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Reply: Gaia Project:: Rules:: Re: Nevlas doing Gaia Transforming to gain knowledge at the same time?

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by zlorfik

ArthBazz wrote:

When playing the Nevlas,

If I try to do Gaia Transforming and move power tokens from area III of my power cycle to the Gaia area, can I still gain the knowledges at the same time?


No, as others have said, you cannot combine these abilities.

The Nevlas ability has a cost (move 1 power token from area III to the Gaia area) and an effect (gain 1 knowledge).

The Gaiaforming tech has a cost (move 3-6 power tokens from areas I-III to the Gaia area) and an effect (place a Gaiaformer).

Whenever you want an effect, you have to pay the respective cost. Your suggestion is the same thing as taking the free action "convert 4 power to 1 Q.I.C." and then saying "because i paid 4 power as a free action i can also take 1 ore and 4 coins, they have the same cost". It does not work that way.

ArthBazz wrote:


Why not?
Moving the power tokens from area III to the gaia_area and get the knowledges is just the Nevlas' ability, isn't it?


Exactly. The ability is to move them (pay a cost) and get knowledge (get an effect).

For your interpretation to work, the ability would have to be something like "Whenever you move a power token from area III to the Gaia area, you get 1 knowledge", but without a way to actually move the token. Then the moving would be a condition, not a cost. Like the Planetary Institute ability of the Geods or the Lantids, where you have to fulfill a condition (place a mine) to get an effect (knowledge or points). But this one does not work that way.

Reply: Hansa Teutonica:: General:: Re: Any good as a 2 player in 2017?

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by BennyD

jaysachs wrote:

A question for all those warning against HT 2 player: how many of you have tried the updated 2p rules that came with HT:Britannia?


I have. They're better, but still not very good. It just isn't a 2-player game.

Reply: Agricola:: Rules:: Re: Empty pastures and scoring

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by toddpark75

Yes, a pasture still gives you points and prevents the negative empty space points, even if there are no animals in it.

Reply: Pandemic: Rising Tide:: General:: Re: Card Sleeves

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by BC2014

Answer to my question: Yes they are the same size :D


Size: 63.5 x 88 MM
Colour Code (FFS brand): Gray
4 packets of 50


Thanks WooHoo. I went ahead and bought the same FFS sleeves and the game just arrived. Now I have to be patient for a bit longer and wait until Christmas to play! :cry: I’m sure it will be worth the wait though.

I notice on the box it says Fantasy Flight Supplies 4 (with gray background) protective card sleeves. For a moment I was thinking I got the wrong ones but then I realised the 4 just means you need 4 packets DOH! :shake:

Reply: Gaia Project:: Rules:: Re: Geodens' Planetary Institute and the Lost Planet

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by bobral

DocCool wrote:

I forgot this when my Geoden took the Lost Planet yesterday. :cry:


Looking at the board, they seem weak, boring and too narrow (niche) :what:
Did you like the gameplay for them?

Reply: Agricola:: General:: Re: To Draft or Not to Draft

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by LudoH

BeatU wrote:

LudoH wrote:

We also never draft, but generally play deal 10 - keep 7 (if players have some experience). Sometimes I even deal 11 or 12, it still goes faster than drafting and gives, at our level, enough choices.


So why do you say you don't draft then? Because dealing X cards and keeping 7 is a variant of drafting.

Most of people here say that they draft in Agricola if they circulate the decks around, keeping one card, at least this is how I understood the question. Anyway call it however you want I explained what I meant


People that play without any drafting are probably playing Agricola casually, or just play infrequently, with different people, of different skill level. I get that, you are not so much invested in the game or its outcome. Keep playing it as you wish, in order to keep the gaming time low.

However, Agricola is a game that for some reason, due to its cut-trough spirit, spurs competition. I played some games with a very peaceful girl, that shied away from any kind of competition (she preferred mainly coops because of that).
I introduced her to Agricola, she played sheepishly 1-2 games, after which she developed such a fierce desire to beat me into the ground, to obliterate my farm, to make my hand full of begging cards, that we played once 5 games in a day, just so we would have a clear winner (I was the winner, 3-2, and she was begging me to play another game).

