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"You Never Told Me That Rule!" -- Rules You Most Certainly Told Them.
Dave Lartigue
United States
Springfield
Massachusetts
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Every game has at least one rule that, if you don't get, makes much of the action pointless or ensures that you will lose. When teaching the game to new people, you will be sure to stress that rule over and over, since so much hinges onit. And, invariably, at some point the new player will claim fervently that no, you NEVER told him that rule because if you had, he would NEVER have made that play. Let's hear the game, the rule, and if you wish, the story.
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76. Board Game: Ave Caesar [Average Rating:6.67 Overall Rank:617]
Farid Widjaya
United States
Mountville
Pennsylvania
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In our every game there's always someone who is leading who wants to play a 6.

Me: "You cant play a 6 when you're leading."
Him: "O RLY??? You never told me that!!!!"
Me: "Yes I did, more than once even."
Him: "O RLY????"
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Johan Jaurin
Sweden

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Man, those owls sure miss important things in the rules
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  • Posted Tue May 12, 2009 1:39 pm
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77. Board Game: Manila [Average Rating:7.00 Overall Rank:346]
Farid Widjaya
United States
Mountville
Pennsylvania
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A full ship arrived at 13 after the second dice roll.

Pirate: "YESSSSS!!! Out of the boat you guys!!!"
Me: "Um.. no. you can only kick us out if this was the third roll. You can only board the ship and share the money."
Pirate: "Well, I'm going to board the ship then!! Tehee!"
Me: "You can't do that. Its full."
Pirate: "WHAAAA??? That's lameeee!!! "
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Arden Sansom
United States
Berkeley
California
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Although I'm sure you initially explained this properly, pirates kicking people out after the second dice role is an "advanced" rule on the back page of the rules. So IF someone picked up the rulebook and read only the basic rules as a reminder during the game, then s/he would be confused.

And I ALWAYS play with this advanced rule, just as I ALWAYS play the "advanced" rules of Vikings. Throw 'em in the deep end at the start!!
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  • Posted Wed Dec 31, 2008 7:47 pm
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Mark M
United States

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I agree - it's no fun if the pirates can't toss someone in the water. The other one that comes up though is that the boat makes it to port if it ends round three on space 13 (assuming no pirates take it over and wreck it). It doesn't really makes sense that getting to 13 also means you made it to port, but this has to be explained almost every time we play.
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  • Posted Sat Jan 3, 2009 9:31 pm
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78. Board Game: Ticket to Ride: Nordic Countries [Average Rating:7.70 Overall Rank:62]
Andrew Kluessendorf
United States
Waukesha
Wisconsin
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I was playing a game against an opponent I had played several times previously. They continued to spend turn after turn drawing train cards, even though they already had a cabooseful. I mentioned that I hate it when I can't get a color I need - they respond that it's not a color, they need a locamotive. I reminded them of the rule: Any three cards can be used as a substitute for a Locamotive card.

The look I got was something like this: shake
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Chris Rudram
Canada
Victoria
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Doh! Missed that!
 
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  • Posted Wed Dec 31, 2008 10:13 pm
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Jefferson Krogh
United States
San Leandro
California
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"No, you can't use locomotives as wild cards on regular routes."

"Yes, you can draw two locomotives from the face-up cards in one turn."

The rules for locos in Nordic are so different from the US version, it's really easy to mess them up.
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  • Posted Fri Jan 2, 2009 3:45 am
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Connie
United States
New York
New York
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Wow, I totally missed that! But if I'm reading the rules correctly (this time around...), you can only use any three cards to substitute for a locomotive for ferries, not for tunnels... right?
 
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  • Posted Wed Mar 30, 2011 7:49 am
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Scott Lewis
United States
Castle Rock
Colorado
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intrepia wrote:
Wow, I totally missed that! But if I'm reading the rules correctly (this time around...), you can only use any three cards to substitute for a locomotive for ferries, not for tunnels... right?

I believe that is correct, partly because (if I recall) ferries REQUIRE one or more locomotives, and so I think that rule is to allow you to still claim a ferry route if you get unlucky with locomotive draws.
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  • Posted Fri Apr 1, 2011 11:52 pm
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79. Board Game: Evo [Average Rating:6.98 Overall Rank:331]
Greg Todd
United Kingdom
Nottingham
Notts
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Played this with 3 of us. 1 was new to the game, but normally used to games and quite sharp.

