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New Video for Game of Thrones: Westeros Intrigue


New Video for Citadels

Reply: Star Wars: Rebellion:: General:: Re: Should I buy or not? Thinking about getting this as 4P team game mainly....

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by eunoia

Just have my first team (4p) game last week. It was interesting. The slight changes to activation allows for some interesting combo. We didn't really divide up responsibilities between the two leaders on the same side, we generally made decisions together. It's fun to strategise with another player. I suggest you try it before dismissing it.

Reply: Arkham Horror: The Card Game:: General:: Re: Blurry Card Text Speculation

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by Edvando

MasterDinadan wrote:

Skid's topmost discard seems to be a 2-cost Asset called Pickpocketing. I think it says "[ongoing] after you evade a monster, exhaust(?) Pickpocketing to draw 2(?) cards."

It could also be discard Pickpocketing, but you'd need a lot more cards for that to be worthwhile.


Pickpocketing ghouls, mi-go, cultists will be a lot of fun =D

Reply: The Lord of the Rings: The Card Game – The Dunland Trap:: Rules:: Re: Stage 3 and removal of time counters

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by bdst

Thanks Chris, that's what I thought, but it seemed strange that the number of time counters immediately drops by 2 (one for end of refresh phase and one for the Chieftain moving to engage the first player) before the players take any actions.

Reply: Ticket to Ride:: General:: Re: The Right Version for Us?

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by ReformationMan

Maokai wrote:

Great! Thank you very much guys, I'll be ordering the European version next week :)

So, what is the test of the story? Did you and your wife enjoy playing Ticket to Ride Europe? Did you ever get USA or another?

Reply: Letters from Whitechapel:: General:: Re: Letters From Whitechapel for On-Line play

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

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by Scarlet Witch

Titeman wrote:

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...)


That's actually a brilliant suggestion

Reply: Warhammer Quest: The Adventure Card Game:: Rules:: Re: Can it be played with 6?

Reply: The Resistance: Avalon:: Variants:: Re: Avalon custom characters, ideas and / or playtesting results (pt 1)

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by Robrun

Great stuff. Looking forward to trying some of these ideas, thanks.

Reply: Robinson Crusoe: Adventures on the Cursed Island:: General:: Re: Is this REALLY as hard as we are making it for FOUR players?

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by j-train1

Lhowser wrote:

Thanks, James, but I can win it enough by myself! :D

I just needed to vent my frustrations. (It's tough having a game that you can actually play with a group, and everyone hates it.)


There are more fish in the sea to play with. Time to kick in that Acquisition Disorder and buy all the games coming out of GENCON.

Reply: Zombicide:: General:: Re: Zombicide Compendium #2

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by jwalker1140

wagglybean wrote:

I wonder if the spine will be printed the wrong way round on this one as well to match the compendium #1! :whistle:

Yup, it's printed wrong to match. :zombie:

Reply: Eldritch Horror: Under the Pyramids:: Rules:: Re: Replenishing the Clue Poll

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by mccrispy

I for one have experienced a game where I had to refill the Clue pool. It was a six-player game with loads of Clues being generated and burned. Never had it happen to me before in 30+ games.

New Image for The Lord of the Rings: The Card Game

Reply: Star Wars: Armada:: Variants:: Re: Star Trek: Armada

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by Norsehound

After seeing Star Trek Beyond I've been giving some thought to my various Star Trek projects (Fringe of the Federation, and this mod). Was wondering about starting this up again and getting them to the table to practice with.

I've tested these ships a few times in the past, and on their own Trek ships can be resolved pretty quickly. I'm wondering how often I should test them on their own or if they need to start seeing tests with the Star Wars ships to give their composite fleets a little more to play with. I know I definately want to get a TMP "starter" finished before expanding onward to other ships (Excelsior) or other eras (TOS).

I went back to this original layout of cards. Thinking about making some tweaks to the card list:

Star Trek: Armada Core Set card function ideas v2
------------------
Throwing these out there.


COMMANDER

+James Kirk (Fed) (30)
When a ship spends a command token you may exhaust this card. If you do, you may resolve the token as if it was from a command dial.

+Henry Morrow (Fed) (24)
When defending, you may exhaust an additional [redirect] token to cancel a non-standard critical effect.

+Chang (Klink) (25)
Once per activation a ship may exhaust one defense token to re-roll all red attack die.

+Gorkon (Klink) (24)
When you are dealt a face-up damage card, you may exhaust this card to discard it and draw another.

+Khan(28)
[Concentrate fire] After declaring a target, flip one damage card on that ship face-up before resolving the attack.

CREW

Federation Uniques focus more on covering bases and providing excellence in their special fields. Klinks are more about brave commanders and valiant fighters.

+Sulu (Fed) (3)
Add an [Evade] token to this ship. You may discard this card to ready all [evade] tokens.

+McCoy (Fed) (8)
During the status phase you may exhaust this card to turn one critical effect with the crew trait face-down.

