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Reply: Robinson Crusoe: Adventures on the Cursed Island:: Rules:: Re: Sacred Bell / Dark Temple combo actions

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by smmckit

King_spadez wrote:

I may have found the answer on page 14 of the rulebook:
During the Action Phase, some card effects may change the state of the game. However, Actions are resolved as initially planned, and changes only apply after the current Action Phase.

If Card effects that affect the state of the game are delayed (until after the Action phase), then it seems that the Build effects should follow the same ruling.



Does this also mean that tokens such as '-1 worker' or 're-roll success' would also be in effect for all actions taken if it were there when the action phase started? Mostly I'm wondering because those are phrased as applying to the next action and are then discarded.

(I'd been playing the fog rule incorrectly and figured that since building came before Gathering and Exploring that I could clear the fog before resolving the other actions. The quote from the rulebook makes sense though, since actions are more-or-less occurring simultaneously.)

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventorys diary: New card idea - old salt (206 d)

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventors diary: New occupation card stacks

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by aviator13

Hmm so for the 4th column I assume you can only draw a card if you have none. Would this also follow the rules of 2? And how would the rule of 2 work for the spots where you can draw multiple cards for 1 action

Reply: A Feast for Odin: The Norwegians:: Reviews:: Re: Norwegians, First Impressions: Breathing New Life into Odin

Reply: Gaia Project:: Rules:: Re: About picking up tech tiles

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by Jack Spirio

You can always pick all base techs (but just once each) and for advanced techs there is no stack

With aGoT airing [no spoilers] - which Board Game scratches your negotiations itch?

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by Luca Vichi

With the new Game of Thrones season airing everywhere, my dudes-on-a-map/Negotiation itch has come out once more (as it wasn’t enough already). And what board game am I gonna use to scratch it?
What board game are you gonna use to scratch that persistent negotiation itch? I mean, not physically using the board game BOX to scratch your itches, but... you know what I mean I guess!!:D

No suggestion could come more natural than the original and official Board Game: a Game of Thrones



As I explained in this Epic Comparison here on BGG (go ahead and read it if you dare) the game's mechanics make me long for more. Some suggested to expand the experience with the new Expansion: Mother of Dragons. I haven’t had the chance to get the expansion yet, and I feel bad for this - rly. BUT for those of you who played the expansion: do you think the expansion adds something meaningful to the whole negotiation feel?

Next let me go ahead with the 2 Medieval-themed games that I love most: Fief and Warrior Knights



Both allow for fierce negotiations and bribery, yet they scratch a slightly different itch. While Warrior Knights keeps the negotiations tight from beginning to the end - since there’s no shared victory; Fief allows for partnership as well, letting a team of 2 look for victory together, thus you’ll find yourself strictly cooperating with someone (and maybe betraying that same person later?).

In WK you can slightly “predict” who’s gonna win, since VPs are gathered at the end of each turn, and nobody can take a VP away from you once you’ve gathered it.

In Fief you need to get to 3VPs by holding on to Strongholds or to Noble/Religious Titles. These can be lost if you don’t plan carefully, or if something bad happens. You really can’t plan everything ahead, but that’s the RPG nature of the game. And I’m loving it.

Fief embodies so well the aGoT lore that the fellow M0ebius made a wonderful Fan implementation: a Song of Ice and Fief that requires Fief's base game to be played.

Also Asyncron just announced their new Fief France Edition Kickstarter project for May the 1st (with exclusive Miniatures, a new board, new coins and other stuff). You can find here the announcement from Asyncron , leading to the KS preview page.



Two other great medieval titles are Wars of the Roses and Pax Renaissance.
These do not force you into negotiations as the others, but provide very strong opportunities of manipulation and to show your cunning. And when things go the right way, you’ll feel deeply satisfied.



Wars of the Roses leans on the German side and is mostly based on foretelling what your opponents are about to do: will they try to bribe my lord? I’ve got to prevent this. Will they invade this region, or will they attack this stronghold? I’ve got to move my lords away from there and then defend this point.

