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Reply: Eldritch Horror:: Rules:: Re: Mandy Thompson, Know Thy Enemy

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by Anduin

haroth9842 wrote:

valvaris wrote:

According to the Errata by Fantasy Flight (...)
According to the FAQ, there's no Errata for this ability.
FAQ explains the text which might be unclear.
Errata changes the text which is incorrect.

technicalities, but you are correct.

Reply: Eldritch Horror:: Rules:: Re: Mandy Thompson, Know Thy Enemy

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by Smichi

Long story short

1. If the Research Encounter says "Gain this Clue and one additional Clue". you place 2 Eldritch tokens on Know Thy Enemy

2. If the Research Encounter says "Gain this Clue." you place 1 Eldritch Token on Know Thy Enemy.

Thread: Colosseum:: Rules:: Arena size

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by Atticus1313

Hey all, just tried out the game for the first time and really enjoyed it.

One question I had however, was about your arena size. When you upgrade to say a 3 or 4 space arena can you still put on shows that require a size 2 arena for example? Or does a 3 or 4 size arena require you to only put on a show of the same size?

I couldn't find any specific in the rule book but it's possible I could have missed it.


Thanks!

Reply: Colosseum:: Rules:: Re: Arena size

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by philreh

You can go backwards and produce a smaller event, IIRC. Once in a when I have seen a player bud out the arena and then have to do a smaller event, usually for lack of funds. Pretty hard to win that way,.though...

File: BattleLore (Second Edition):: Trhee sided board for Battlelore SE

File: Mansions of Madness: Second Edition:: Monster Reference Sheet - Telegram Style

Reply: Zombicide:: Rules:: Re: Runners double-splitting during movement

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by Angelsenior

Your original idea is correct, they split to go to each noisiest zone and end up getting 6 runners.
Having lots of locations with equal noise is a bad idea.

File: Star Wars: Rebellion:: Setup dla pierwszej rozgrywki

Reply: Mansions of Madness: Second Edition:: General:: Re: Tips for winning?

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by tigerwalms

Timefortravel wrote:

I'm frustrated after losing Cycle of Eternity for two times.
A month ago I played with three others, mostly discovering everything, finding all clues, killing all enemies etc. As soon as we had to stop some ritual we were overwhelmed by the priest of Dagon and three deep ones. One of the investigators got insane and she won the game by setting everything ablaze (some rooms were already ablaze by some burning oven)

Well then, now we tried again, but only with three investigators instead of four. The map was exactly the same, just as the large majority of item locations. To preserve time we didn't talk to Eugene, left some of the "?" signs, and didn't grab the Wither spell/break the urn. Instead of the Dagon priest spawning three deep ones, Eugene transformed into a "Child of Dagon. Again we got overwhelmed by the hard to pass horror checks, and one of us got insane. She stole my knife and sacrificed me to the Goat God.

I mostly hate the insane mechanic, because apart from the "insane" thing, we were actually doing pretty decent this time. I really hate it when someone grabs a random insane card and gets a new, very easy win mechanic.

Now it will be like a month or more before we play this again. I really want to play another scenario but refuse to play another one until we win the easiest one first...

Any tips how to tackle this one?

You sound similar to myself. Ultimately the best solution for you may be to remove the insane cards that end the game unsatisfactorily.

I had a discussion on it a while ago:
https://boardgamegeek.com/thread/1680747/insane-what-were-th...

Reply: Zombicide: Black Plague:: General:: Re: Abominoalpha and Abominarat spawn cards

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by Mrcrimsonwolf

Seeing that i cant find any of the spawn cards unless i am willing to release my money to filthy scalpers or collectors. I took the liberty to make my own.

Here it is:




I Hope this spawn card is satisfying for whoever is looking for it. :)

Reply: Blood Rage:: General:: ...

Reply: Arkham Horror:: General:: ...

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by MizuNatsu

Firstly this game is awesome. first game that got me into tabletop gaming.
What I did following recommendations from here was to buy a big box expansion such as the Dunwich Horror one and just add in what you feel. I play base game mostly and just extract from the Dunwich Horror the extra location cards, the mental/physical mechanic, and the extra items. Expansions for AH are very flexible and you can sort of pick and choose. I would recommend getting the Dunwich Horror as a starting point though.

