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Reply: BattleCON: War of Indines:: General:: Re: Making BattleCON group compatible

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by dinobottm2

Mires wrote:


3. The guy I did play with a few times is an overthinker like myself, so we tend to stop after a single duel because our brains are burnt out and the duel felt like it took way too long.


My personal "official" house-rule: timers. Do it like chess: if your timer ends, you lose, no matter how the game was doing. You can get cool timers on your cellphone for free. Just try and avoid actual Chess Clocks, because they always stop one timer while the other runs and you need both of them to run together when the AP is at it worse: when choosing your cards.

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Reply: BattleCON: War of Indines:: General:: Re: Making BattleCON group compatible

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by Mires

Khift wrote:

I keep a to-go box packed with all the basics and all the things I need to teach a new player.

And what exactly do you consider those basics to be? I'm not too good at paring down a game I'm not too familiar with myself.

Magius wrote:

First, with what you have, you can use the EX and Almighty bases (at least, I think a set of those are included in the War Remastered set...) to create a 1V2 or 1V3 game, respectively. Alternatively, you can run a 2V2 game with the standard bases.

Remastered has none of these. No EX bases, no Almighty bases, not even 2V2 rules. There's only Tag mode and that just means that two players are just watching at any time anyway. It doesn't even have enough cards for the 3V3 Tag mentioned in the rules.

dinobottm2 wrote:

Do it like chess

I do not know how competitive chess does it, so I have no idea whether you're talking about a per turn limit or per duel limit or per match limit or how much time to allocate.

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Reply: 404: Law Not Found:: News:: Re: 404 on sale now

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by x_equals_speed

I always intended those pdfs to go into the shop, but we never got around to it. If you drop me a message at greg@3dtotal.com we can probably get something sorted out via paypal.

Reply: BattleCON: War of Indines:: General:: Re: Making BattleCON group compatible

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by grasa_total

If both of you want the game to go faster, I recommend a 60-second timer for each beat. (And 30 seconds for ante decisions, when relevant.) If you run out of time, your style and base for this beat are picked randomly from your hand.

You'll both make a lot more mistakes, and you have to be okay with that. I like playing this way, but my most frequent opponent doesn't, so we rarely do it.

My Kickstarter History

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by Mat Thomsen

Here is a new list that details every project I have backed on Kickstarter and what became of them.

I would love to hear from those of you who also backed the games on this list.

Kickstarter - My Full History

Thanks for reading!

Thread: Star Trek: The Dice Game:: Rules:: Multiple things on (M) actions.

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by Nickydude

A couple of Mission cards have a couple of things for the (M) action. I.e:

---------------------------------------------------
Deliver Emergency Supplies
(M) Draw Event.
If Sickbay is empty, move 1 Crew Dice from Quarters to Sickbay
---------------------------------------------------

Do both of these take effect every M turn?

Reply: Star Trek: The Dice Game:: Rules:: Re: Multiple things on (M) actions.

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by carlwhite

Yes, which makes it one of the nastier missions, even though it is only four stages.

Funnily enough I've just this second completed that mission.

Note that the Event card Explosive Decompression also has two actions, but only the 1 Hull Damage triggers every turn, as it follows the M symbol. The "1 Active Crew Dice to Sick Bay" only triggers when the card is first played, because it precedes the M symbol.

Reply: Star Trek: The Dice Game:: Rules:: Re: Multiple things on (M) actions.

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Reply: Decktet:: Variants:: Re: Slightly weird idea for a real-time Decktet trading/deduction game

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by jwarrend

BozoDel wrote:

Overall, it seems very interesting. But I would ditch the calamities. If you use all pawns and courts as calamities, it's going to be too much. If you use just one of them, then nobody will want to trade with whoever has the calamity. Besides, there's already a lot going on.


Yes, that's one of the things that one always struggles with the Decktet: it just doesn't have that many cards, especially in cases like this where the Aces and Crowns are doing something else. In this game it's an advantage because it's a "one card is missing" deduction game so the small deck gives you a better chance of figuring out what that one card is. But adding 8 calamity cards on top of 23 is certainly a lot of noise to throw into the system. I like the idea of it, but yeah, it might not be necessary or interesting in practice. If a lot of trades end up as players shuttling calamities around, it's just boring and clutters up what's supposed to be the interesting part.

