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

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by hellfiremichi

wombat929 wrote:

Your English is far better than my... anything else. I think the English word for "malus" is "penalty."


Thank you! ;)

Thank you everybody for the answers :D
We've made a lot of mistakes playing Agricola for the very first time, but this has been one of the few things we did right ahahah :P

This fantastic thread already answered many questions I had about the rules but this one wasn't specified :)

File: Cacao:: Cacao - Hebrew rules הוראות בעברית

File: Pandemic: Rising Tide:: Pandemic Rising Tide Dutch Pronunciation Guide & Explanations v1

File: Clash of Cultures: Civilizations:: Clash of Cultures: Civilizations Tiles

Reply: Carcassonne:: Variants:: Re: Carc-a-trois Variant

Reply: Pandemic: Rising Tide:: General:: Re: Rules?

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by lithy

Finally!

I just got through reading them, they seem pretty easy to understand if you have a good grounding in the Pandemic mechanics. One thing I had forgotten (but did realize I noticed back with the initial teaser images) was that there is no "outbreaks" track or loss condition for floods. As long as you don't run out of water cubes you can have as many floods as you want and still win.

I will give them another read in a week and by then I am assuming that my game will have shipped so then I will have them on hand to reference. Having the map in front of me should hopefully make the Water Flows mechanic easy to understand. In text only it is difficult to know which areas are adjacent to make sure that I would be moving cubes inland appropriately.

This game does share some similarities with how they approached Pandemic Legacy Season 2 (no spoilers in my comment here only details from the initial game state) in that the spread of the disease/water is slowed by resources/dikes which are added before 'infections' and then removed instead of adding cubes.

I initially said I would pass on this until it was a bit cheaper (I only paid $30 for Iberia) but I was ordering Legacy Season 2 and the price was right around $40 so I felt like that was as good a time as any. Unfortunately, it doesn't seem like I'll have it in time for Christmas travels but hope to spend lots of early 2018 playing.

A couple important bits I noticed.

--Floods could in theory happen during setup but are exempted.

--I believe it is also possible to pump water from a region only to have it flow back into that region on the same turn.

--Last, am I correct in thinking that you could have a 'chain reaction' water flow? If I place 3 cubes from a Flood card to a region and there is an un-diked adjacent region and then there is another un-diked region adjacent to that one, this would create a 3-2-1 scenario during the Water Flows phase.

Reply: Pandemic Legacy: Season 2:: General:: Re: Final scores!

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by jed1knight

Update:


bgg namepointsloses#playersfinal result
Matt620 98404Won
nightsn2dreams91513Won
mattj1886334Won
Landshark432185633 Won
RowdyCam85423Won
FoldedCash84722Won
Penguinton84234Won
am192288382Won
ConnerCP8364Won
odmu83354Won
clarbri8583244Won
jed1knight82332Won
XanthosDeia81354Won
KMan6680812Won
fizolof795 22 Won
Ignazor764 64Won
Crothian68794
Randomthts67094
manpru65792
jazbang633Won

Thread: Majesty: For the Realm:: General:: why the for different 100 point chips?

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by mrranch

Why do the components list specifically point out the 4 different labeled 100 point chips? like this:

4 100-point chips (1 each: dagger,
goblet, ring, and circlet)


Is there a reason there is 4 different kind? None of the other color chips have variances.

Reply: Pandemic Legacy: Season 2:: General:: Re: Another do I have to play Season 1 topic

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by rmsgrey

XDarkAngelX wrote:

coyotemoon722 wrote:

it feeling too samey from game to game with not many changes, at least early on.

We didn't end up getting past March or so


...

I would suggest trying to get past April and check again if you're interested or not in completing S1.


S1 has some significant gameplay changes: [o]in April, in July, in October/November, and special rules for December.[/o] The changes may or may not be major enough for you, but they are still significant.

S2 has a more open structure, so, depending on when and how you do various things, it can get into a bit of a rut too.

Reply: Merchants & Marauders:: General:: Re: Prepare for first game

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by Braffe

I think you'd be fine with most of the additional modules.