Pax Renaissance is more subtle and opaque and amazingly intricate. Even if it’s approach is more abstract is manages to be a thematic game. Pull the string of the medieval society and become the new World’s dominant family and plase just read my review on BGG here :D

Sadly these two gems are out of print (EN version) but you should easily get by with the foreign versions.

Moving some thousand years further from the Medieval age we have 2 masterpieces: TI and Dune (with Rex being a re-implementation of Dune in the TI universe).




TI is the well-known space opera par-excellence. A meaty (to say the least) game that allows for endless negotiations, strategizing, and partnerships. The recent inclusion of rules for Promissory Cards, and binding/unbinding deals rules of the 4th implementation of the game may seem a small addition, but actually makes me like the game even more. It’s good to have some new mechanics that incentive deals-making and negotiations.

Dune (Rex) is one-of-a-kind asymmetric negotiation game which takes ages to be properly mastered. To excel you need to know the many races strengths and weaknesses, but most of all you need to know when to take advantage of them. Those asymmetries may seem to imbalance the game, but once you can recognize the situation to properly use your (and your opponents’) rule-breaking abilities, you’ll see the game moves on like an expert tightrope walker.
It’s the first negotiation game I fell in love with and it will stay in my heart forever.

Dune is getting a long-awaited reprint officially announced probably with the cool Ilya artwork: find here the BGG discussion and here the first announcement.


In the end I’m letting in the list also the well-received Rising Sun. That’s not a game I’d recommend for the sake of negotiations alone, but it has dudes on a map and “some” rules for negotiations - and I also see why people love it. I think this can be approached on a slightly more random game night (mind this: I’m still talking about my itch for negotiations). While I would skip it if I wanted some more serious bribing on my table.



So my questions to you now are:
what’s the game that best matches your aGoT negotiations itch? Is it the official game or one of the other excellent games we talked about?

Or maybe you’ve got your own hidden pearl to have us discover?

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventors diary: New interactive card - passenger (03 i)

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by aviator13

Hey Gernot just wanted to check this card should be green as well right?

Reply: Gaia Project:: Rules:: Re: About picking up tech tiles

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by bullno1

artanisace wrote:

Hi guys! When you are eligible to pick up a tech tile, do you pick up the one that is on the top or you can choose from the pile (knowing the piles you're allowed to choose from). So basically, it's like in Terra Mystica? Thanks! :)


I just realize my mistake today. Each pile has identical tiles. They are not randomized.

Reply: A Feast for Odin: The Norwegians:: Strategy:: Re: In-depth Review of Artisan Sheds

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by NorthernPolarity

Nice write up in general! I definitely learned some things, including the nicer Mason's Shed opening that I didn't consider before.

Had a few comments where your strategy seems to differ considerably from mine, at least in solo mode:
1. Using game meat in a shed seems really off to me. Even though this does efficiently fill up some sheds, using game meat early game on a shed just feels like way too big of a commitment, since the alternative of upgrading the game meat + developing your homeboard / first island just seems way better. Game meat is large enough that upgrading it is very efficient. Sheds are better filled with tiles that cannot be easily converted into homeboard/island tiles, so this feels wasteful.

2. Your builds try to fill up the entire shed, which while generally good, in some cases isn't necessary. Consider Mason's Shed, where the top right corner does not need to be filled to get any of its bonuses. While you do want to fill this in eventually, you can always just spend a silver in the final round, and instead spend less resources to initially filling it, allowing you to use your actions elsewhere. In particular, what this lets you do is use fish, flax, peas to get the 1 silver income, and then use the 1 silver income to immediately get the beans bonus. While using 1 silver isn't ideal, this lets you commit only part of a fishing action to fill this shed rather than a last row action, allowing you to perhaps spend the last row action doing something else.

3. Upgrading things to fill in sheds seems sketchy: I'd have to think about if theres a better way to fill in hunting lodge, but each upgrade action is worth at least half an action in solo mode for the norwegians, and that becomes inefficient enough for me to seriously consider if it's worth it.

4. Suggesting 2V for the 2nd market spot for Beekeeper seems not great: that spot is very inefficient: I'd recommend also suggesting fishing for that spot: feeding your ppl with fish + flax is good with that opening.

