1 , 2 , 3 , 4 , 5  Next »  [3417]

Recommend
1 
 Thumb up
 tip
 Hide

A Turn In The Game Of... :: A Turn In The Game Of... Robinson Crusoe,

Blake Mathieson
Australia
Perth
Western Australia
flag msg tools
Hello, I finally managed to get Robinson Crusoe out on the table, and after many days, this post is finally going up. To give you a bit of background before we start the session report, I am playing volcano island with two players, the explorer and the cook. We have Friday as per usual rules and the parrot from the Voyage Of The Beagle expansion. Currently we have five out of the six tiles we need explored and only one temple searched, although we have another waiting on our camp tile waiting to be explored. We have a shelter and our morale is at the highest level. Without further ado, let's begin.

Event. Phase:
We draw the thunderstorm event, this causes us to place a grey adventure token on the gathering deck and the ability causes us to lose the wood source on our camp tile. Lucky we found a hatchet in an abandoned temple. We can resolve the event by using an action pawn and a shovel.

Morale. Phase:
The cook is the first player, and he is going to receive four determination, two from the morale level and two from the parrot. He now has eight determination.

Production Phase:
We only produce one food because of that thunderstorm but we have a few boosters. Our shortcut leading out to the plains gives us one food and the hatchet we found previously provides an extra wood. Total resources gained: two food and one wood. Total resources after production: 6 wood, 1 fur and 2 food.

Action Phase (Planning):
We have only discovered three temples and five tiles, so I think we should focus on exploring. So Friday and the previously built map are going out to search for a new tile. Meanwhile, the explorer is leading the cook to try and defeat our bad fate event card. The explorer is also going to follow the cook in exploring the ruined village on our camp tile. Now let's go to resolution.

Action Phase (Resolution):
The explorer and the cook defeat the bad date event card which gives the explorer one determination.

Now the explorer is going to do what he does best, exploring. Because of our scenario specific minus one worker token on the exploration action field, we have to roll the dice even though we used the explorer and the cook. The results are coming in... Success and adventure. We activate success first. This means we have explored the village, we have two out of the three explorations we need now. But we need to flip over four mystery cards... A scorpion! We don't have the cure so the cook tales three wounds. But that is no beating a cook can't handle, onto mystery no. 2... Blankets! That can ignore three snow clouds, awesome. Mystery no. 3 is... Hidden rope, that will decrease our weapons from 1 to zero. Not too bad, but now for mystery no. 4... Ropes, this lets us increase our roof level from zero to one. This is good because in round five we have a bit of rain coming for us. Now for the adventure, the remains of a settlement! We can plunder the settlement, but always stay on the safe side I say, so we don' plunder it. Now for Friday's exploration.

Friday only used two pawns and so we roll the dice... A wound, a success and an adventure (which for Friday is a wound). Friday doesn't want to die so he will use his ability to re-roll the wound die... And no wounds this time, awesome! So Friday takes a wound from the adventure icon, and before he reveals the tile, the explorer is going to use reconnaissance to make sure we find a hill with fish and wood, plus a discovery, but most importantly, a mystery icon, letting us explore a hidden cave next round. Thanks Friday, oh, by the way, the discovery was a good old treasure, great job.

Weather Phase:
Before weather we're going to use our treasure discovery to find a... treasure map, interesting. We do have to roll the orange weather die though, and we roll a... single raincloud, which is cancelled out by our roof.

Night Phase:
We have two food to feed our adventurers, so nothing happens there, but we are going to move our shelter to the more resourceful hill we just found so we can't be covered by lava. Since we are in a shelter, we get no wounds, nine of our food rots and the first player marker passes to the explorer, who will lead us in round six.

Keep at your screens, once the game is done I will tell you whether we won or lost.
Twitter Facebook
0 Comments
Today 9:32 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

d3meeples :: Kommersz játékok... 1. fejezet (Metro, Cable Car, Aqua Romana, Aquadukt)

Ferenc Szekeres
Hungary
Budapest
flag msg tools
mbmbmbmbmb
Most (is?) olyan játékokról lesz szó, amelyek valószínűleg nem sok gémert szólítanak meg. Ezek még a Tesco kínálatában is előfordulnak (na jó, talán nem mindegyik, de egy-kettőt a saját szemeimmel láttam ), szóval sejthető, hogy inkább olyan gyerekek és felnőttek a célközönség, akiknek nem tölti ki minden pillanatát a társasjátékozás. A szabályok összetettsége és a stratégiai mélység is ezt képviseli.

Kipróbálási sorrendben ezek a Metro, Cable Car, Aqua Romana és Aquädukt.
Közös bennük, hogy mindegyikben útvonalat kell építeni, ezért szerettem volna őket egy csokorba szedve végigkóstolni, és erre Anett is kapható volt (külön tripla <3 ezért).