1) Rumors/Missions/Etc - No brainer, just adds cards.
2/3) Weapons/Mods - Just add more to the already available ones.
4) NPC Upgrades - Easy to do, just draw from bag and add, they work the same as your upgrades.
5) Ships - Work as any other ship.
6) Treasure Galleon - Just remember to add coin and move him when needed. Fought like any other NPC
7) Contraband - A bit more tricky. Easy to gain and sell, but remember the NPC rules regarding people with contraband on board.
8) Wind - Easy, Spin to Wind. And remember your extra/lesser movement, and storm damage.
9) Locations - I thought this would be too complicated, but I tried it, and it's really just 8 different location types that are available if you choose. I never really found myself going for them, but rather used them if they were handy at the time. Just use the reference card and it's pretty simple to implement.
10/11) Favors/Loyalty - I like them, favor negates some bad luck. Loyalty gives some good bonuses...if kept loyal. The rules for both are on the tracker boards so they're easy to implement.

As mentioned above, the included player reference sheets are more than enough to keep you familiar with game rules. The Universal Head summary PDF is 8 pages long! That's another whole rulebook right there. Not a fan of it.

Gaia Project and Concordia: Aegyptus 12/11/2017 - 12/17/2017

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by Scott Ferrier

Wednesday - Salem, MA


Gaia Project
(Scott, Craig, Dustin and Paul) (4P) - We had just played last week so it was still fresh in our minds. I was interested to play Dinosaur Island but Dustin and Andrea had a really cute story about how they both ordered it for each other on the same day and understandably wanted their first play to be together, awwww. It was Paul's first play but he owns and avidly plays Terra Mystica so we got him up and running quickly. I finally understood all the rules at the start (only took 4 plays). I also remembered my previous note to self to look at the bonus point goals and end game goals instead of winging it then checking it half way through the game and then going "oh crap, I'm behind on both end game goals" and try feebly to get just 3rd place to get some points and failing at that. I was the Itars(white Wookies) so I had a special power that instead of burning a lvl II purple power to move a lvl II to lvl III I got to put it into the green tanks so it would come back and after building my big building for every 4 purple discs I had in the green tank I could burn them to grab tech so the first thing I did was develop Gaia project tech so I could put 6 discs in the green tank and ended up with 8 in there in short order. I spent them to get two income techs and got a nice leg up on income over the other players and was able to hold on to 1st in both end game goals (satellites and green planets) yay! I did almost biff it by forgetting to move up the appropriate tech tracks when I took the tech but remembered before it got embarrassing late to do so. I burned through so many purple discs it was the first time I had to use the add purple discs for power spot multiple times but it was so worth it :D Craig's mojo had left him from last week and he was feeling lost for the first half of the game and I didn't cut him any slack by cutting off some of his routes as I had picked a starting location the turned out was even better for Dustin and he was cutting me off. Poor Paul had started far away from everyone and ended up getting a slow leg up on developing his guys, had he been nearer he would have surely got 2nd place at least. Scott-136/Craig-88/Dustin-86/Paul-80 8.5/10


Concordia + Concordia: Salsa + Concordia: Aegyptus / Creta
(Craig, Paul, Dustin and Scott)(4P) - Arrived just in time and our group really flies through a Concordia game as we have all played it at least 20 times. So I explained the special red sea rules where you need a Colony card and a port on the shore in order to build a ship there. Dustin smartly didn't bother with getting the Colony card and hung on the his Diplomat card and just waited patently for those of us that fought for the Colony cards to play them so he got his boat out quickly and was raking in the extra $5 before I could. I did forget one key rule till about turn 4 that multiple boats can occupy the same water spots as rushing down the Nile at the start is pretty congested if you go by the usual rules. This hurt/helped Craig the most as he was 4th in the turn order so he altered his strategy that unfortunately turned out to be pretty effective and he grabbed more cards then usual. Paul and Dustin rushed down the Nile to get the 7 point bonus for hitting the end point but Paul just ran out of move actions at a bad time and didn't make it. They where also surprised to learn that we had been playing the Salt rules wrong from Salsa, I have no idea why, where we somehow got the idea that you couldn't use salt at all during a Mercator action but missed the rule that you can exchange salt for any product at any time, doh! Craig didn't have much on the board so rushed the pace of the game and with the accidental help from Paul was able to end it early and just barely pip Dustin. In the end I just didn't focus and was last place purely by my own hand but had a lot of fun as I really enjoy this map and highly recommend it as I think it's the best map they have done so far and I'm so glad to see Salsa is back in print after being out of print for a year+, yay! Great game final scores: Craig-124/Dustin-122/Paul-103/Scott-98. 8/10


Our Christmas Tree 2017

Youtube Video


Dino About Town's Daddy (full scale about 40' tall)

Reply: Bruges:: Rules:: Re: How to calculate the price to go up reputation track?

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by killerjoe1962

https://www.youtube.com/watch?v=-KKB9Rs3UVQ

3:25

Tom says it's the price is the amount of dice that show a 1 or a 2, in his example there are 3 dice pips showing a "1", "1"& a "2" but he said the cost is three.