One thought I just had: it could be that calamities can be (or maybe, can only be) included as a second card in a trade, to sweeten or sour a trade. As in, "hey, I'll give you a 3 for that 9. And, I'll accept a calamity along with the 9). On the other hand, want to keep the trades light and brisk; we don't want players over-thinking them, just want to hit the trade and move on to the next one.

The nice thing about the game being only 5 minutes is that it's easy to try it a few ways and see which works better!

Session: Three Famous Battles:: First session of Waterloo (The Emperor Strikes back)

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by m0rtaar

My wife took the Anglo-Allied and Prussian armies, and I took the forces of The Ogre Napoleon.

This was our setup and first moves


I decided as the French that I wanted to hit her right flank hard to try and roll up the English line before the Prussians arrive. My victory criteria: Either destroy 4 English or destroy 3 Prussian... or destroy 3 English AND 2 Prussian.

Time to go after the English arrrh


My wife put up a good fight and created a line 90 degrees to her original line. And... the Prussians arrive ahead of schedule! Still... French losses re low so far. I needed to get some hard fights in before the Prussians became a problem.


I now went all-out to kill Engish-Allied units... I only needed 1 now! And, I got the roll. Bonaparte changes the world, The 7th Coalition fails. French empire under Napoleon stays.


It's a very simple game system, but I quite like it for quick wargames. And the chrome, as it is, works for this genre!
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Reply: Secret Hitler:: Variants:: Re: Interesting Policies

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by dannte

Lancer4321 wrote:

m0rgana wrote:

Alternatively, Liberal policies sometimes give the Liberals a disadvantage.


Although it's subtle, this effect to some degree already exists as well. In the early game it's fairly common for Fascists (and Hitler in particular) to deliberately pass a Liberal policy as a means of "confirming" their (faux) Liberal alliegance. And, of course, the Fascists can use this tendency as an opportunity to sow discord and suspicion whenever a legitimate Liberal government passes a Liberal agenda (e.g. "Oh, that was such an obvious sham...") So, given the right circumstances and personalities, passage of a Liberal policy can easily be made disadvantageous for the Liberals.


And another very subtle disadvantage: you start the game with liberal vs fascist policies in 6:11 ratio. If you enact 3 liberal policies, you end up with 3:11 ratio (twice lower). It's also somewhat disadvantageous.

EDIT: But I would still like to hear about your variant.

New Image for Paper 'Mech

Reply: Spell Saga:: Rules:: Re: Prelude Deck

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by hbarton

Ok thanks, I am getting it - slowly! I didn't realise how much of the game is 'evolved' through card play. I kept reading the rule book looking for the rules, but the rule book is a guide to walk you into a game that is revealed through play - it's a neat conceit. I've one other question, that I will ask outside the forum to prevent spoilers. I like the world you have created here. Some really great writing too. Along with the fantastic artwork - this game really stands out. Thanks for the feedback so far and looking forward to see how the game develops when Spell Saga makes it through the door.
-Huw
there is one other card I am struggling with: 'potion pit'. What do you mean that a card is now a 'reflection' of any card in place pile with potion or mineral in the card name? That it is a positive reflection/mirrors or copies cards? What happens when it gets to the top of the deck - drawn again as per normal rules?

A conversation with Bruno Faidutti!

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by I will not rest until Biblios is in the Top 100. - Steve Oksieni

Folks, I say that we are a great podcast and I mean it. If you've stuck with us this far or are just joining us, then you are in for a treat. I've got the one and only Bruno Faidutti for the this week and next. You can hear me discuss all sorts of interesting topics with one of my favorite designers. Plus, this week we review Warehouse 51 from Passport Game Studios and Funforge.

As always, we are sponsored by the illustrious Game Surplus! Head over to www.gamesurplus.com for all your gaming needs, especially hard to find imports. Plus get the best customer service in the industry.

Have you checked out Aether Captains from MAGE Companyon Kickstarter? This bad boy is 200% funded! Get in on this for some great Kickstarter bonuses and fly the friendly (or unfriendly) skies.


Want to hear Cardboard Insanity's award winning* podcast? You can get it from the following places:

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Reply: Pocket Dungeon:: Variants:: Re: [Unofficial] "Blessed Warriors" and "Tome of Races" Expansions

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by Omega2064

Time well spent too. Been thinking of a retheme for Pocket Dungeon.

Reply: Star Trek: The Dice Game:: General:: Re: Laser cut dice!?!?!

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