Explained that you bid for new stuff with your victory points, so you have to be careful how much you spend. Every turn, the new player bid highest, and every turn, we both reminded him that he should lower his bidding sometime soon, as he was spending his victory points.

About 3 turns from the end, he was well behind, and I said, "You should really stop bidding at all now, I'm not sure if you can catch up" He said, "What do you mean? I'll win because I have the most dinosaurs".

To be fair, we had a good laugh about it, and he accepted that he was the one who'd got it wrong. Somehow, he'd assumed that the most dinos was the goal and had completely ignored our repeated advice to the contrary. The phrase "brain fart" springs to mind.
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80. Board Game: Killer Bunnies and the Quest for the Magic Carrot [Average Rating:5.69 Overall Rank:5504]
Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
United States

Ohio
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After reading the rules to the other players for about half an hour when I had never played before, I had forgotten almost everything I said. And nobody else understood any better.

The result: Two hours of misery where everyone had about fifty cards face up in front of them.
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Patrick Twitchell
United States
Ayer
Massachusetts
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Quote:
Two hours of misery where everyone had about fifty cards face up in front of them.

Not much different than when playing by the rules, actually.
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  • Posted Thu Jan 1, 2009 12:39 am
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Tiwaz Tyrsfist
United States
Gladstone
Missouri
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Personally, I like this game, as does my wife. (I feel that should be read in John Cleese's voice)

Secondly, You CAN'T PLAY THAT CARD, cards with a pink box can ONLY be played if you have a Bunny!

Player2: What? You never told me that!

Me: YES, in fact, I did, about TEN TIMES! Including LAST ROUND WHEN YOU TRIED THE EXACT SAME THING.

Wife: Yes, that's true.
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  • Posted Sat May 9, 2009 9:04 pm
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E. I.
Germany

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You DO NOT telling me the Rule, that in the End there is a random drawing of teh winner.

WHY DO I PLAYED IT WITH YOU?
Because you do not telling me this silliest rule ever!
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  • Posted Tue May 26, 2009 5:24 pm
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Steve S
United States
Rockford
Illinois
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In defense of some of the other comments, I have to agree that although the game is fairly simple (once you figure it out), the rulebook(s) that come with this thing are a complete mess. I pulled it out again last weekend after it had sat on the shelf for over a year, and I was CONSTANTLY looking up rules. There were several times a situation came up where we just had to agree that "OK, we're gonna say this is how it works, because the rules don't really say."
In our case the players still enjoyed the game even with the highly ambiguous rules, but I can definitely see how they could cause issues.
 
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  • Posted Tue Jun 14, 2011 2:42 pm
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Canadian Dave
England
Leeds
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Ha! I win! I'm the only one with a bunny. But it's the holographic bunny. It doesn't count as a bunny at the end of the game. I guess that means no one wins.

shake

Truthfully, that was the best ending ever.
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  • Posted Fri Apr 20, 2012 9:55 am
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81. Board Game: Diplomacy [Average Rating:7.13 Overall Rank:250]
Lindsay Thomas
United Kingdom

Alliances and agreements are not binding in any way. devil
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Chris Fawcett
United States
St. Louis
Missouri
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Goes without saying...cool
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  • Posted Sat Oct 10, 2009 4:09 am
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Bryon Petrie
United States
Kaukauna
Wisconsin
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yankeeap wrote:
Goes without saying...cool


Apparently not.....
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  • Posted Mon Jan 11, 2010 2:42 pm
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Benjamin Maggi
United States
Clifton Park
New York
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The rule I find that no matter now much you explain will never prevent people from denying it, arguing about it, or forgetting it is:

If your orders are late or non-legible, they will be interpreted as a "hold" action regardless of your actual intent.

Situations where this comes up:
1.) they hope they can interpret illegible orders later to their advantage (Oh, that A is really an S, you know, an "S" for "support");
2.) they unintentionally make mistakes with the drafting of their orders which have bad consequences (ex: You know I meant A was to support B even though I wrote that both units say attack); or
3.) they write orders that don't make sense at all because they are not sure what to do and hope that the GM will understand and let them write new orders (ex: you mean to convoy I need the fleet to say "convoy" too? I thought it was automatic...")

To avoid this, having a practice round is usually a good idea.
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  • Posted Wed Mar 16, 2011 8:24 pm
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Dog Matix
United States

Virginia
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Benjamin Maggi wrote:
The rule I find that no matter now much you explain will never prevent people from denying it, arguing about it, or forgetting it is:

If your orders are late or non-legible, they will be interpreted as a "hold" action regardless of your actual intent.