An error on his part (happens sometimes with him) or did he get that right?

I have been playing as the total number of pips on all 1's and/or 2's rolled so in Tom's example I am paying 4 guilders not 3.

Reply: Pandemic Legacy: Season 1:: General:: Re: End of Game Reaction [ENTIRE GAME SPOILERS]

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by PapaDeWald

rmsgrey wrote:

It's clear that the searches are important.
It's clear that with October's search available, you now have everything it takes to complete a major story meta-goal.
It's clear that it would be better to complete the search in October rather than have it carry over to November (or later).
It's also clear that you're "supposed" to win games rather than lose them deliberately.
It's not clear that there's no option to complete the search yourself in November and take the hit on time available to take advantage of whatever unlocks.
It's not clear that you're massively better off losing the first game of October rather than winning without the search completed.


Most, if not all, of the rest of the game, making the best choice based on the information available to you at the time, without too much second-guessing, pays off even when there's a later twist that turns the advantage into a liability. For example, Paramilitary Escort gives you a few easy games before taking a character from you; permanent military bases give you various advantages to the point where even after the big twist, there are still arguments in favour of leaving some of them intact.

Here, one decision (that not everyone will face) is a 180 point swing depending on whether you think it's more important to complete a search before allowing the calendar to advance, at the cost of losing a game, or more important to win the current game at the cost of having less time to use/respond to whatever completing the cure gives you.

Most decisions made on incomplete information during the campaign have the potential to swing maybe 25 points - 20 points for a loss and 5 points for increased panic - but this one outweighs making the best choices (with hindsight) for 6-7 games in a row.

There's too much weight put on this one decision.


+1. Making the wrong decision here has too much weight compared to the rest of the decisions you make in the game.

Reply: Bruges:: Rules:: Re: How to calculate the price to go up reputation track?

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by tool

killerjoe1962 wrote:

Tom says it's the price is the amount of dice that show a 1 or a 2, in his example there are 3 dice pips showing a "1", "1"& a "2" but he said the cost is three.

An error on his part (happens sometimes with him) or did he get that right?


He's wrong. You know, there is an example in the rules, so I am not sure why there was ever a question about it:

Example: The current roll shows a purple 1 and a blue 2. This round, advancing 1 step on the reputation track costs 3 guilders.

Reply: Onirim (second edition):: Rules:: Re: Incantation with less than 5 cards in the deck


Reply: Bruges:: Rules:: Re: How to calculate the price to go up reputation track?

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by killerjoe1962

Glad I've been playing it right, I remember reading the rules and coming away thinking that it's the total amount of pips.
:thumbsup: for me.

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

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by evidence

Drafting is fun to me. So is combo creation. So is watching a good combo unfold on the table. Key word--FUN. Is a higher score more satisfying? Definitely, but it's not why I draft (or do the 10-7 variant). I just want Agricola to be fun.

On the flip side, without using the drafting or 10-7 variant, Agricola can allow you to be the crusher, the crushee, or somewhere in between. Getting crushed isn't fun. Neither is crushing others because I had a better hand. Also, watching a table flailing where everyone is struggling isn't fun either.

Honestly, Agricola scores are indicative of fun (IMO). If I finish Agricola with 25 points I can guarantee I didn't enjoy myself. However, if my score is 40+, I feel pretty good and I enjoyed the experience even if I lost.

Reply: Merchants & Marauders:: General:: Re: Prepare for first game

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by senorcoo

My spinner is garbage. Picked up a direction die. WAY better.

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

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by mitcharf

DocCool wrote:

bobral wrote:

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


I can't speak to the boring part, but using the recommended first game setup for 3 players, my girlfriend won pretty decisively with the Geodens. All 3 of us are veteran TM players, but it was our first time playing GP. It should be noted that she is probably the best TM player of the 3 of us. And now that I think about it, that setup includes the end game scoring tile for most planet types colonized, which synergizes well with the Geodens PI power (and she built her PI as early as possible).

For whatever all that tells you about the power of the Geodens.

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

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by ousgg

evidence wrote:

Honestly, Agricola scores are indicative of fun (IMO). If I finish Agricola with 25 points I can guarantee I didn't enjoy myself.


I once played a weird-ass combo with a bunch of cards from - I think - G2 and the Belgium deck, along with the Tavern, which I hit every round from 3 onwards. My 24 points off the Tavern contributed to my total score of 26, which was good enough for fourth place out of five. I had a hoot!
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