A Metro és a Cable Car tulajdonképpen ugyanaz a játék. Ha kicsit tajékozottabb lettem volna a vásárlásuknál, akkor nyilván nem veszem meg mind a kettőt, de most már mindegy. Nem is tartom túlzottan elegáns megoldásnak, hogy néhány év különbséggel felturbózott grafikával más néven kerül a polcokra egy korábban megjelent társas (ez olyan Monopoly, Rizikó, Labirintus stílus). Valószínűleg a kiadó is érezte, hogy ez így nem oké, ezért tettek valami pici újdonságot a játékhoz, amit ráadásul kiegészítőnek csúfolnak. Na de erről majd később.

A Metro-ban és a Cable Carban vasutat építünk, csak míg az előzőben a föld alatt, az utóbbiban föld felett. Az alagút nyilván nem olyan mutatós, mint a San Francisco utcáira tervezett változat, de nekem mégis az előbbi tetszik jobban, számomra sokkal érdekesebb a sötétebb, színszegényebb változat. A szabályok annyira egyszerűek, hogy valószínűleg bárki magától is rájönne. Útvonallapkákat kell elhelyezni úgy, hogy a te szerelvényeidnek hosszabb legyen az útvonala, mint az ellenfelekének. Azt inkább hagyjuk, hogy miért is jó, ha egy vasút a lehető legtekervényesebb útvonalon közlekedik.
Van néhány korlátozás is.
Mivel minden lapkának ugyanolyan csatlakozási lehetőségei vannak, nem fordulhat elő, hogy nem tudnak kapcsolódni egymáshoz, így ezzel nem kell foglalkozni. Azzal viszont igen, hogy az egy lapkás útvonal kerülendő, azaz, ha lehet máshova is rakni, nem szabad egy kiinduló állomást egy végállomással egyetlen lehelyezéssel összekapcsolni.
A szabály kiköti, hogy a lapkákat a rajtuk lévő nyíl szerint kell tájolni, ami nekem nagyon nem tetszik. Értem, hogy a kevesebb lehetőség miatt így gyorsabb a játék, de számomra azért tűnik feleslegesnek a korlátozás, mert így is körönként egy (vagy legfeljebb kettő) lapka elhelyezését kell átgondolni. Persze a játékvariáció leírások között ott van, hogy ha akarjuk, ne vegyük figyelembe a nyilakat.

A szerelvények a tábla széléről indulnak, és többnyire oda is érkeznek be, de ha a középen lévő állomásra sikerül elvezetni őket, akkor a pontok megduplázódnak (alapjáraton 1 pont/lapka). Mivel mindenkinek ugyanannyi kocsija van, az esélyek teljesen kiegyenlítettek.

A játékstílusunkat tekintve volt némi nézeteltérés Anett és közöttem. Ő egyértelműen a saját útvonalaival szeret foglalkozni, én viszont, ha azzal járok jobban, inkább az övét zárom le, vagy viszem kedvezőtlen irányba, mint hogy a saját sínpárjaimat hosszabbítgassam. Tudom, nem túl kedves dolog, és lehet, hogy a játék alapvető szellemisége nem ez lenne, de mégis, nem szabálytalan, és pontok tekintetében kifizetődő lehet... Na jó, így leírva, elolvasva valóban nem túl barátságos hozzáállás, no de ez nem egy kooperatív játék.

A Metro-ban a pontozósáv szép, de nehezen követhető, a Cable Carban meg egyértelmű, de olyan semmilyen.

No és akkor az utóbbinak a "kiegészítője". Ebben az esetben részvényeink vannak (10%, 20%, 30%, 40%) a különböző színű társaságokhoz (vonatokhoz), amelyeket a 25. pont elérése előtt ki is cserélhetünk. A csavar ebben annyi, hogy ezek a részvénykártyák titkosak, így nem tudjuk egymásról, hogy ki mivel jár jól. Sajnos a pontszámítás a játék végén szerintem elég furcsa, kicsit feleslegesen túlbonyolított. Olyan, mintha egy nem gémer játékot kis csavarral akartak volna magasabb szintre emelni, hogy akkor már sokkal komolyabbnak számítson. Nekem az alapjáték sokkal vállalhatóbb, mert egyszerű, könnyed, nem akar többnek látszani, mint ami.
Még egy technikai dolog. A Metro-ban nagyon szépen illeszkednek a lapok, és ki is töltik gyönyörűen a táblát, viszont a Cable Carban mintha nagyobbak lennének a táblán a négyzetek, mint maguk a lapkák, és emiatt nem olyan szép az összkép a végén, még ha az illusztrációk ízlésesek is.
Azt viszont nem értem, hogy ha már raktak egy halom fából készült jópofa kis szerelvényt a játékba, akkor azoknak miért csak annyi a szerepük, hogy elfordítjuk 90 fokkal, ha lezárult az útvonaluk. Legalább végigmehetnének a sínpárjukon.


A másik két játék is útvonalépítésről szól, csak a téma változik, vízvezetéket kell építeni.