Reply: Eldritch Horror:: General:: Re: Small Card Storage

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by ChaoticGemini

I use side loading deck boxes. The little cards are the width of standard cards, so they stand up in the boxes and I have them tabbed by category for easy in-game access.

Reply: Arkham Horror: The Card Game:: Rules:: Re: Where Doom Awaits - Location question

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by unitled

snotrabjorn wrote:

(or he just wants player to suffer even more :D)


QFT

Reply: Eldritch Horror:: Rules:: Re: Mandy Thompson, Know Thy Enemy

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by Weltenreiter

valvaris wrote:

Also in the errata! :) Your understanding of 'whenever' is correct. Most cards are meant to be taken at face value! :D

Interesting, thanks. I'd have thought EH's traditionally somewhat specific usage of "during" (only referring to inherent parts of a thing, not anything at a time like its english language usage does) might trump the generality of "whenever" here, but guess not.

Reply: Arkham Horror: The Card Game:: General:: Re: Where in Arkham do you want to see?

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by CSerpent

soakman wrote:

I'd personally like to see the Witch House and meet Keziah Mason and her familiar Brown Jenkin.

Also, spending time in Ma's Boarding House would be interesting as it is always seeing a variety of familiar faces come and go.

Yeah, Witch House! That would be a killer standalone scenario.

Reply: Imperial Settlers:: Variants:: Re: Unique decks with every expansion so far

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by danijel2008

Rindel wrote:

I like playing solo and multiplayer with everything, here is one of the decks -

Roman:

Oracle at Delphi x2
Chapel of Mars
Distant Trade Colony x3
New Aqueduct
Modern Quarry x2
Remus 2000
Defensive Machine
Line of Fortifications x3
Interrogation Master x2
The Maze
Former World Wonder
Builder x2
Administration x3
Barracks
Stone Cutter
Marble Merchant x2
New City
Headquarters
Roman Bank

Seems to work well. Will add other decks if folks are interested.


I would be much interested in your versions of decks for each race. If you even have some common deck please do share. Either way, let me know if you post them and where ;)

SuperMike3288 wrote:

Have you looked into 51st State at all? If you can get behind the theme, you may find the setup for that game more appealing, at least with the rules as written. It has subtle differences from Imperial Settlers that make it stand on its own, but they share the same foundation and scratch much the same itch.


As much as I love 51st State theme more, this one brings more players in. I was thinking of buying it.

Reply: Warhammer Quest: The Adventure Card Game:: News:: Re: Next iteration of WHQ now on Kickstarter (ends July 13)

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by mr kipling

dejadee wrote:

mr kipling wrote:

I venture to suggest, however, that they are hardly likely, over the course of a dozen games or so (and unless they suffer from a severe memory issue) to continue to laugh. Humour is a fragile, ephemeral and contextual response. Think of the hilarious jokes cracked at your last employee retirement party, or your school yearbook. The funniest joke ever told will survive being re-told only a limited number of times. Are these going to be comic characters, frozen forever in their comic universe, or real characters to whom we might attach real responses and complex stories.


Oh, sure. But who cares?

Let's agree that we've established by now that a few people care. There isn't a wrong or right answer to this; we know it's subjective. But it helps to hear opinions and the reasons for those. If I didn't think the WHACG game mechanics were excellent I wouldn't even be reading this forum, feeling disappointed, and bothering my arse to comment. I should add that I didn't like the lame Warhammer humour much, but it wasn't sufficiently intrusive to get in the way of the gameplay. The proposed AF setting looks like a much more comprehensive (and perhaps mature) attempt to be funny and therefore much more likely to divide opinion.

Reply: Arkham Horror:: General:: Re: Anything like Forsaken Lore?

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by Mondkalb123

I recommend the Dunwich Horror for more variety. It adds more location cards than any of the other expansions (63, normal are 36, Pharaoh has 45).
You also get the injury and madness cards, which are a great improvement in my opinion.

All of the expansions add many cards to the base game, some of the special cards integrate seamless into the base game (injury and madness from Dunwich, personal stories from Innsmouth, relationship cards from Lurker).

They all bring more stuff in general (more investigators, more Ancient Ones, more items, more of everything ;)).

Each expansion also has a theme and special mechanisms which might or might not go well with other expansions.
In general: the more cards, the more the theme gets diluted.



There is a nice bunch of scenarios with instructions to sort out cards for maximum theme:
https://boardgamegeek.com/filepage/69008/introductory-and-ex...



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