Situations where this comes up:
1.) they hope they can interpret illegible orders later to their advantage (Oh, that A is really an S, you know, an "S" for "support");
2.) they unintentionally make mistakes with the drafting of their orders which have bad consequences (ex: You know I meant A was to support B even though I wrote that both units say attack); or
3.) they write orders that don't make sense at all because they are not sure what to do and hope that the GM will understand and let them write new orders (ex: you mean to convoy I need the fleet to say "convoy" too? I thought it was automatic...")

To avoid this, having a practice round is usually a good idea.


Yea, this one is a tough one if you have 1 or 2 inexperienced players in a group.

Writing illegible orders is a classic ploy that the internet age has kind of destroyed. Conversely, writing properly formatted convoy orders are a far greater pain in the ass since it's the one thing that every PBEM auto-judge seems to handle differently.
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  • Posted Wed Nov 9, 2011 10:25 pm
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82. Board Game: Battlestar Galactica [Average Rating:7.86 Overall Rank:20]
Josh Look
United States
Coventry
CT
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"You just put too many cards in [the skill check pile]!"

"No, I told you that you could put ANY amount of cards in."

"So for all this time, I was putting one card in when I could have been putting in more?"

...and suddenly, Galacitca's crew had a much easier time solving their many problems.
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Brian Poe
United States
Tucson
Arizona
Something that would have been purple if there was light to see it by scuttled across the floor.
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Time is for Dragonflies and Angels. The former live too little and the latter live too long.
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Quote:
...and suddenly, Galacitca's crew had a much easier time solving their many problems.


Unless of course if that was the Cylon coming to that realization.

Hrm... there seem to be a lot more red cards coming out these days...
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  • Posted Fri Jan 2, 2009 10:05 am
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Pretentious? Moi?
United States
Pocomoke
Maryland
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Golux wrote:
Quote:
...and suddenly, Galacitca's crew had a much easier time solving their many problems.


Unless of course if that was the Cylon coming to that realization.

Realization, but not revelation.

Revealed Cylons may only add One card to Skill Checks. That may be where the original confusion arose.
 
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  • Posted Fri Jan 2, 2009 3:05 pm
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Josh Look
United States
Coventry
CT
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I opted to not talk about the rules for revealed cylons until we got there. This was the player who was the cylon however, though he did not know he was a cylon just yet.
 
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  • Edited Fri Jan 2, 2009 9:03 pm
  • Posted Fri Jan 2, 2009 9:03 pm
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83. Board Game: Wallenstein [Average Rating:7.63 Overall Rank:86]
Roy Hasson
Israel
Kfar Saba
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What do you mean we lose grain based on the remaining event card before the winter?
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84. Board Game: PitchCar Mini [Average Rating:7.05 Overall Rank:484]
Andrew of Mathematical Leanings

Modesto
California
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Ok, so it's legal to jump 2 sections of track (and land on the third) . . .

Half a lap later . . . let's see, to avoid the traffic, I'll aim this way . . .

[brilliant flick]

Hey, that's no fair, you skipped these pieces of track!

Or

Ok, if you flick someone else off, they go back to where you were . . .

[flicks someone off and puts them back to where I was]

Dad: "Hey, you cheater, I was up here!"

Me: "no no, you have to go back to where I started . . ."

Mom: "Yeah sure, and this is the part of the game in which Andrew makes up a few rules so he can win . . ."

[grumble]


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Pee di Moor
Netherlands
Rotterdam
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Quote:
Or

Ok, if you flick someone else off, they go back to where you were . . .

[flicks someone off and puts them back to where I was]

Dad: "Hey, you cheater, I was up here!"

Me: "no no, you have to go back to where I started . . ."

Mom: "Yeah sure, and this is the part of the game in which Andrew makes up a few rules so he can win . . ."

[grumble]


I'm agreeing with mom here. According to the rules both cars go back to where they were before the flick.
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  • Posted Sat Jan 3, 2009 12:23 pm
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Andrew of Mathematical Leanings

Modesto
California
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According to the alt rules (trash), I was actually playing correctly (see my summary of the rules in the pitchcar forum).
 