Az Aqua Romana az előző(ek)nél sokkal tervezhetőbb játék, sőt igazából nincs is benne semmilyen véletlenszerű elem. Négy lapkavariáció van, ezeket tudjuk felhasználni az építések során. Kicsit furcsa módon itt nincs cél, hogy az építőmunkásunk honnan hova kell, hogy elvezesse a vízvezetéket, egyszerűen csak legyen minél hosszabb és kész. Ha egyszer falba, más csatorna oldalába ütközik, akkor vége, abban a pillanatban ki kell értékelni a hosszt, a pontok alapján pedig dobogóra kell állni. A játéknak ez a pontozó része tetszik a legjobban, szerintem ötletes és áttekinthető. Van két pódium, ahol ketten is állhatnak, a többin viszont csak egy lehet, ha pontegyezőség állna fenn, akkor a később érkező a következő üresen álló alacsonyabb értékű helyre kerülhet.

Kétfős játékban két színt irányítunk, így 6 munkást kell igazgatnunk, más játékosszámnál 3-4 emberkére kell figyelni.
És a lényeg, hogy mi alapján helyezhetjük el a lapkákat... A pálya szélén van 16 építőmester, akik meghatározzák, hogy az abban a sorban/oszlopban álló munkás milyen elemet helyezhet le. Ha valamit megépítünk, a felhasznált építőmester eggyel tovább lép, így valtoztatva a különböző helyeken elérhető lehetőségeket. Sarkon túllépve még plusz csatornázási bónuszt is kapunk, illetve egy-egy útvonal lezárása után újabb építőmesterek kerülnek fel a pálya szélére, amelyek között egy dzsóker is van.
Most, hogy így leírtam, egészen jó társasnak tűnik. Kár, hogy játék közben nem ezt éreztem. De igazságtalan lennék, ha nagyon lehúznám, mert inkább arról van szó, hogy azokhoz a játékokhoz képest, amikkel már játszottunk, ez nagyon alap, nagyon egyszerű, és számunkra már nem feltétlenül nyújt túl nagy élményt. Pedig tényleg végig kell gondolni nem csak azt, hogy adott pillanatban mit csinálok, hanem azt is, hogy ha emiatt továbblép az építőmester, akkor az jó-e nekem, illetve nem túl nagy segítség-e az ellenfélnek. Lehet, hogy az építőmesterek számának csökkentésével kiélezettebbé lehetne tenni a játékot... Bár nem tudom, hogy erre mekkora igény lenne. Itt nem tehetem meg, hogy más útvonalába belekontárkodjak, emiatt kevésbé konfrontatív móka.
Egy olyan családban, ahol mondjuk kisiskolás gyerekek vannak, és nem feltétlenül erős a társasjátékos vonal, simán jól működhet. Ráadásul még olcsó is, a játékelemek pedig teljesen korrekt minőségűek. A képi világa is biztosan tetszik valakinek...


A felsoroltak közül számunkra egyértelműen az Aquadukt volt a legszórakoztatóbb. Pedig ebben van a legnagyobb szerepe a szerencsének. Ebben a játékban három dolgot lehet tenni: házakat építeni, kutat fúrni, vízvezetéket építeni. Mindegyikre szükség lesz, ugyanis a játék célja, hogy minél több vízzel ellátott házunk legyen. 20 kerület van (kerületenként pedig több hely), ahova építkezni lehet, nekünk pedig olyan lapkáink vannak, amelyeken 1, 2, 3 vagy 4 ház helyezkedik el. Az építkezés rettenetesen egyszerű, gurítani kell egy 20 oldalú dobókockával, és abba a kerületbe építkezhetünk, amit a szám mutat. Ha egy kerület betelne, a tábláról le kell venni az összes olyan házat, amely vízvezeték nélküli. A vízvezeték építéséhez kútra van szükség, abból pedig legfeljebb két irányba indulhat csatorna. Egy ház akkor van vízzel ellátva, ha legalább az egyik oldalán fut vezeték. Van még pár pici részlet (és az előzőekhez képest ez a leghosszabb szabálykönyv), de nagyjából ennyi az egész. A játék nagyon puritán megjelenésű minden tekintetben. Az illusztrációk nagyon egyszerűek, de ízlésesek, a kutak, csatornák pedig mindössze néhány üvegkavicsból és farudacskából áll. Meg persze a kocka. Féltem a kockától, mert az sohasem a barátom, de ez annyira mókás, szórakoztató játék, hogy még a sok szerencsétlenség ellenére is nagyon élveztem. Nagyon kell figyelni egymásra, és bizony itt néha kénytelenek vagyunk kitolni a másikkal, akár tetszik, akár nem. Ezzel kétszer is játszottunk (a többiről ez nem mondható el), és bár mind a kétszer veszítettem, úgy raktuk el a dobozt, hogy még biztosan elő fog kerülni.