+Spock (Fed)(6)
When you are forced to discard a command token, you may exhaust this card instead.

+Scotty (Fed)(8)
Increase your engineering value by 2.

+Kerla (Klink)(3)
Reduce your command value by 1, to a minimum of 1.

+Kruge (Klink) (8)
If the target arc has no shields when you declare your attack, you may exhaust this card to turn one damage card faceup.

+Klaa (Klink) (4)
[crit]: Deal one face-up damage card to the defender.

Tactical officer (3):
Discard this card to change one die to a face with a [hit] icon.

Engineering officer (2):
Discard this card to increase your engineering by 2 this turn.

Science officer (4):
Increase the number of tokens your ship can hold by 1.

Communications officer (3):
When you activate, you may discard this card to change one command token on your ship to another.

SENSORS

Typically Federation use these more than the Klinks. Board-effecting abilities, initiative, and so on. Support Team and Defensive Structure territory.

Prefix Code (10)
[concentrate fire]: Name a facing arc on an enemy ship of the same faction. Reduce the shields of that arc to 0 and discard this card.

ECM (5)
Exhaust this card to use one defense token that has been targeted by an opponent’s [accuracy] when defending.

Tactical Scope (7)
When you reveal a command, exhaust this card to gain a matching command token.

Targeting Array (5)
When attacking, before a face-up damage card is dealt to the target, exhaust this card and look at the top 3 damage cards. Choose 1 to give to the opponent and place the rest on the bottom of the damage deck.

ENGINEERING

Offensive teams and Offensive upgrades. Both Feds and Klinks use this. Cloaking device is here instead of advanced, because don’t want Klinks to get access to the advanced upgrade until TNG.

Auxiliary Power (5)
Discard this card to refresh up to two defense tokens.

Defense Fields (5)
If you receive more than one damage from an attack at long range, reduce the damage by 1.

Transporter (8)
[engineering]: Discard this card to move one [crew] upgrade from this ship to another friendly ship up to medium range.

Cloaking Device (14) [Klingon]??
Modification. [Engineering]: Spend an Engineering dial and exhaust this card. This ship is cloaked until this ship’s next activation. While cloaked you cannot attack, and you may exhaust a defense token to cancel an attack.


HEAVY WEAPON

Photons, big disruptors, and other special weapons are fired out of these.

Mark IV Photon (8) [Federation]
Red [crit]: Exhaust this card. For every [crit], deal 2 points of damage on this attack. The defender may not spend [redirect] tokens when defending from this attack.

KP-4 Photons (6) [Klingon]
Red [crit]: Exhaust this card. The defender may not spend [redirect] tokens when defending from this attack.

Megaphaser(8)
When attacking a target at close range, you may exchange one blue die for a black die.

Rapid Pulse Disruptor (6) (Klingon)
At close range, re-roll all blank dice.

ADVANCED

The Feds use these almost exclusively (with some Romulans?), and they are rare. TNG Feds use these the most.

[Future]Transwarp drive (9)(federation)
During deployment, this ship can be placed up to range 5 from the home edge. Preview for the Excelsior, not sure about giving any of the starter ships an Advanced upgrade.

TITLES

USS Enterprise (Constitution)(8)
Add [crew] to your upgrade bar. When you activate you may re-roll 1 die.

USS Endeavour (Constitution) (7)
Instead of exhausting an upgrade card, you may exhaust this card.

USS Reliant (Miranda)
Your attacks at long and medium range are not obstructed by obstacles.

USS Saratoga (Miranda)
Your [Evade] tokens at long range cancel all attack dice.
This is NCC-1887, not NCC-31911.

IKS Amar (K’Tinga)(9)
When attacking at long range you may re-roll any blank dice.

IKS Kronos One(K’Tinga)(6)
When you gain a command token, you may have another friendly ship at close range gain an identical command token.

IKS Qel'Poh (Bird of Prey)(3)
Attacks from enemy ships in range 1 of you are considered obstructed.

IKS Okrona (Bird of Prey) (5)
Each [accuracy] result causes 1 damage to the target when attacking.



Reply: Mansions of Madness: Second Edition:: Reviews:: Re: Mad as Hell - A review of Mansions of Madness 2.0

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by Three Headed Monkey

SpoDaddy wrote:

How many plays are in the base game before everyone knows what's going to happen in every mission?

Also if you don't win a mission that adds at least one more play through to find out what happens!

Reply: Cosmic Encounter:: General:: Re: Cosmic Theory (Let's Talk Aliens)

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by MagerBlutooth

Thanks for clearing up some of my confusion. Those two rules make much more sense for the Clone and Cudgel flares. I went back and put "rewards" in quotations when I wasn't referring to the actual game mechanic. I had its literal definition in mind since it worked with the dog metaphor, but I'm fine with changing it to avoid ambiguity.

