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Thread: Batman: Gotham City Chronicles:: Rules:: Martial Arts ability

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by william4192

Quick question:

1. If I roll a success, I do one point of damage. Then, I check success va defense and see if we do additional damages.

Or

2. Martial arts adds a single success. So if I roll 1 success and I have martial arts it gives me 2 successes. Of which I compare to their defense?


The FAQ and rules seem to contradict each other.

Reply: Aeon's End: The New Age:: Rules:: Re: Sparkling Meteorite

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by ronhatch

It is never possible to focus or open another mage's breaches unless an effect specifically allows you to do so. So unless some effect someday allows another mage to play the Sparkling Meteorite card somehow, it will always be Sahala's breaches that get focused since it is her card.

It doesn't have to be her special breach, though, if that's what you meant.

Reply: Big Trouble in Little China: The Game:: Rules:: Re: Act2: Elevator gun and run

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by mvettemagred

We've used this strategy before. It does suck some of the fun out of Act II. I recommend doing the following to up the difficulty:
- Use more Hard minions
- Require 1-2 more keys in Act II
- Play on Director's Cut difficulty

Reply: Aeon's End:: Variants:: Re: Role them bones or grab that sack variants...

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by ronhatch

Since there are six cards, I keep a six-sided die in the box and roll it. The cards are laid out face up, then turned face down when they have taken their turn.

Or I shuffle by mixing up the cards just enough so that I don't know which is which and then use a phone randomizer app that can give me five numbers from one to six without repeats. I then pull the cards in that sequence, resulting in a fully shuffled deck.

Reply: Aeon's End:: Variants:: Re: Role them bones or grab that sack variants...

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by TakeWalker

I have to imagine drawing from a bag is much simpler than constantly shuffling a tiny deck of cards, yeah. :)

(I've only ever played digitally, so what do I know? :B)

Reply: Kanban EV:: News:: Re: Kickstarter coming...

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by Kelanen

I really don't care about our carbon footprint or the environmental factors. I am interested in a more polished version of a great game however.

It can be rethemed to be about building coal-powered milk floats for all I care...

Reply: Roll for the Galaxy:: Rules:: Re: Advanced Logistics question

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by B Factor

Tom Lehmann wrote:

You still add any developers you had assigned to Develop to the remaining [BGCOLOR=#FFFF00]die[/BGCOLOR]. At the end of Develop, return all unused developers on an empty stack to the cup normally.

I'm tempted to preface this with "not to be pedantic", but actually I do want to be pedantic because this is a rule question. :)

For the word that I highlighted in the quote, I believe that you meant to write "tile" instead of "die".

While I'm here, I'll say thanks as always to you for your ever-prompt support of your games—it's made you one of the designers whom I respect highly.

Reply: Age of Conan: The Strategy Board Game:: Rules:: Re: What's the best way to teach this game?


Reply: Aeon's End: Legacy:: General:: Re: Chapter One Spoilers General Discussion Thread

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by jsdougan

We took the bending beam and the Geophage, replacing Gravity Node and the Ethereal Fist. (Because there are still the instructions about keeping the relative makeup of the supply fixed, it was easier to reconstruct here.)

And my gaming partner and I took the same starter cards that wpflug13 did - I'm focusing somebody's breach; she's got money for buying a spell. What I'm hoping is that when I can upgrade it again, I can add a money to my spell so that I can also pick up a Neural Wreath on turn 1 instead of needing to wait for turn 2.

Reply: Aeon's End: Legacy:: General:: Re: Chapter Two Spoilers General Discussion Thread

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by jsdougan

Granted that I might have a different printing, my Breach IV stickers were just fine.

I've taken the Gravehold damage ability for my "main" mage (I'm playing with a friend, and though we're only using one character each, we're building two each as we go), with the "allies draw 2 cards" for the other one. That decision was fueled by us ending with Gravehold at life such that a villain turn before her last turn would have lost us the match. We played all of chapters 1-3 over the weekend, and I definitely used my charge ability then.

She picked up the "cast all the spells" ability for her main character, and the moneybags ability for her alternate.

Reply: Aeon's End: Legacy:: General:: Re: Incredibly frustrated (LONG READ: venting, and spoilers inside regarding most chapters)

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by abredon

Wow, you really made it hard on yourselves:
1. you got rid of the 4 aether relic that focuses a breach and preps a spell, AND the 5 aether spell that does extra damage in Breach 3. This is, frankly, an overpowered combo. (And would have been even more overpowered with your economy mages equipment triggering off focusing/opening breaches)
2. Neither of you took the equipment that allows you to discard a card in hand to do 1 damage.
3. You let your damage mage get 5 flawed crystals. Your economy mage should have taken more - an economy mage will buy more gems.