5. Using the green tile on armory scares me as well. There's probably something better you can do to fill that in.

6. Hermit's Hut: Fishing should also do the trick here: that lets you use a fish + peas instead of the game meat (which again, I strongly disapprove of).

Reply: A Feast for Odin:: News:: Re: Another mini-expansion planned for 2019

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by NorthernPolarity

Gernial wrote:

Tests work well.
It is still not decided which new occupation card rule will come.
You will find them here:
https://www.boardgamegeek.com/thread/2161576/inventors-diary...
https://www.boardgamegeek.com/thread/2161641/inventors-diary...
https://www.boardgamegeek.com/thread/2161551/inventors-diary...
Another aspect will be to get some start stuff especially in a six round game. One thing will be an already built artisan shed. This works well and feedback was positive.
Next I will test to force people using an early island by giving them one at the start.
If you want to test it and give me some feedback, please use the 6 round game (with Norwegian expansion islands - also Lofoten from the mini expansion are possible to use). You also get a whaling boat at the start and two hacksilver. A test without the harvest and the two ressource marker, that are planned, is still okay.


Have you considered solving this by just revamping the occupation deck entirely as opposed to introducing mechanics to filter the occupation cards that you draw? It seems like a big part of this problem is that a lot of the cards in the current occupation deck are terrible and should always be discarded, so one way to fix this is to just not have terrible cards. I guess that would be a lot more design work / effort though since you'd need to revamp basically the majority of the orange cards in the deck, so the hybrid approach that you're taking of getting rid of a small number of cards + filtering might be better.

Reply: Gaia Project:: Strategy:: Re: Advancing research tracks in the opening

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by nimogoham

@Kester: The question I am trying to answer is, how correct such a claim (strong preference to econ and knowledge in the beginning) made by a member of our play group actually is. Just taking our games into account that claim is not so far stretched. And apparently it is not so easy to really counter his impression, that esp. econ is the track to go. Even if some points towards nav were already made here.

Normally I take the knowledge track with factions, which do not have other options to gain knowledge or climb research tracks or have inherent vp generations (eg. Gleens). This is esp. true for HH & Taklons, which are economically strong.

@David: I don't know how you got the impression, that I am not willing to accept, that advancing certain tracks is locked into factions. I wouldn't ask here, if I'd do this.

I am not sure, if I understand your remarks regarding the 4c tile. Grabbing that tile and doing a mine spree all in the 1st round seems with most factions either difficult or pointless (Geodens). I could see this only working with Ambas.

Gleens: TBH, I've never played it. Others in our group have played it with mixed results. Indeed they can have the most impressive starts, but fall short esp. in the research area.

Terrans I wouldn't take if it is not likely, that I get the two token income tile. Nevlas opening is similar to Firaks: 1st turn RL, 2nd turn PI, always pushing econ. Difference: with Firkas the 1c1k tile should align with the econ track, with Nevlas the 4pw tile (as you pointed out).

With Taklons IMHO you have to identify the sweet spots on the map and build tall there, not wide. The problem with a Taklon mine spree is, that unlike in TM you get only 1 power even if multiple mines could participate in leeching. I once did the AC+X opening with them pushing knowledge hard and ended with 187 points (my fomer Taklon scores weren't that great simply because I didn't know how to play them).


So far I have learned in the discussion, that two factions (Gleens & Ambas - esp. with map tile 7) should consider an initial navigation bump. But I am still under the impression, that most (too many?) factions want to econ early on.

Thread: Agricola: World Championship Deck – 2011:: General:: Print & Play?

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by RyanH

Hi,

I'm searching for this (and other) decks for Agricola, as my gaming group has recently had a resurgence of Agricola obsession. (side note: it's amazing how good the game still is even after playing it hundreds of times). It seems nigh-impossible to buy this deck at a reasonable price, and thus I was wondering if decently sized graphics exist for these cards online anywhere. I found them here: http://play-agricola.com/Agricola/Board18/allcardsg2.php?s=c..., however they are quite low resolution. Does anyone know of a source for higher quality images of the cards? It seems that this was fan-made so I'm hoping it exists and there are not legal issues here.