Itt a BGG-n, minden játéknál van egy nehézségi pontszám is, ami persze a felhasználók szavazatai alapján alakul ki. 1 és 5 közötti pontszámok lehetségesek, a fenti társasok pedig 1.7 és 2.2 között helyezkednek el, azaz a nagyon könnyű kategóriába tartoznak. Abban is hasonlóak, hogy az összhelyezésük 1000 és 2000 közé esik. Szóval nem katasztrófa egyik sem.
Twitter Facebook
0 Comments
Today 8:02 am
Post Rolls
  • [+] Dice rolls
Recommend
18 
 Thumb up
 tip
 Hide

Every Man Needs A Shed :: Get Fitter!

Anthony Boydell
United Kingdom
Newent. Glos
Unspecified
flag msg tools
designer
mbmbmbmbmb


So, you're all dressed up and raring to go, eh? WARNING! - Don't launch straight in to a heavyweight Euro, or an 18XX, without the proper PHYSICAL preparation! Setting off too quickly, too early and you'll pull a meeple, crease your deck or worse!

Side note: always make sure there are plenty of fluids 'to hand'

Warming Up










Twitter Facebook
6 Comments
Today 6:25 am
Post Rolls
  • [+] Dice rolls
Recommend
30 
 Thumb up
0.01
 tip
 Hide

BoardGameGeek News :: Designer Diary: Crafting the Story of the New D&D Adventure System Game: Temple of Elemental Evil

Peter Lee
United States
Washington
flag msg tools
designer
mbmbmbmbmb
I like everything I do to be an improvement on what I've done before. That means I study a lot, and often in directions that don't immediately apply to board games. For Dungeons & Dragons: Temple of Elemental Evil Board Game, I challenged myself to design a better story. This entry is about what I learned and how the study of story structure led to a better game.

SPOILER WARNING: I'm going to talk about the structure of the Temple of Elemental Evil board game's story, which may be considered spoilers. For those of you who want to experience the story first, I would suggest waiting to read this until after you've played through the campaign.

Early Learnings

Let's set the wayback machine to July 2013. During a vacation to the midwest culminating in the annual Minneapolis convention CONvergence, I read through Blake Snyder's amazing book, Save the Cat! The Last Book on Screenwriting You'll Ever Need. In one of those odd coincidences of the universe, one of the guests of honor that year was Lou Anders, author and then-editorial director of Pyr books. Mr. Anders gave several talks throughout the weekend on story structure, and I was highly fortunate to be able to speak with him throughout the convention. (If you have children aged 8-12, Lou's Thrones & Bones series might interest them; the first book of the series is named Frostborn. Check it out!)

Lou gave an interesting talk that showed the evolution that a character makes throughout a story. A character goes through four stages: Orphan, Wanderer, Warrior, and Martyr. These transitions typically occur in the act breaks, with the second act being split into two halves.

In Act 1, your protagonist is an Orphan. This can be either a literal or a figurative orphan. All that matters is that the hero of your story is isolated from something. For example, Luke Skywalker is a literal orphan, living with his aunt and uncle and feeling detached from their farming lifestyle. Tony Stark is not a team player in the beginning of The Avengers and is emotionally isolated from the rest of the team. Near the end of Act 1, the hero must make a decision that forms the core of the story and transitions him or her to the next stage.

In the first half of Act 2, the hero is a Wanderer and is not sure what to do. This stage is about the hero learning what he needs to do to answer the central question of the story. For example, Luke Skywalker spends the first half of Act 2 wandering around Mos Eisley, traveling to Alderaan, and eventually infiltrating the Death Star. A big event at the midpoint of the story transforms the hero to the next stage.

In the second half of Act 2, the hero becomes a Warrior. This is a big change for the Hero. He or she is no longer a passive observer, but is now an active force in the world. Luke Skywalker takes command to rescue Leia. Tony Stark vows to avenge the death of a beloved character. At the end of Act 2, an event rocks the hero and forces the character to fully commit to the task at hand.

In Act 3, the hero becomes a Martyr. He or she must be ready to sacrifice something important to accomplish the final task. Luke discards his reliance on technology and fully embraces the Force to destroy the Death Star. Tony Stark prepares to sacrifice his life to help his team by riding the missile into the portal. At this point, the hero (probably) accomplishes his goal, and the story ends.

This progression works for so many stories. Try to apply it to the protagonists in the following movies: Harry Potter (the entire series follows this arc), Big Hero 6, and Wreck-It Ralph.

Application to the Game

In early 2014, we started sketching out the story for Temple of Elemental Evil. We knew we wanted around thirteen Adventures, and I realized that this story structure would function within the game. We needed to spend some time in each part of the story, so certain adventures mark the transition of the characters. We decided this transition would occur around Adventures 3, 7, and 11. That means Adventures 1-3 are Act I, Adventures 4-7 are Act 2 part 1, Adventures 8-11 are Act 2 part 2, and Adventures 12-13 are Act 3.

One important part of the original Temple of Elemental Evil TRPG adventure was the village of Hommlet. We felt the interaction of the elemental cults with the local populous was an important part of the story, so we wanted to make sure our story had the same resonance. Since our story is set in the Forgotten Realms, we picked the city of Red Larch as the focal point of the three transitional adventures.

