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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

Was really hard to narrow things down to 20, but in general orange cards feel bad because they have to go down first and then you do the action. Blue cards are similar to orange, but if I know what it is, I can plan ahead of time to get the extra food or wood or w/e it is I'm exchanging then spend action near end of round or next round to take advantage

1A Peddler- Limited uses, and if you don't get it before first animal set or two, useless
5A Chief- You generally play this early, and if you are, why not just take 4 point tile, extra food worth more than 3-4 points saved
42b Steward- Usually people pick up shed near end of game, so pointless start card
76A Homecomer- Benefits other people besides you, hard to get more than 1 worker
88C Clerk- Overseas Trading very rarely taken, and don't like to bust out rules for diagonal upgrades
105B Knarr Builder- Since knarrs only cost 1 wood, seems quite bad
109B Master Counter- Only usable in 4 player game, and I don't see people going to that space multiple times a game
123C Oil Seller- Needed errata since one space is removed from game, so if not removed, should get new printing
124B Laborer- Hard to trigger and not worth going out of way to do so
126A Trapper- Requires succeeding to even get benefit
127b Angler- Requires succeeding to even get benefit
128A Digger- Requires succeeding to even get benefit
129b Meat Curer- Requires succeeding to even get benefit
130C Snare Specialist- Not sure it's really worth spending the snares to return worker
139C Loot Hunter- Especially after new tiles from expansions, the -1 is almost never applicable
150c Meat Buyer- Card is basically unplayable
159B Festive Hunter- Okayish card that's not great and slows down game and leaves things up to chance
161B Whaling Assistant- A lot of commitment for very little reward, which you then now have to use more actions to upgrade
162C Flax Farmer- A lot of commitment for very little reward
164A Armed Fighter- Very specific benefit that isn't always usable

I do understand why most of the Trapping cards you need to actually succeed, but now in the 4player game the 2V hunting game spot returns viking, so all those cards can work that way

Reply: Targi:: General:: Re: Targi Playmat from Amazon

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by SuperGLS

Pretty awesome! I really wanted to get that mat, then I realized I didn’t have anywhere good to store it.

The figures look great.

Reply: Targi:: General:: Re: Targi Playmat from Amazon

Reply: Palenque:: Rules:: Re: Help

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by iomio

iomio wrote:






Therefore this would be also illegal as increasing by 1 space is not possible because you cannot enclose the new space. Or am I wrong?

New Image for Camel Up

New Image for Camel Up

Reply: Hadara:: News:: Re: Release Date

Reply: Targi:: General:: Re: Targi Playmat from Amazon

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by kpalimegirl

The mat looks amazing -- thanks for posting the pics. And please post close-ups when you're finished with the figures. They look like they have some personality!

Is the mat made from neoprene rubber? (i.e.; does it stay flat?)

Reply: Targi:: General:: Re: Targi Playmat from Amazon

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by wetwillyccma

Thanks. Yes the mat is rubber but different. It lays flat also. Here is a picture of it and some close ups of the figures.


New Image for Targi

New Image for Targi

Reply: Palenque:: Rules:: Re: Help

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by ericamick2

iomio wrote:




Therefore this would be also illegal as increasing by 1 space is not possible because you cannot enclose the new space. Or am I wrong?


You are correct. The temple makes it impossible. Enclosing the green marker to the left of the yellow marker instead, on the other hand, is doable.

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

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by aviator13

Shoecrown wrote:


Icehouse

Obviously, the Icehouse lends itself towards whaling. Whale meat is a heavy price to pay, but I personally think it's worth it if leveraged early. If Lofoten is on the map, consider this a top priority, as the island builds well with oil and whaling pieces. Try 1V: 2Wood, 1V: Whaling Ship, 3V: whaling, 1V: Lofoten (Success: 4 Income + Oil; this is crazy good). If FAILED: 1V: Whatever, 1V: Whaling Boat + Lofoten. It's not bad to fail, as You have a higher chance of succeeding next turn with the extra spear and whaling boat. Keep in mind, this is one of the more situational openings that might not be as feasible in multiplayer games. You have to consider the potential for blocking moves and play accordingly. Also, Lofoten is an expansion map you may not have. Icehouse can still be good, but plan on building it round 2+ safely in most circumstances.


I might just be blind but how are you getting 4 income + oil T1? You seem to be 1 action short to acquire the artisan shed

Reply: Palenque:: Rules:: Re: Help

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by ericamick2

iomio wrote:

So here we go... How many wall move did we mess up?
The concept that trips up is how do we move them?
We understand they cannot be placed along a Temple.
But can they only move 1 space left/right/up/down? Or can they also rotate 90degrees as long as it only changes the overall size by 1 square?

You can move and add walls any way you wish as long as exactly one square is moved into another kingdom and no kingdom has less than two squares afterwards.

iomio wrote:


1AP move 1 wall, card does not have to match.

Wrong. You move one square to an adjacent kingdom. You can move or add as many walls as are required to do this.

iomio wrote:


Can you have multiple extra AP markers, as long as you only use one for each round?

Yes.

iomio wrote:


You start with 2 cards, then start your turn drawing one card. If for 2 rounds you use 2 cards (either to add a marker or to move a wall) then you will spend the rest of the game without any card in hand until the card that you draw at the beginning of your turn?
Therefore having the extra AP may be useless?
Because of this, our friends draw back up to 2 cards at the beginning of their turn.

You play only one card per turn. If you perform more than one action that relies on what the card shows in a turn, all such actions use the same card.

iomio wrote:


Can you exchange 2 markers that are near a Temple? are they locked in place if they are the same color than the Temple? Is it for orthogonally only or also diagonally?

Markers orthogonally adjacent to a temple may not be exchanged. The colors of the markers and temple are irrelevant.

iomio wrote:


in our version the rulebook says that if your Draw pile runs out, you end the game and score. The French translation states that if the Draw pile runs out, you do not score.

If a player draws the last card from the draw pile, the player plays a card as usual, then scoring occurs and the game is over.

New Image for Targi


Thread: At the Gates of Loyang:: General:: Starting position on the path of prosperity

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by biffta

Hi,
Ages since I played:
Do you start with your little wooden guy on the first space of the path of prosperity, or off the board until you score points?
Thanks
Mark

Reply: At the Gates of Loyang:: General:: Re: Starting position on the path of prosperity

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by Murr

On space 1

Page 2 of the rules:

1 Scoring token (place it at the bottom of the Path of Prosperity)

Also look at the picture showing set up, you'll see the scoring pawn on space 1.

Reply: At the Gates of Loyang:: General:: Re: Starting position on the path of prosperity

Reply: Gaia Project:: Variants:: Re: Eclipse Pack (new half set of fan factions)

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by bokuteki

lucasmb86 wrote:

Orion - Orange Planet

Special Ability: all your structures have one more power.

I'm sure the answer is yes, but I'd like to confirm it. If Orion Hegemony gain the Lost Planet, does it also have a power value of 2 (1+1)?

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

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by Gernial

aviator13 wrote:

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

The idea would be to have a general rule: Always when you can play a card and do not have one, you can therefor take a handcard. It is planable to have a card just in time, but feels often not good to do something extra to get it and to wait with the risk, that others use that space. A main thought from Uwe is to make you more happy by playing a game and having less bad feelings (as good as possible).

Rules of 2? Do you mean 'best of 2'? This is planned just for the startcard.
The tests showed, that it might be better not to make cards to good. The main idea of the game is, to NOT let the people win simply by getting better cards than others. The idea of the occupation-cards should be always to offer new strategy-options with them. Geting some more points with good combos is okay, but it should not decide any game.
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