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New Video for A Feast for Odin


Reply: Terra Mystica:: General:: Re: A question for those who've played Gaia project..

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by robinz

I think I still prefer TM, although I haven't yet played enough GP (about 5-6 games) to know for sure.

Unlike some above who prefer TM to GP, I don't find GP "bloated" - most of the extra rules make sense and are objective improvements on TM. (The rules surrounding Gaiaforming and the Gaia bowl are undoubtedly complicated, and arguably unnecessary, but I do think this adds something worthwhile to the game.) What I miss mainly is both the higher levels of interaction in TM, and the fact that there is just so much more "flavour" in TM, for want of a better word. I know it shouldn't matter because it's hardly a thematic game, but I like that the Witches, Dwarves, Mermaids and so on all have powers that make sense with what you already know about that fantasy race. In GP, while I'm quite capable of remembering that the Taklons are the guys with the super-powered power token called the Brainstone, that the red bird guys with the weird German-sounding name are the ones who get lots of money, and so on, both the names and the powers feel arbitrary and to me it does get in the way of it being a smooth experience.

And while it's much easier to get cut off in TM, at least if you don't watch what is going on around you, nevertheless it's otherwise relatively easy to expand at least a little bit, with shipping and some spades. In GP the fact that you start off with no navigation, and need to advance a couple of times on that track to even reach planets 2 away, leads to the early game feeling pretty constricted. (I realise this is something that will seem easier as I play more and get better - but the opening always does seem a struggle.)

Reply: Terra Mystica:: General:: Re: A question for those who've played Gaia project..

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by Caylusboy

I've never played Gaia, only read the rules and watched a couple of video reviews and runthroughs. I was never drawn to it really.

I prefer the theme of TM and the higher component quality of my first edition copy --wooden pieces, nice thick tiles and board with a linen finish (yes, that matters to me!). It offers me everything I want. People often malign things like the "tacked on" cult track, as being inferior to the tech tracks in Gaia, misunderstanding the subtleties and importance of its use by experienced players.TM's reimplementation does seem more bloated to me.

No doubt I should abstain from expressing a view before I've had a chance to give Gaia a try, but I doubt my opinion would change. But you never know... :)

Reply: Terra Mystica:: General:: Re: A question for those who've played Gaia project..

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by JamesWolfpacker

grant5 wrote:

grant5 wrote:

A TM expansion that implements a few of the ideas from GP could make TM the perfect game.

Oh, and James Wolfpacker, I'm looking at you! :whistle:


I'm working with ships on the river. It works pretty well so far, but I'd like to get what has been developed so far into the hands of some others. Helge and Jens are working on a different expansion for Terra Mystica. There are also some other things in their expansion that will be very interesting. I'm sure someone could point you to the posts talking about it. ;)

I'm not sure that everything could be backported into Terra Mystica. Priests are replaced with QICs and Cult Steps are replaced with Knowledge. Then the priest income is also replaced with knowledge income. So I guess we could have 2, 3, and 4 priest actions with unlimited priests? :p Also we could strategically place 3 Oasis hexes per player on the board at the start of the game that require 1 priest to settle. Then if we want to have a temporary shipping range increase we could spend a priest too. We'd also need super strong Miracles instead of Favors that cover up your Favor and use a key. Hey it might work! :surprise:

Reply: Gaia Project:: General:: Re: Best way to teach to someone with no prior knowledge

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by jleang12

One of the many online videos would be the best method of understanding the game...but then again those videos are running for 30-45 minutes. If you're wife isn't into core games, then it will be rough. This is typically I explain the game to people (albeit they already have interest in playing the game):

1) Go over the purpose of the game (get points)

2) Go over income phase and how income works
2a)Great time to go over the Knowledge and Economy track of the tech
track (as they affect income).

3) Skip the gaia phase for now

4) Go over the actions
4a) Build a mine (and all it's eligibility
--Great time to go over the terraforming and navigation tech track
4b) Starting a gaia projectforming (also a great time to back track the gaia phase
--Great time to go over the gaiaforming tech track
4c) Upgrade a building
--Include acquiring a tech tile and advance tech tiles which will lead to...
4d) Research
--You've gone over all tracks except the QIC track which is pretty straight forward
--Including requirements for moving up into the spot 5, which leads to...
4e) Federating (arguably one of the most confusing parts of the game)
4f) Power/QIC/Special Actions
4g) Free Actions
5) Round cleanup
6) Scoring

I can usually get through all of this pretty easily and within like 15-20 mins. The icons and everything will be another monster to tackle.