We've never set an Adventure System game in a city, and it took a bit of a leap to figure out how this would function in the game. Since the town was going to be a separate area than the dungeon, we were able to use the back side of the five double-sized tiles which we haven't been able to do in previous Adventure System games. I've tried to make town tiles before and failed because the completed town always looked odd when compared to the scale of the dungeon. The town worked once we changed the scale of the tiles from the typical 1 inch = 5 feet scale that we've used for the rest of the tiles.



At this point, we needed to pick the primary conflict that the characters were facing. The obvious question was: "Can the heroes defeat the cult of elemental evil?", but that has issues. In a game, it is best if the motivations of the characters align with the motivations of the players. If the motivation of the heroes do not match the players, you end up with "ludo-narrative dissonance" — a fancy description for the feeling you get when immersion is broken in a game because the hero is forced to go down a path that you as player don't want to do. "Can the heroes defeat the cult of elemental evil?" doesn't take into account the player's needs.

Fortunately, the structure of the Adventure System saved us. Since the Adventure System games are cooperative games, the primary conflict for the heroes needed to reinforce that. Therefore, we made a small tweak to the primary conflict: "Can the heroes work together to defeat the cult of elemental evil?" It's a subtle change, but it was a guideline that would help us with design.

The miniatures for the game were drawn from the first two sets of D&D Miniatures from WizKids Games. We wanted a few monsters and one figurehead for each elemental cult. We chose Velathidros, the black dragon, as the primary antagonist for the game. The antagonist is that character that puts up barriers that make it difficult for the protagonists to accomplish their goals. The most important part of the primary conflict is if the characters can work together; therefore, the antagonist's primary function in this game is to stop the heroes from working together.

Story Bible

Since the launch of the fifth edition of the Dungeons & Dragons tabletop roleplaying game, Chris Perkins and his team have prepared story bibles for each D&D season. A story bible contains important concepts for the season. The Elemental Evil story bible contained a lot of great ideas to help flesh out the story. For example, the names of the four elemental cults were pulled from this document. We also featured magic items, locations, and characters that you might see in other Elemental Evil stories this year.

One of the most important concepts is the devastation orb. A devastation orb is a single use weapon of mass elemental destruction. Each orb contains a small part of the essence of one of the elemental princes. (Old school D&D fans might remember the elemental princes from the Fiend Folio.) A devastation orb takes on the elemental aspect of the prince that created it. For example, a devastation orb that contained the essence of Imix, the elemental prince of fire, would create a volcano or massive heat wave when it detonated.

Designing Act 1

All the adventure system games start with a solo adventure so the person who bought the game can sit down and learn how to play, making it easier for that player to teach the rest of the group. Since the heroes at this stage of the game should be orphans, we started the heroes off as the only survivors of a failed adventuring party. This also establishes that the heroes are characters that aren't proven to be able to work together yet.

Beyond setting up the heroes as orphans, Act 1 needs to introduce the cult of elemental evil to the players and the town of Red Larch. Episode 2 introduces one of the elemental cults, and Episode 3 introduces the town and the troubles that it has. The goal of the first town adventure is to establish that the cults are an active threat, which pushes the heroes to start exploring the main temple.

Finally, as there are four parts to the story and four elemental cults, it makes sense that each section focuses on one of the four element cults. The order that the cults are encountered was dictated by the miniatures we had available. Since we don't have a monstrous leader of the Cult of the Howling Hatred (Air) that became the cult for Act 1. The salamander Arkashic Thunn is the least imposing of the three main villains, so the Cult of the Eternal Flame (Fire) is the main enemy for the first part of Act 2. The ettin Swerglemergle is next, so the Cult of Black Earth (Earth) is the main foe for the second half of Act 2. Finally, the black dragon Velathidros is the final villain and part of the Cult of the Crushing Wave (Water).

Designing Act 2

In the first part of Act 2, the heroes are wanderers. They start exploring the temple, but they don't quite know what they are fighting toward. While the main enemy for this section is the Cult of Eternal Flame, we did want one adventure that had strong replay value, so Adventures 4 and 6 focus on fire, while Adventure 5 features all the elementals.

Adventure 7 is the midpoint of the story, so this needs to transition the heroes from being wanderers to warriors. In response to the heroes (presumed) success against the Cult of the Eternal Flame in Adventure 6, the cult decides to retaliate against the village. Villagers are taken hostage, and that pushes the heroes into the second half of Act 2.

At this point, the heroes become active participants in the story. They now see the cults as an active threat to Red Larch, and need to bring them down a peg. They turn their attention to the Cult of the Black Earth, and eventually destroy the earth node.

Designing Act 3

For the final act, the tension needs to be further increased, and it starts with an attack on the town by the dragon. The final two adventures result in hunting down the dragon. Remember how I said that the primary role of the antagonist is to split up the party? So far in the game, it's only been evident in encounter cards. Some cards physically separate the party, such as Windswept and Trap Refresh. Others can drive wedges between unsuspecting players, such as Dark Gift and Hidden Betrayal.