Reply: Gaia Project:: Strategy:: Re: Advancing research tracks in the opening

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by PROJ

Nav openings can be strong for basically any faction that has good map placement for it. If you can get at least 4 mines, it sets you up more nicely for early feds, scoring, and map positioning, even if the economic benefit is slightly less than econ.

Ultimately, if you spend tech bumps on econ (or any track), but can't leverage the advanced tech/level 5 into points and lose tempo on other tracks, it means econ was probably a bad choice. With Knowledge this danger is especially common because you can cede a lot of territory and fall behind in tempo on federation forming while other players grab the most valuable advanced techs.

I think your ideas are a little too rigid on how factions should go up tracks. A lot of factions can be played in a variety of ways which is heavily dependent on the setup. But if too many people are going up econ or research early on, they can and should lose out on valuable advanced techs on other tracks against good players, as well as map control on the board. Econ is just a very generically strong opening, and I don't think there's anything wrong with that, but I don't think most factions in most games should start by going up econ.

Reply: Gaia Project:: Strategy:: Re: Advancing research tracks in the opening

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by Limitless333

PROJ wrote:

Nav openings can be strong for basically any faction that has good map placement for it. If you can get at least 4 mines, it sets you up more nicely for early feds, scoring, and map positioning, even if the economic benefit is slightly less than econ.

Ultimately, if you spend tech bumps on econ (or any track), but can't leverage the advanced tech/level 5 into points and lose tempo on other tracks, it means econ was probably a bad choice. With Knowledge this danger is especially common because you can cede a lot of territory and fall behind in tempo on federation forming while other players grab the most valuable advanced techs.

I think your ideas are a little too rigid on how factions should go up tracks. A lot of factions can be played in a variety of ways which is heavily dependent on the setup. But if too many people are going up econ or research early on, they can and should lose out on valuable advanced techs on other tracks against good players, as well as map control on the board. Econ is just a very generically strong opening, and I don't think there's anything wrong with that, but I don't think most factions in most games should start by going up econ.


This is right. The more players who start moving up one track the more competition there will be for that top spot and advance tech. This makes going up that track less valuable the more people who are competing on that track.

Reply: Robinson Crusoe: Adventures on the Cursed Island:: Variants:: Re: Has anyone come up with a variant rule set that makes this more of a family-weighted game?

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by josb0513

Can anyone recommend Robinson Crusoe like the game for me and my wife? I love the theme but am very hesitant to play it due to it's duration time plus complexity. We tend to like 1 hr ish games with complexity ranging between 2-3. We loved all Pandemic Season 1&2 and looking for a new coop to tackle together. Thanks in advance.

ps. someone else mentioned "Discovery: Lands Unknown" but the review didn't seem that good.

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventors diary: Thinning out occupation cards - Write your own proposition-list

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by aviator13

Hmm, this is an interesting thought, would the idea still be to keep an A,B,C deck?

Reply: Robinson Crusoe: Adventures on the Cursed Island:: Variants:: Re: Has anyone come up with a variant rule set that makes this more of a family-weighted game?

New Image for Carcassonne: Safari

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventors diary: Thinning out occupation cards - Write your own proposition-list

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by aviator13

Hadn't really thought it that way, but you're right the yellow and green cards on paper seem to be better since it doesn't matter when you draw them. But if you draw a blue or orange card late game, seems to pretty bad. Though the multiple decks for early, mid, late game that gernot talked about elsewhere could help alleviate this (where oranges only appear in early and maybe mid game)

Thread: Targi:: General:: Targi Playmat from Amazon

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by wetwillyccma

I just received my playmat today. Thanks to Froham3 in the files section https://www.boardgamegeek.com/filepage/179775/targi-playmat-...
I ordered through Amazon. https://www.amazon.com/Personalized-Custom-Playmat-STITCHED-...
Only $16. Turned out wonderful. The only thing is I wish they had lowered the image down an 1/8 inch. The card size is perfect.



The figures are ones I am making out of Sculpey Primo!. I need to finish the 2 white ones. I need to wrap very thin long pieces around their head. Then mount them on the bases. It's been a project of love. Now I will have a tricked out game.
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