Well, we were of similar skill level, and then it became obvious that in such games good cards trump bad ones. And if you have a hand of mediocre cards, while your opponent has 2-3 great Occupations and 2-3 great Minor Improvements, at similar skill level you will lose. Your opponents will know how to use the good cards and they will take advantage of them.You can still negotiate with other players to block "the guy with crazy combos", but this is another aspect of the game and it is very hard to coordinate (because why should they help you, and not you them, so on and so forth). In 2p games the "good card advantage" is even more prominent.

But let's talk about drafting as an enjoyable part of the game. It ads another level of strategy. You have the cards in front of you, and you have to build a strategy based on them. That is really fun after you really know the game and the cards. Drafting makes the Agricola experience complete.


You have the right not to like my way of playing, and I hope you enjoy yours (do you?). I do not play agricola a lot, but at least 40 games in total, and we still enjoy playing it not too aggressively and find it really fun this way!


BTW: most of the time we play FOTM and use different decks of improvements

Reply: Agricola:: General:: Re: To Draft or Not to Draft

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by ousgg

I keep hearing this phrase about ‘another level’.

Another level of what? As a pretty good ‘Gric player, I would suggest I could come up with the same set of results against given opposition, regardless of whether we drafted or not. So it’s not really another level of skill.

Another level of strategy? Well, maybe, but that just defaults to the above argument anyway.

Another level of scoring? This is what I tend to hear from the play-agricola crowd more than anything. They’re not satisfied unless they’ve got a combo that will let them score 55+ points and pretty much guarantee the win before they’ve even started. They’ve even gone ahead and designed bunches of broken cards and little custom decks that will maximise their scores. This seems like little more than elaborate dick-measuring to me, and I can’t believe it was the intention of the design.

Reply: Bastion:: Reviews:: Re: Tower of Power

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by jog1118

thematically, this is similar to Castle Panic ... appreciate if anyone can give similarities / differences in mechanics :)

Reply: Gaia Project:: Rules:: Re: Geodens' Planetary Institute and the Lost Planet

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by LiLNipsFatal

JamesWolfpacker wrote:

LiLNipsFatal wrote:

If the geodens colonize a planet prior to the planetary institute (let’s say a white planet), do they gain 3 knowledge if they colonize another white after building the planetary institute?

No

#FAQ


Thank you!

Reply: Gaia Project:: General:: Re: online play

Reply: Gaia Project:: General:: Re: Target audience for this game. Too heavy for casuals / Girlfriend?

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by DocCool

Race Bannon wrote:

kimohno wrote:


Do you have a recommendation for Euro Games that are more like RFTG? :D (play length, interaction, sense of achievement)


I'm a big believer that anyone who is not playing Concordia, should be.
True, but it's not exactly "fast-paced" either, and luck is (fortunately) also mostly absent.

Reply: Gaia Project:: Rules:: Re: Geodens' Planetary Institute and the Lost Planet

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by DocCool

bobral wrote:

DocCool wrote:

I forgot this when my Geoden took the Lost Planet yesterday. :cry:


Looking at the board, they seem weak, boring and too narrow (niche) :what:
Did you like the gameplay for them?
I took them in my quest to play all factions at least once, so they weren't meticulously picked matching the setup. Also it was a game against beginners, so the fact that I still lost to Terrans may or may not tell you something (about Geodens, Terrans, the very clever winner, and my skill). :p

Reply: Gaia Project:: General:: Re: Target audience for this game. Too heavy for casuals / Girlfriend?

Reply: Gaia Project:: Strategy:: Re: What is your favorite faction?

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by DocCool

robinz wrote:

Played my first game on Saturday
Hey, so you got around to play it! Cool!

robinz wrote:

I ended up going for a research-heavy strategy - getting 28 VPs from the tech tracks (top of navigation and research, and to level 4 of terraforming after a late rush - there was "spade" scoring in the last round).
I wouldn't consider 28VP from research as "research-heavy". It's certainly more than the "minimum" of 16-20, but I'd reserve "reserach-heavy" to 32+ VPs from research.