For the final encounter, we break the rules of the cooperative game by having the dragon tempt the party: One of the players can choose to switch sides and join the dragon. This is the final expression of the antagonist's role in the game. Can the heroes (and players) defeat the dragon by working together — or does one of them falter?

Peter Lee
Twitter Facebook
3 Comments
Today 6:00 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

ABX Boardgamers' Group (What we're playing) :: AAR for 20 Apr 2105

Mark Bakke
United States
Augusta
Georgia
flag msg tools
mbmbmbmbmb
It's that "taxing" time of year again...

Baseball Highlights 2045
Got to the store a bit early today, so I played the solitaire challenge in this game while waiting for the other group members to arrive. I took a few lumps during the 3-game mini-series, but came back nicely to win the World Series, 4-2.

Legendary Encounters
We got our first in-depth session with this one. We played all four movie scenarios in order. The first two were with two players each and were both fairly easy wins. In the second game, we got very lucky and hit all of the Objectives very quickly. If that game had been a "normal" spread of goal cards, we may have had more problems. We added a third player for the third scenario and also got a win although it was more difficult this time. For the fourth and final scenario, we had a fourth player and looked for the sweep. Unfortunately, this one proved very rough as Strike damage took out three of us only a little way into the second Objective. The sole remaining player held out well, but simply got overwhelmed by the end of the third Objective's strong Hive cards. Everybody enjoyed how the stories played out and we're looking forward to exacting a bit of revenge on that final scenario.

Coup
We had four rounds of this quick lie-and-bluff game, one with six players and three more with four. I made the mistake of winning the first game and drew a big old target on my back for each of the other games.

Dark Seas
Four players set out for plunder and pirating goodness with two newbies earning their sea legs. I had a terrible time drawing unplayable Plunder tiles and getting horrible dice rolls that often permitted me no more than one hex of movement. Fortunately, it ended up being a rather low-scoring game, so I didn't take to bad of an overall drubbing.


Other games played today included: Dragonball Z, Red Dragon Inn, The Cards of Cthulhu, Ascension, Pandemic, and Android: Netrunner...
Twitter Facebook
0 Comments
Today 4:52 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Star Wars: Space Empire, a Designer Diary :: Planet: Coruscant

Alex Durkee
msg tools
The planet Coruscant had the richest history in all of Star Wars before Disney acquired the franchise;



there was more than 200,000 years of backstory behind the Galactic Capital, from the wars between the Mandalorians and the pre-humans,



to the rise of the ecumenopolis (world city) 100 millennia later,



through the age of colonization in the inner galaxy (white and red)



and the founding of the Galactic Republic and its senate (75,000 years before the movies).



So then, how does one represent a planet with such a huge history, more than 1 trillion residents, and no visible surface? Good question.



With the planet's terrain lost to hundreds of millennia, I decided to use the city lights as a basis for the regions' boundaries. The theory was that the planet was probably developed in its current form for a reason (much like unplanned cities on Earth reflect their origins through the paths of streets).

The result was a collection of regions that look very different from other planets in the game, but that also look clean and crisp.



When it came to choosing resources, I added more to Coruscant than to other planets because of its early descriptions sounding Earthlike, or even more prosperous. The lack of metal, and therefore of ship parts, was also intentional, as I wanted Coruscant to have to focus on other parts of its economy.



Before gaining access to its orbit, and its moons, Coruscant is actually the most confined planet in the game. While it starts with a respectable 7 population on the surface, it only has access to 4 non-ocean regions.



The Ecumenopolis was the card I knew from the start would be crucial to Coruscant's long term gameplay. It allows a player to expand the maximum population of a region to 10 by changing its terrain to urban. Additionally, there is a resource bonus for adjacent Ecumenopolis cards, providing Coruscant with additional income later in the game.



Duracrete Slugs were a species I came across later in my design process, but I loved their potential to provide random food in urban regions. I found that players enjoyed raising slugs on Lannik, and figured that I should capitalize on my beautiful slug icon.



After producing enough Resource Developments on the rocky region in the north, the next source of income is to create Energy Collectors and combine them with Sunlight Transfer Satellites. These satellites, called Orbital Solar Energy Transfer Satellites in the canon (too long for the title space), allow plants to grow with little or no natural light, and double the production of solar energy in the region as well.



The Golan III was a class of defense gun and Space Station platform that helped defend Coruscant after the Yuuzhan Vong War (long after the movies). It has the capacity to fight off an Imperial-class Star Destroyer, which means it's strong. However, it's not exceptionally cheap, and does not have a hyperdrive.



On the other end of Coruscant's history, Sleeper Ships were used to colonize planets like Balmorra. These ships allow Coruscant an advantage in the race to colonize other planets in longer games, helping to make up for Coruscant's comparatively longer start up time.