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  • Posted Sat Jan 3, 2009 9:09 pm
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Chris F.
United States
Chapel Hill
North Carolina
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That's my favorite. When people accuse you of "making up rules" because they didn't listen when you explained them the first time.
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  • Posted Fri Mar 6, 2009 4:01 pm
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David Onstott
United States
Baton Rouge
United States
I played this the other day, insisting that the cars go back to where you flicked them from and that you must spend a turn to flip your car over if you are upside down.
Finally, someone challenged me to read the rulebook...and neither of those rules were in it!! I hate the mini version of this game and its rules.
 
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  • Posted Wed Dec 16, 2009 5:45 am
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85. Board Game: Gloom [Average Rating:6.29 Overall Rank:1187]
Mike Anino
United States
Placerville
California
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2nd Player and I had played this a couple of times and decided to introduce it to my best friend 3rd Player.
Me: On your turn you can play two cards. Your first card can be any card including "untimely death" cards, your second car can be anything but NOT a death card.

later in the game:
3rd Player: OK, the Teddy Bear With a Brain goes out drinking and runs into a "lady of the evening" so he's "Seduced By A Strumpet" which is worth -25. Then "Was Squashed By A Shogotth" so he dies.

Me: No, you can only play untimely deaths as your first card of the turn.

3rd Player: Title of the geeklist.

Me: I thought I did, sorry. This time you can keep it, but remember, you can only play untimely deaths as the first card of your turn.

Later still:
3rd Player: The Box Brain guy decides to go grocery shopping, but everyone thinks it's weird to see him so I play "Was Pelted With Produce"(-15) and then he stalks off into the night never to be seen again as I play "Dissapeared in the Fog" which kills him.

Me: No, you can't do that remember? You can only kill someone on the first part of your turn.

3rd Player: You Never Told Me That

2nd Player: Yes, he did, when you did it earlier.

3rd Player: Exactly, I did it earlier, why can't I do it now?

Me: Because that's the rule, and we explained it and because I might have forgotten to say it you were allowed to do it that time, but that time only.

3rd Player: Fine. But you didn't tell me that earlier.

2nd player and I exchange knowing looks.
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Dan
Canada

Alberta
Yeah... I see what you did there.
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  • Posted Thu Jan 15, 2009 11:19 pm
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86. Board Game: Catan: Cities & Knights [Average Rating:7.54 Unranked] [Average Rating:7.54 Unranked]
Luk Van Baelen
Belgium
Beerse [near Turnhout]
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Another one that happened to me.

We were playing 6 and in the additional Building phase I scored a number of points to take me to 13, so I declared victory.
Found out the hard way that in order to win you need to have 13 points in your turn.

Needless to say everybody then joined forces against me [I had the longest Trade Route], but it was just a matter of time as I won anyway.
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87. Board Game: Stone Age [Average Rating:7.72 Overall Rank:28]
Tyler Hudak
United States
Akron
Ohio
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Not really a rule, but more of a strategy.

"You want to try and get some cards, as they can give you alot of points at the end of the game."

Imagine everyone's shock when, as we're scoring, no one has more than 3 cards when I have around 15. Then they see where the points come from.
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David Culp
United States
Carrollton
Texas
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Yep, whenever I teach this game I highly stress the importance of the cards and that most points are scored at the end of the game. I am a nice gamer and even remind new players during the course of the game that certain cards might be useful to them. More often than not new players are stunned with the end of game scoring - it only takes once though.

Another rule I stress is the starvation rule. Many new players get caught up in thinking they MUST feed their tribe at all costs. During the game I might remind a player that placing a bunch of people on the hunting grounds during a turn might not be the best because they could use those same people to get a bunch of resources or points while only going back 10 points or using some cheap resources to feed. It is a rare game in which I don't starve my people at key points in order to get lots of points or resources in exchange for a relatively small price.
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  • Posted Fri Jan 2, 2009 7:12 pm
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Tyler Hudak
United States
Akron
Ohio
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dwculp wrote:
More often than not new players are stunned with the end of game scoring - it only takes once though.


I couldn't agree more. Stone Age is such a great game, but you have to play (and lose) it once to get the hang of it. At that point, the light bulb goes off in your head.
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  • Posted Fri Jan 2, 2009 9:21 pm
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Jason Thordarson
United States
Mountlake Terrace
Washington
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I agree 100% its almost like a good practical joke. After you play once you are like" Oh, I know what i'd do next time!" I taught 2 people tonight how to play and again, they loved it and wanted to play againlaugh. I think stone age is the best game for non gamer types and gamers alike. I figured the cards are about 40% of the scoring.
 