Reply: Tash-Kalar: Arena of Legends:: Reviews:: Re: Tash-Kalar Review: Fight well young gladiator!

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by Benkyo

Faso74it wrote:

I think the “inelegant” in the review was referring to the fact that you need to count the pieces of yours and of your opponent on the board to check if you can play a flare or not. And sometimes count again. This can be breaking the rhythm of the game.

I have found a solution for that: if both players arrange their pieces in two rows right in front of each other it’s easier to see the difference of pieces on the board. The solves half of the counting. :-)
You need to be tidy though, and place each destroyed piece back to its place.

Exactly what I was going to post. We use blocks of 10 tokens for easy comparison rather than lining them up together.

Reply: Terra Mystica:: General:: Re: A question for those who've played Gaia project..

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by grant5

JamesWolfpacker wrote:

grant5 wrote:

grant5 wrote:

A TM expansion that implements a few of the ideas from GP could make TM the perfect game.

Oh, and James Wolfpacker, I'm looking at you! :whistle:


I'm working with ships on the river. It works pretty well so far, but I'd like to get what has been developed so far into the hands of some others. Helge and Jens are working on a different expansion for Terra Mystica. There are also some other things in their expansion that will be very interesting. I'm sure someone could point you to the posts talking about it. ;)

I'm not sure that everything could be backported into Terra Mystica. Priests are replaced with QICs and Cult Steps are replaced with Knowledge. Then the priest income is also replaced with knowledge income. So I guess we could have 2, 3, and 4 priest actions with unlimited priests? :p Also we could strategically place 3 Oasis hexes per player on the board at the start of the game that require 1 priest to settle. Then if we want to have a temporary shipping range increase we could spend a priest too. We'd also need super strong Miracles instead of Favors that cover up your Favor and use a key. Hey it might work! :surprise:

To be fair, I didn't say TM needed to incorporate ALL the ideas from GP :D

New Video for Pandemic: The Cure


Reply: Pandemic Legacy: Season 2:: General:: Re: Legacy Deck Card distrubtion and [start April spoilers]

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by Burning

parelle wrote:

We're currently on April. Can someone tell me how many cards are there in the March & April sections of the deck so I can make sure we haven't missed anything?


To answer this part: the legacy deck is sequentially numbered, so you can just check that no numbers are missing.

Reply: Gaia Project:: General:: Re: Best way to teach to someone with no prior knowledge

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by Tarantella

Cantalopian wrote:

:robot: Consider teaching first game GP without terraforming, federations, and end-of-game scoring to start with. Simplify!

It'd be fine to get rid of endgame scoring and you could maybe ignore federations and the things you need their green side for, but I don't know how you could play GP without terraforming.

Thread: Pandemic Legacy: Season 2:: Rules:: Population and how it works [January Spoilers]

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by OurBG

Hey, we just finished January, so no spoilers past that

My question is mostly - what does population affect?

Is it only connected to the "Produce Supplies" player card?

We built 3 supply centers (they don't stay permanently or something). And if we make New York with population 8 (hypothetically speaking) - what's the benefit?

Is it that if next game we build Supply Center eventually in NYC and if someone eventually has a produce supplies card and eventually decides to use it in New York we get more cubes?

Maybe on later stage things will change, but for now - why should I care about population dropping in some city?

I get that Population is good for Havens since you constantly produce there but population in Cities sounds irrelevant if those are the rules so I decided I'm not getting something right.

Reply: SpyNet:: General:: Re: Reference Card

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by Rococo_Zephyr

Thank you!

Regarding two-player play... Is there any change to the starting deck size? The rulebook doesn't indicate there is but since the deck is the game timer it feels like we should be burning a set number of random cards before the game starts.

Reply: Tash-Kalar: Arena of Legends:: Reviews:: Re: Tash-Kalar Review: Fight well young gladiator!