Cathedral Ships were used during the Pius Dea Crusades, a millennium of holy war, during which the humans of the Republic attempted genocide against other sentient species. It was a terrible time in Coruscant's history, but it makes for a very unique card- a ship with assimilation support and support against uncorruptable cards. It can also become an actual Religious Improvement on the ground should it land.



For those more familiar with the movies, the Jedi Temple is available as well of course. It is basically an enhanced Force Academy type Improvement, not unlike the Jedi Praxeum on Alderaan. It's actually the least original card on the planet.



The Jedi Sage and Jedi Watchman can both be recruited at an Academy, like the Jedi Temple. The Jedi Sage is a support character, with the ability to heal allied cards while hindering enemies and still dealing decent damage. The Jedi Watchman is a character meant to directly attack the opponent, and it gains a bonus while it continues to protect a planet.



In the canon, The Jedi Archives are a gigantic digital library housed inside the Jedi Temple. In Star Wars: Space Empire, the archives are a separate unique Improvement that grants its controller the ability to access cards on other planets. Though it takes a couple turns to acquire, the Jedi Archives are Coruscant's biggest trump card. Watch out though- the archives are unique, so if they're destroyed, they can't be rebuilt.



On a completely different note, Human Replica Droids were developed on Coruscant during the reign of Palpatine and his Galactic Empire. Here, they provide Coruscant with a special type of spy that has the ability to make other cards untargetable. Do not underestimate the advantage of temporary immunity in this game!



Coruscant's final planet card is an expensive backup plan. The Planetary Shield card allows its controller to pay energy in order to negate bombard attacks for a period of time during battle. Because of the nature of battles in this game, the shield cannot hold off an attack unless its controller has other cards defending as well, but it can easily mean the difference between surviving devastated and surviving intact.



[Bring up these images! They're all a lot bigger than they appear!]

So, what do you think of Coruscant? The planet is just entering the testing phase, so mid-late game balance could still be an issue. However, I do feel very confident that Coruscant's unique playstyle will add a new dimension to Space Empire!
Twitter Facebook
0 Comments
Today 4:26 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

The Dukes of Dice :: Dukes of Dice Podcast - Ep. 36 - Argent Arena

Sean Ramirez
United States
Albuquerque
New Mexico
flag msg tools
mbmbmbmbmb


The Dukes of Dice... A podcast about Board, Card and Role Playing Games.

Today the Dukes...

... Discuss more recent plays at International TableTop Day 2015 including Can't Stop, Legendary Encounters: An Alien Deck Building Game, Magic Labyrinth and Targi (02:30);

... Discuss the latest news, including the Kickstarter project from Level 99 Games, Millenium Blades (08:35);

... Interview the designer of Argent: The Consortium, Trey Chambers (13:30);

... Review Argent: The Consortium (36:47);

... Give you the details of their Praetor contest, share the contest pic on Twitter, email the weekly secret phrase to dukesofdicecontest@gmail.com, fill out the survey (1:04:39); and

... Discuss Alex's descent into obsession with Boardgame Arena (1:06:20).

Please be sure to support the Dukes on their Patreon campaign page!



For a direct download, click here.
For our full podcast archive, click here.

Visit our website (www.dukesofdice.com), follow us on Twitter (@dukesofdice), like us on Facebook (www.facebook.com/dukesofdice), join our BGG Guild (Dukes of Dice) or view of Big Screen Board Game segments on our YouTube channel.
Twitter Facebook
0 Comments
Today 2:56 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Star Wars Imperial Assault Skirmish Builds :: CORE SET: Mercenaries: Shaky Alliance/Big Bruisers

Eric Engstrom
United States
Morton Grove
Illinois
flag msg tools
designer
Paint it red; RED 'UNS GO FASTER!!!
mbmbmbmbmb
A question was posed to me recently: Is it possible to create a functional Mercenary army from the core set alone? My answer is a resounding yes! Thanks to the Temporary Alliance card in the Mercenaries faction, you can round out your army with two Rebellion deployment cards. There are many possibilities, but here's one potential powerful build:


Deployment Cards:
1 Elite Trandoshan Hunter (10 points)
1 Trandoshan Hunter (7 points)
1 Luke Skywalker (10 points)
1 Diala Passil (7 points)
1 Nexu (4 points)
1 Temporary Alliance (1 point)
1 Devious Scheme (1 point)

Regarding Devious Scheme: If you are ever making a Mercenary army and have at least one leftover deployment point, always include Devious Scheme. You get to choose your deploy spot, and then the opponent goes first.

This is an extension of the Force Users build from Rebellion: Heroes of the Rebellion. Except that you now have almost all brawlers (only Luke isn't).

Command Deck:
1 Close the Gap (Vader pack)
1 Son of Skywalker
1 Knowledge and Defense
1 Meditation
1 Telekinetic Throw
2 Deflection
1 Pummel
1 Price on Their Heads
1 Ferocity
1 Take Initiative
1 Celebration
1 Urgency
1 Recovery
1 Take Cover

Command Cost 14.

One command card of note: Price on Their Heads. This will let you inflate the VP of an opponent's deployment card of your choice by 4. Great card for nabbing some easy points.


