wrote:

gnurf wrote:

I think they said they were "at capacity" when they had six current LCGs, so it's looking like something else will be pushed out when L5R arrives. It's looking a lot like Conquest at this point. AHLCG isn't replacing anything, just adding another co-op game to the universe :)


Why would it be Conquest? I can see it from the perspective of being a small and somewhat redundant license, but how does the Conquest scene compare to Star Wars? I could see something like, SW LCG retired, non-randomized decks in a tightened up series of boxes. Especially with Destiny on the way.


The scuttlebutt is that Games Workshop has broken up with FFG with all the GW licensed titles drying up. No proper Warhammer Quest expansions, no Forbidden Stars expansions, no Warhammer Conquest Playtesting.


Are not all relationships with GW salty ones? I don't think I've ever read or heard a single positive thing about working with them.

As a counterpoint, I would lobby Relic as being at least moderately successful, with a good run of expansions to date. Plus we just got a big Talisman box. The latter was thematically climactic, but I still see room for continued development.

Reply: Star Wars: Armada:: Variants:: Re: Gundam: Armada

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by Norsehound

That's a lot of AA dice for those squads... a little unprecedented too. Armada squads have only gone up to four dice on the AA rating... I wouldn't go much further than that. Trek Attack Wing severely disrupted the balance set down by X-Wing and it ended up as a huge mess of a balance problem.

Black dice have the highest percentage of hitting things, so Black dice is usually the best on AA rolls. However, they don't have accuracy to take on Aces. Red dice are too fickle to rely on, but their two-hit result can be surprising. None of the FFG fighters use red dice.

I was a little surprised you gave the core fighters the beam Keyword... I would have saved it for any beam weapons the size of a beam rifle or higher. Do Core booster beam weapons come with that heavy of a beam armament? Id' probably increase their bomber capacity as a result, rather than give them high AA. Beam-carrying High AA units should be other mobile suits, since they can fight with them in close quarters. Fighters are obsolete for a reason in the world of Mobile Suits, after all.

Remember as well that all squadrons only attack targets at range 1 (Unless they have an exception, like Rhymer). So the color of the dice doesn't matter for range, just results.
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