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Thread: Spire's End:: Rules:: The Outsider chant?

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by Ninja_Bob

Chant effect has the "another turn" icon for 7-8 with no other text.

What are you doing for another turn in this case? Do you choose an existing effect?

You choose to take an action that gives a status effect and attempt to chant (for your Recoup) to make it last longer?

Thread: Switching Gears (fan expansion for T.I.M.E Stories):: General:: US copy "Send it to the next person" available for sign up

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by stephaniepa

This thread is for those in the US signing up for a "send it to the next person" copy of Switching Gears (fan expansion for T.I.M.E Stories) by [user=stephaniepa].

I have a copy that I’d like to share via a “pay it forward” system to anyone interested in playing it.
It is professionally printed in full color.
This is a copy with the graphics by REBEL (not the original graphics).

So the rules are:

- Keep it for no more than 4-6 weeks.
- You pay to ship it to the next person in line (or back to me). It should fit in a small USPS flat rate box ($7-8).
- Return to this thread and post when you've shipped it to the next person.

Post below if you'd like to be added to the list. And if you are next in line you can geekmail your address to the current holder.

I'll update the list on this original post as much as possible, but otherwise feel free to send a friendly geekmail to the current holder if you are next in line and wondering about status.

Thanks and have fun!

Current Holder:
[user=stephaniepa][/user]

Line:
Open. Post at the bottom of the thread to be added.

Reply: Spire's End:: Rules:: Re: The Outsider chant?

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by Greg F

If the turn duration symbol is listed, that means it happens to the chosen target on their next turn. If no turn duration is listed it happens that moment.

Reply: Spire's End:: Rules:: Re: The Outsider chant?

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by Ninja_Bob

"But duration of what?" is what I was about to type.

I see now.

The Outsider's second Recoup ability is called "Chant" and "Chant" is listed on the Positive Effects Glossary. That's a little confusing since not all are listed like that. For example, my other ally is The Endrake. Their second Recoup ability is "Highjinks." Highjinks is just he name of the ability and references the abilities below (and is there is no status called "Highjinks."

Simple once you learn it once. A little weird while learning it.

Reply: Spire's End:: Rules:: Re: The Outsider chant?

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by Greg F

HIghjinks is unique in that way due to the fact that it covers a number of effects. I revised my answer above, check it out.

Reply: Switching Gears (fan expansion for T.I.M.E Stories):: General:: Re: US copy "Send it to the next person" available for sign up

File: Pocket Dungeon:: Pocket Dungeon 2.0 PocketMod Adventure Sheets

File: Battle of LITS:: Lits Program with AI


Reply: Spire's End:: Rules:: Re: The Outsider chant?

Reply: Crescent City Cargo:: General:: Re: Vs Captains of the Gulf?

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by vanquish7

Thanks Chris, I’ve bought too many games recently so might just wait for the reprint Stronghold is putting out down the line.

Reply: Spire's End:: Rules:: Re: Rest clarification

Thread: Maquis:: Rules:: “Workers left on locations for multiple days...”

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by rholford

This line on page 4 really confused me because I have read the designer saying all workers must be returned to the safe house at the end of the day or get arrested and removed from the game if they are blocked.

So I reread the rules and saw that it is only ‘activated’ workers that have to do this. Does this mean if I have a worker who gets blocked I can chose not to ‘activate’ him that turn and that will prevent him having to try and return to the safe house/get arrested.

Also I realised that a worker on a space with no actions (like Pont du Nord) have nothing to be ‘activated’ for - does this mean one placed there they remain in place until either they are arrested or the game ends?

Some clarification of this would be really helpful.

Thanks
R

Reply: Spire's End:: General:: Re: 3D-printed insert

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by Ontaru

Is there a way the model could be split in half? My print bed is too small.

Reply: Crescent City Cargo:: General:: Re: Vs Captains of the Gulf?

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by Tallman

Who said anything about purchasing lol I'm a trader at heart. Lol. But I completely understand sir.

Reply: Orchard: A 9 card solitaire game:: Organized Play:: Re: Orchard Solo Challenge: September 2020


New Video for Four against the Great Old Ones

Reply: Barbarossa Fast, Jun-Dec41:: Sessions:: Re: Playtest and other games.

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by LouCoatney

So it's 2:30 AM here, so what did I decide to do an hour ago? ?? 🙄

This time, after 39. PzKps helped out AGN taking Dvinsk I routed it back into AGC - no more of this sideshow nonsense! - so that ultimately I could have 3 stacks of 4 factors each - 1 army and 2 pzkps - against Moscow from its 3 neighbor cities, immune to Russian counterattacks, since the Russians have to have MORE known factors or unknown units attacking a German held position, to be able/triggered to attack.