Reply: Gaia Project:: General:: Re: Target audience for this game. Too heavy for casuals / Girlfriend?

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by kimohno

Concordias Cover makes it hard to investigate it further :D Which is stupid but still true for me haha. :blush:

Rajas of the Ganges, Memo Dice and Le Havre

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by Surya Van Lierde is pure Eurosnoot and proud of it!

Rajas of the Ganges
tl;dr quite good indeed

The Brands have been a bit hit-and-miss for me, but the last couple of years they've had more hits then before. And this game definitely is a hit.
This is a dice placement game. Certain actions require certain colors of dice, others requite certain values. So good die management is essential. But that's not just an interesting mechanism in a shell. No it's been integrated into a very good, tight game that appears to offer a good variety of different strategies to explore.
On top of that it has a rather unique scoring mechanism with 2 different makers moving in opposite directions. When they cross, the distance between them determines your score. But the way you move them (and witch one to move) is what the game is all about. Lots of choices!

Initial rating: 7.4/10
BGG scale: 7/10

Memo Dice
tl;dr: not that good

Roll dice, cover them up with cups and when all cups are placed or none can be placed, start guessing what is under the cups. Very, very basic. OK, this is a game aimed at families with kids. But the box says 8+, so it's not aimed at really young games. The main problem is: if the player starting has a good memory, the other players never get the opportunity to score. In our game we had a player like that, and he also happened to be the player who also got to start guessing. Well, let's just say the score was not close.
I think this is easily fixed: have players guess one die each. It would probably improve the game a bit, but this will never be a great game. It's just too basic and not that engaging.

Initial rating: 4/10
BGG scale: 3/10

Le Havre: The Inland Port
tl;dr: quite nice, but don't expect the full, juicy original

The original Le Havre is in my top 2 ever. It also happens to play very, very well with 2. So why a 2 player only take? Because it takes many of the mechanisms and discards many of them as well and distills it down into a more accessible, sorter game. You can still use each other's buildings of course, but it also adds a new aspect that doesn't appear in the original: the way resources are added and used is now the core of the game. And it leads to very hard choices. How to best combine the buildings to get the resources you need?
I never expected this to be the full Le Havre experience in a small box and it is not. But it is a solid little game with nice choices. Good stuff.

Rating: 7.2/10
BGG scale: 7/10

Reply: Gaia Project:: Rules:: Re: Automa passes because theres no card left

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by mortenmdk

JamesWolfpacker wrote:

feartheclown wrote:

So I've been meaning to ask this... Does the Automa actually get anything from the round bonus or is it strictly taken so every single 1 isn't available to the player every round? Specifically I'm referring to the VP bonuses you can often get.


It's just to deny a Booster from the human.

They don't get vp from the boosters.


Jumping in to give official confirmation: The above is spot on :).

Reply: Gaia Project:: Rules:: Re: Automa Factions

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by mortenmdk

feartheclown wrote:

Thanks again for all the responses. I suppose considering all of that it is likely an app or web app will be created by a fan to cover additional Automa decks as what happened with Scythe though I am hopeful Gaia Project will blow up half as much as Scythe and encourage Automa Factory or Zman(whoever controls production of this part) to make them available as I'd definitely prefer some in hand.


We at Automa Factory do not do any production ourselves. We just deliver files to Feuerland Spiele and they and their partners take it from there.

Reply: Gaia Project:: Rules:: Re: Automa Factions

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by mortenmdk

mortenmdk wrote:

feartheclown wrote:

Thanks again for all the responses. I suppose considering all of that it is likely an app or web app will be created by a fan to cover additional Automa decks as what happened with Scythe though I am hopeful Gaia Project will blow up half as much as Scythe and encourage Automa Factory or Zman(whoever controls production of this part) to make them available as I'd definitely prefer some in hand.


We at Automa Factory do not do any production ourselves. We just deliver files to Feuerland Spiele and they and their partners take it from there.


We'd love to see and app or extra decks.
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