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by Skombie

Faso74it wrote:

I have found a solution for that: if both players arrange their pieces in two rows right in front of each other it’s easier to see the difference of pieces on the board. The solves half of the counting. :-)
You need to be tidy though, and place each destroyed piece back to its place.


Genius! I will be doing this from now on.

curtc wrote:

BTW, no mention of team play. 2v2 is exclusively how I play this, as there is sadly a dearth of good team games. This game is so good as a partnership game.


I will see what I can do sourcing three more players, but in terms of getting the review out on schedule, I had to suffice with just head on head.


Interesting discussions on flares, not sure who's wrong or right just yet!

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Population and how it works [January Spoilers]

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by cferejohn

Yes, that's all it does at this time, though note that it also pushes the population up at the end of the game, which means that that city is less vulnerable to eventually dropping to 0 (which of course requires you to scratch off that card, and no spoilers, but it seems unlikely that you get a sweet party thrown for you as a result). At this point though, you're largely building supply centers because that's what you need to do to win the game.

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Population and how it works [January Spoilers]

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by nerman8r

You're more or less right.

I believe you should have a turning point card that you scratch off if a population reaches zero. That said, you could always keep cities at pop:2 to stop that from happening. The different between pop:2 and pop:5 is not terribly significant, at least as far as you know right now...

I'm not sure if this is a thing in January. Read at your own risk.
[o]You can make a permanent supply center as a game end upgrade. That said, a city with a permanent supply center will automatically increase in population each game, so you still don't have to worry about it too much.[/o]

Reply: Pandemic Legacy: Season 2:: Rules:: Re: Population and how it works [January Spoilers]

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by Matt620

Population is connected to the Produce supplies card. [o]It will have an effect later on an upgrade [/o]. It matters for your final score.

Building a Supply Center on a city that has 8 Population still counts for the "Build 3 New Supply Centers" Objective you keep in the game. It could, technically, count if there is a Plague Cube on that space. The Supply center will cancel the Plague Cube during Population adjustment.

If Population hits 0, you have that Turning Point card that tells you to do certain things.

If you want a spoiler, I'll mark it:

[o]If a City goes to Population 0, you can't do anything there other than move through it. You can't build a Supply Center or anything. The city also becomes Infested, which means you have to scratch off an exposure if you start your turn there. This will stay on the city permanently even if you increase the population [/o]

Reply: Road Kill Rally:: Reviews:: Re: Road Kill Rally - A Detailed Review

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by csadn

I was part of the playtest sessions for this at DunDraCon in '02 or '03. I still have the playtest materials.

This could easily have been the _Car Wars_ Replacement folks had been demanding every since "the Gang Of Four" [Blankenship; Oines; Searle; Sheeley] flushed _CW_ down the toilet in the '90s.

Instead, we got this.

Reply: A Feast for Odin:: Strategy:: Re: Shetland Islands - A Stepping Stone to Greater Things

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by GreyArcher

springbear wrote:

This is really inspiring. So, where is the strategy for the other 7 islands?:p


A personal crisis came up and a lot of my side projects got put on hold. My heart just hasn't been in it lately.

Having said that, Iceland was mostly complete before everything happened. I'll try to get it finished before the end of April. (As for the others...Bear Island is about half done, I'll see if I can get it finished too. I started Faroes, but came to the conclusion that I haven't had enough success with my strategies with that island to present them.)

Reply: Agricola: Farmers of the Moor:: General:: Re: Removing Cards For Complexity Level 3

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by kungfro

Update:

In early December, I placed a pre-order for Artifex from CoolStuffInc. It's been over four months with no updates, so I contacted them to ask if they had any news. Their response was to refund me, with no further messages. Their site still lists the deck as preorder, so... ???

Anyway, as it stands, I don't have an English copy of Artifex. Does anyone know where I can buy one, and that ships to the US?

Reply: Terra Mystica:: Organized Play:: Re: Fire & Ice Ladder - Official Thread

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by gmg159

Instead of infinite or multiplicative by game number, with the way games are setup a 1/G (where G is the game number index) seems it scales best. So a win in G2 is worth 1/2 a win in G1. A win in G8 is worth 1/8th.

How to award non-winners - perhaps keep it simple and make them worth 1/position.

P = 1 / (G * R)

P is points awarded
G is the game number (i.e. W5G1)
R is rank in the game
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