Substitutions: For the first substitution, you can replace Luke with Gaarkhan. This will make all your units brawlers. I would then replace many of the command cards with ones that apply better. You also will have the choice to use First Strike in your deployment pile. This card starts each side with 4 VP rather than 0, and can be a blessing if played correctly.


Expansion recommendations:
1) Royal Guard Champion: This pack has many upgrades for Brawler characters, so if you go with the all brawler build, you can substitute many good command cards.
2) IG-88: This pack has lots of little tricks for your Hunter characters, and also will give you IG-88. Replace Luke with IG-88. He also has relentless, which deals strain. With this pack, you can go for a strain damage build.


Recall that in Skirmish, when a figure takes strain, the owner of that figure either gives a wound to that figure (no defense) or discards the top card of his command deck.
Twitter Facebook
0 Comments
Today 2:49 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Star Wars Imperial Assault Skirmish Builds :: CORE SET: Rebellion: Heroes of the Rebellion

Eric Engstrom
United States
Morton Grove
Illinois
flag msg tools
designer
Paint it red; RED 'UNS GO FASTER!!!
mbmbmbmbmb
The last army I built (unsung heroes) was put together for people who wanted to play all 6 rebel characters from the campaign. For this army, I will show you an alteration I have made.

I wanted to put in Luke Skywalker (included in 1st run of the core set). I also wanted to add Balance of the Force. The previous build plus "Balance" would make the points 38, so I need to remove 8 points. There are 3 ways to do it: A) Remove Fenn B) Remove Gaarkhan C) Remove Jyn and Mak.

All three of the above removals causes the removal of 10 health points, but option C also removes another potential activation. So it had to be A or B. After much thinking, I decided it had to be Fenn.


Deployment Cards:
1 Mak Eshka'rey (3 points)
1 Gideon Argus (3 points)
1 Jyn Odan (5 points)
1 Diala Passil (7 points)
1 Gaarkhan (8 points)
1 Luke Skywalker (10 points)
1 Rebel High Command (2 points)
1 Balance of the Force (1 point)
Total: 39

Basic Strategy:
The strategy here is very fluid just like the "Unsung Heroes" build, but now you have added Luke. He is a powerful unit with a decent ranged attack, good surge variability, and can function as a melee character in a pinch (with an automatic pierce 3! Yikes!) Plus, keep him close, and you get a reroll on EVERY attack!

Now that Luke is added, it's time to add some Force User command cards from the Luke Skywalker pack. Some of these synergize with Diala, who is also a Force User:

Command Cards:
1 Son of Skywalker
1 Knowledge and Defense
1 Meditation
1 Telekinetic Throw
2 Deflection
1 Sarlacc Sweep
1 Furious Charge
1 Deadeye
1 Take Initiative
1 Fleet Footed
1 Urgency
1 Take Cover
1 Celebration
1 Take It Down

The cost of the above command deck is 17, hence why we needed to add "Balance of the Force" to the deployment deck.

There are many alternatives. You could replace a deflection with Guardian Stance, for a more defensive approach. You could replace some command cards with more of the common use 0 cards. Note that if you ever bring the Command List cost down to 15 or less, remove "Balance of the Force" (having a lower total army deployment increases your chances of choosing who starts with initiative).

Keep Luke alive.
Twitter Facebook
0 Comments
Today 1:36 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Star Wars Imperial Assault Skirmish Builds :: CORE SET: Rebellion: Unsung Heroes

Eric Engstrom
United States
Morton Grove
Illinois
flag msg tools
designer
Paint it red; RED 'UNS GO FASTER!!!
mbmbmbmbmb
My next army in the Core-Set-Only series will be one for the fans of the campaign game who desire to play those characters in skirmish. Let me start off by saying that I am not a fan of this build, but I will post the modification on the next post.

Deployment Cards:
1 Mak Eshka'rey (3 points)
1 Gideon Argus (3 points)
1 Jyn Odan (5 points)
1 Diala Passil (7 points)
1 Gaarkhan (8 points)
1 Fenn Signis (9 points)
1 Rebel High Command (2 points)
Total: 37

Basic Strategy:
Each unit has its strengths. You've got two melees (Diala and Gaarkhan), and the rest are ranged. Fenn has good attack, Jyn is plucky, and Mak can be great assuming he doesn't get hit first (low health). Make sure to use Gideon to support your efforts.

Another thing: With only 37 command points, you will most likely get to choose who starts with initiative.

Command Cards:
1 Shadow Ops
1 Furious Charge
1 Sarlacc Sweep
1 One in a Million
1 Burst Fire
1 Take it Down
1 Expose Weakness
1 Recovery
1 Take Initiative
1 Fleet Footed
1 Urgency
1 Take Cover
1 Celebration
1 Pummel
1 Deadeye

This is a jack of all trades army that doesn't really focus on any one strategy. Do what you must when you must.
Twitter Facebook
0 Comments
Today 1:14 am
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [3417]

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.