FILCH– POWER OF THEFT
Wanted For Arson and Tax Evasion


I’ve noticed that a few of these similar aliens happen to be close to each other alphabetically. Funny how that works. As I mentioned with Fido, Filch has the power to take the opponent’s discarded card for itself after an encounter. Since Clone never actually discards its card unless it chooses not to use its power, Filch mostly loses its power when fighting Clone. I guess Clone prefers systematically vaporizing the original after cloning the new one to avoid let it falling into enemy tendrils. Filch can easily be compared to powers like Clone and Fido, but it’s interesting to note the additional strengths and weaknesses its power offers that the others don’t have. One of the most glaring strengths is that it deters opponents from playing their highest cards against you. Why give you that kind of power when they can just save it for later and let it fall into the abyss? If they do decide to play it, it’s yours for the taking, though it does come with the ups and downs of everyone knowing a good card is in your hand. The best case scenario for Filch is using its power to steal a good card from its opponent after winning the encounter. Probably the best case would be beating the 40 with a kicker or a 30 and some allies. Since Filch can’t play its encounter cards repeatedly like Clone, it’s important for Filch to treasure the good cards it steals and watch out for compensation attacks. Since Filch is generally a prime target for compensation, it’s not the worst idea for Filch to always have an N card at the ready. Fortunately, that's not too difficult.

If I were designing a simple power based around theft, it would probably be something like stealing a random card from your opponent as main player before cards are selected, like an inverse Philanthropist. Nowadays, such a power would be outclassed by aliens like Outlaw and Pickpocket, though it might even be outshined by something like Trader. The primary issue with the current power’s theme is that it doesn’t quite capture the raw essence of theft. It ‘steals’ a card that’s just been thrown away. I guess you could call that stealing, but it feels more like a power suited to a dumpster diving theme like Scavenger. At the very least, Filch has one aspect of its power that fits the theme nicely: it doesn’t take cards indiscriminately. It only takes cards it knows has some value. That’s a definite point in its favor thematically.

The flares are fun and probably more thematic than the actual power. The Wild flare lets you discard a negotiate card to steal an artifact or flare played by another player, negating its effect. Naturally, this couldn’t be Filch’s actual power since it would render Vulch mostly obsolete, but as a Wild flare it adds an interesting cost v. reward mechanic, sacrificing your neutrality/morality to commit an evil deed. You gotta have Filch’s cold, calculating nerves of steel (nerves of steal?) to be able to pilfer without remorse. The Super flare is another ‘super’ power that acts as a natural extension of what it normally does, but I have to wonder if it couldn’t just be part of the main power. It turns Filch into a slightly different Fido, snatching cards outright instead of fetching them, regardless of whose turn it is. It doesn’t seem particularly broken, and it would account for Filch’s weakness of being forced to play against strong cards before getting to use them. At the very least, I think it could be able to use its power as an ally, still only allowed to take the opponent’s card. Then the Super flare could be left as it is, capable of taking from either player whether allied or not.

Between the triple threat of Clone, Fido, and Filch, I believe I consider Filch to be the least powerful overall. It lacks the social, selfless aspect that helps it to make allies, and it has Clone’s predictability weakness without the benefit of becoming a powerhouse when it gets a good hand. If your opponent’s card is worth stealing, it’s likely that you will lose to it. If your hand gets low, it can be useful to get some reserve firepower, but at that point it may be better just to try getting a new hand. As I mentioned with Fido, each member of the triple threat adds something different to the game, and I appreciate their differences, but I don't think Filch fully lives up to its name. As soon as Filch learns to steal more often, I think that’ll be the point where I’m ready to let it in my Federation. The theme doesn’t quite bring it home for me. A thief needs to be sneaky. Stealing something that’s placed right in front of you may be one method in Filch's arsenal, but I don't like that it's the only one. I do believe Filch's power working as an ally is the compromise I'm looking for.

Federation Status: WAITLISTED

Thread: Star Wars: Imperial Assault:: General:: Appropriate for an 8 year old?

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by Acrux

My son is a huge SW fan, and I'm looking for a board game that we can play together. Is there anything that would be inappropriate for an 8 year old boy in the campaign? Rules-wise, I understand it's fairly complicated but I'm not too concerned about that.

Reply: Mansions of Madness: Second Edition:: Reviews:: Re: A short review regarding the theme and if it fits the game

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by Deano2099

MOM isn't set in Lovecraft's universe. It's set in FFG's Arkham Files universe, which is based on Lovecraft but does indeed take a somewhat different tack, particularly with regard to the vulnerability of the monsters to standard weaponry. They made that call in creating this universe to make it work better with board gaming.

It, weirdly, wouldn't make sense for the monsters to be nearly immune to harm. If they were, then it would need to be in a new setting...

Reply: Mansions of Madness: Second Edition:: General:: Re: An app question

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by shadowsclassic

The app does a nice job being the keeper, but I do have to admit that I catch myself playing the app most of the time. I have even forgot to update the board a couple times and had to catch it up later when I notice a token on the board that was not on the app. :)
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