Reply: Aeon's End: The New Age:: Rules:: Re: Echo clarification

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by wpflug13

Razoupaf wrote:

If Aether Conduit isn't discarded after the first cast then you would gain 4 aether, two of which can only be used to gain cards, yes, because you've cast two spells from that breach.


Both instances of Echo spells actually take advantage of the bonus from a conduit that is discarded on cast. You cast an echo spell once. You resolve the casting effects twice. This is one of the only instances where that distinction matters.

Reply: Aeon's End:: Variants:: Re: Role them bones or grab that sack variants...

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by abredon

TakeWalker wrote:

I have to imagine drawing from a bag is much simpler than constantly shuffling a tiny deck of cards, yeah. :)

It is only easier until you have to manipulate turn order.

Reply: Gandhi: The Decolonization of British India, 1917 – 1947:: Rules:: Re: Some dubdt

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by FabioZanon

cowen897 wrote:

1) a strike in a railway prevents sweep but don't prevent garrison

a strike prohibits the Raj from using a railroad. Since sweep only allows you to use an adjacent railroad, you would only be using one for that action. A strike on the railroad would mean you wouldn't be able to use it, however, you can still sweep the old fashion way of "walking" into the adjacent area.


Yes. I know that sweep can't use a railroad. "..onto adjacent Railways without strike markers.." 3.2.3
The question is for GARRISON. In the garrison operation explication, there is no mention at the strike marker. "..move..cubes along a chain of adjacent Railways and Cities, then if desired into adjacent spaces with Raj Control. Stop at active adversaries...". No mention. So i suppos that that chain can include Railways with strike.
The 1.12 don't say nothing about this issue. In the 3.2.2 of the rulebook, we ccan read: "Moving cubes must stop at any active adversaries and may not exit Protest spaces". No mention about strike marker.
So i think that the rulebook is quite clear: we can garrison also throught a railroad with strike marker. Only active adversari stop our Garrison.
But i think is quite rare. For this i ask.
But i need to know in what part of the rulebook we can read that "strike prohibits the Raj from using a railroad". Thanks.

Reply: Vindication:: Rules:: Re: Solo Rules tweak (No expansion required!)

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by imbaba

What happens if you move to a starting location which has only 2 adiacent tiles?

Thread: Inis: Seasons of Inis:: Rules:: The King and the Land

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by spazard1

For the second power of The King and the Land, can you still gain a deed if you don't have a territory advantage card? The wording on the card doesn't seem to indicate that gaining a deed requires you to have had an advantage card.

Reply: Roll for the Galaxy:: Rules:: Re: Advanced Logistics question

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by Tom Lehmann

B Factor wrote:

Tom Lehmann wrote:

You still add any developers you had assigned to Develop to the remaining [BGCOLOR=#FFFF00]die[/BGCOLOR]. At the end of Develop, return all unused developers on an empty stack to the cup normally.

For the word that I highlighted in the quote, I believe that you meant to write "tile" instead of "die".

Nope. I'm responding to a specific scenario (see the full quote), where a single die is left after a development placed by an explore power is completed at the start of Develop. The question being asked is what happens to that die, especially if there are no more tiles on the construction stack?

In the general case, developers are placed on top of the develop construction stack (which may or may not contain any tiles).

While I'm here, I'll say thanks as always to you for your ever-prompt support of your games—it's made you one of the designers whom I respect highly.

Thanks for your kind words.

New Image for Twilight Imperium (Fourth Edition)

Reply: Batman: Gotham City Chronicles:: Rules:: Re: Martial Arts ability

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by Johnnymaxx

I believe that your "quick question" is "how does Martial Arts work?", and then you are giving your 2 interpretations of it, right?

If this is the case, your number 2 is the correct answer. I'm not sure what FAQ are you looking at, but from your description it seems you were getting confused between Martial Arts and the Electricity/Poison skill, because the Electricity/Poison skill works almost like what you are saying in your option 1, but the automatic wound is appled after your success are compared with the enemy's defense and then if it would deal at least one wound, it would deal extra wounds because of the Electricity/Poison.

Reply: Kanban: Driver's Edition:: Rules:: Re: 2 player movement

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by Chango

Nate Dorward wrote:

Chango wrote:


In two players sessions, always act as if each meeple occupy both spaces per station (preventing timing misunderstandings).

I think there's a misunderstanding here. Two players are free to occupy the two stations in a department, just as in the 3 player or 4 player game.

However, NEITHER player may move to the department where Sandra currently is. (But Sandra's movements are not restricted.)

That's the only movement restriction that varies between 2-player and 3/4-player games.

I did misunderstand OP question, but not my assertion because I assumed he applied an unofficial variant I also use to restrict 2 players sessions simulating like so more players (same as other games do). Without that in consideration, OP question is extrange.
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