I decided to do the faster random Bell Curve Russian unit selection, so setup took about 10 minutes and the game itself 50, and when I started attacking I ran into one Weak Russian unit after another, EXCEPT at Slutsk where 2. LuftFlotte FAILED even with its Surprise/1st turn bonus and BOTH Russian units turned out to be Strong. Since I had blindly ordered a Blitzkrieg attack - blindly, since no air assistance - their 2 factors were doubled, so I had to withdraw 4. Army and 2 pzkps back to AGC base, and only 24. PzKps was left to occupy Slutsk ... and any Blitzkrieg it might attempt would fail, since its 1 hit would be absorbed by the (Minsk) position.
(4. Army and the 3 pzkps were 5 hits which equaled the position's initial/defensive 1 hit absorption and the 2 hits each to eliminate the Strong units.)

This enabled the Bialystok Pocket to escape to Smolensk via Minsk. 😐

Elsewhere, things were going well, with all the Weak Russian units turning up, and I Kiev in July and both Smolensk and Mozhaisk (with a 2. LuftFlotte-aided Blitzkrieg attack through minimally held Smolensk) in August, automatically bringing in the Siberians in in August. (And for the FIRST time, the Japanese did right then invade in the Far East, but that's just for historical trivia in this game - not detracting from Russian replacements.)

October was a "turd 2" on the weather die roll and thus a normal Mud.

Without 39. PzKps the Siege of Leningrad was drawn out, but it finally fell in Hard Frost/Good weather November, thanks to 1. LuftFlotte doing its bit. Rostov also fell in November, so its 3 pzkps could not be deployed north in time to help against Moscow.

The Battle of Moscow went on for the last 3 turns and Moscow survived by only **1 hit** - only 1. Guards Kavalry Korps surviving to hold it!

In the Russian phase of the 2nd turn, I had (2-factor/hit) 9. Army alone on Podolsk WNW of Smolensk, and *3* Russian units already on Smolensk were thus triggered to attack attack it. They were revealed to be only 1 Strong and 2 Weak Russian units. The Strong unit could absorb 1 hit and withdraw - Disrupted - back to Smolensk (still getting its 1 hit firing factor when later attacked) - but 1 of the Weak units had to be eliminated, since 1 hit eliminates them, which I forgot. Could 1 Weak unit less have made the difference later at Moscow??

This game is VERY "cumulative." It mercilessly teaches that mistakes made early in the campaign can catch up decisively in the final turns. Anyway, ...

So time to count up the Weak Russian units, and there were an extreme *15*!, driving up my victory point requirement 2 points to 9! I had 6 points for Leningrad and Rostov and Smolensk and Kiev, and if I HAD taken Moscow, that would have given me the necessary 9.

By the way, one thing I did early was Blitzkrieg out into weakly defended Russian positions, and early in the game the Russians need to then cover adjacent positions with replacements, which greatly thins the Russian line. This helped contribute to Smolensk and Kiev falling so soon.

I think the game is balanced now ... but I may be wrong and look forward to others' findings.

Reply: Los Mapas del Reino:: Rules:: Re: Modo Solitario / Solo Mode

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by lacueva

En qué consiste un turno en solitario? A: ¿En el tiro inicial + el tiro de los 2 dados restantes? ó B: El tiro inicial es un turno, y el tiro de los dos dados restantes es otro turno? Por la regla de cómo dibujar en un turno (El primer territorio de cada turno debe dibujarse conectando con al
menos un territorio dibujado previamente, el resto deben dibujarse agrupados....) Si fuera A, en el segundo tiro se tendrían que dibujar los terrenos pegados a los del primer dado, y si fuera B, sólo ocuparían estar conectados a otros territorios y no a los dibujados en el primer dado.

Reply: Spire's End:: General:: Re: Instruction Deck?

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by karategeek6

Instruction deck for me was at the bottom of the story deck with the ally cards.

This confused the heck out of me at first, I didn't realize the big cards were essentially three decks stacked on top of each other: story deck, instruction deck, ally cards.

Reply: Maquis:: Rules:: Re: “Workers left on locations for multiple days...”

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by KT_Cobra

From what I recall, activated means that you're putting them in a location. So, basically, if you send them to a location and they cannot get back, they're arrested. You cannot "choose" or "choose not to" activate them. You simply have the choice to either send them somewhere or not, and if you do and they get blocked, then you lose them.
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