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  • Posted Fri Jan 30, 2009 6:27 am
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Rodrigo Oliveira
Argentina
Buenos aires
Buenos Aires
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During my explanation, I said:

- Food is ONLY to feed your family. ONLY!

- Resources like wood, clay, stone and gold are to build huts and to "buy" the cards. To do this, you must to spend the respective quantity of your resources of any kind, like is presented on the board. But you can feed your family using them too at the feeding phase...

2 minute later, a newbie tryied to give food to take a card:

- I DIDN'T KNOW IT! I THINKED FOOD IS A RESOURCE TOO! GIVE ME A CHANCE, ITS MY FIRST TIME!

He was a smart ass and I didn't give him a chance.
 
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  • Posted Tue Jul 27, 2010 3:48 pm
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88. Board Game: StarCraft: The Board Game [Average Rating:7.38 Overall Rank:159]
David Culp
United States
Carrollton
Texas
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I HIGHLY stress that the mobilization token must go on the planet in which you want to move to, NOT the planet you are moving from! I show multiple examples and explain it a few different ways. During the game I will even point out when I play a mobilization token that I have played it on the planet I am moving TO.

It never fails, a new player at some point will reveal a mobilization token and then proclaim that they are moving their troops from that planet to another planet. When I point out that they cannot do this they then get upset and claim I never mentioned this rule.
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J Vom-krieg
New Zealand
Wellington
Wellington
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I made that very mistake, but I knew that id made a mistake as soon as I revealed the token.

Played way to many games of "A game of thrones", was just a mental disconnect.
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  • Posted Sat Jan 3, 2009 2:26 am
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Robert M
United States
Greenville
South Carolina
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First game one player put his mobilize in the wrong place 3 or 4 turns in a row. He did realize what he did wrong, but for some reason the next turn did it again
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  • Posted Thu Feb 5, 2009 9:39 pm
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C P


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Never had any problems with the stack in my gaming group, doesn't hurt to have two computer science students in there (as soon as I said it was a stack the other comp sci person immediately started nodding, so that was a good start) though I must admit we had a few close calls of players playing an order, then immediately saying it was a mistake and replacing it (before anyone else did anything, so it was completely fair) with a different order because they'd forgotten the stack.

The mobilize though we did have lot of problems with. Next time I try to explain it I'll use the right-click analogy, that seems to make a lot more sense then how the rules explain it.
 
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  • Posted Tue Mar 10, 2009 9:53 pm
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Matthew Freemasonman
United States

i think the thing new players screw up on most is remembering to build a transport. is it so hard?
 
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  • Posted Tue May 5, 2009 4:01 am
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Scott Lewis
United States
Castle Rock
Colorado
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I don't think it's just NEW players I screw up and forget to build a transport all the time
 
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  • Posted Thu Oct 15, 2009 8:02 pm
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89. Board Game: Agricola [Average Rating:8.25 Overall Rank:2]
Paul Newsham
England
Hampshire
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Several for this one.
I dearly love my most frequent game playing partners, my in-laws. But my goodness how they need reminding... still... shake

1. You need to renovate to clay first, THEN stone!

2. You can only bake the grain in your supply, not the grain in your field!

3. You can plant more than 1 grain, or veg at a time, you just need one EMPTY ploughed field for each!

4. You must have a room for a new family member, unless...

5. You need to pay one food for each subsequent occupation even though last time you used that other action space to get your first occupation down... That's right. It's still your second occupation. I know it's the first time you've used THAT space, but ITS STILL THE SECOND OCCUPATION AND YOU STILL NEED TO USE A FOOD TO PLAY IT!!! AND I STILL LIKE PLAYING THIS GAME WITH YOU, AND IM SOOO GLAD YOU ENJOY IT TOO!!! NO REALLY!!! I'll stop shouting at you now...
23 
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  • 11 comments [Hide]
Mark M
United States

Florida
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This is another one that's too chaotic for me. There seem to be more rules and procedures than the IRS code, which only complicates itself the more cards you add to the game. The other one I have gotten tagged with on this one - "You never told us that empty fields counted against you". I think you might also lose points for not having sheep.
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  • Posted Sat Jan 3, 2009 9:38 pm
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Martijn Vos
Netherlands

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Accatitippi wrote:
I played this one with a family of farmers... A noghtmare. NOT because they are stupid or something, but because the game is so different from actual farming.

The first thing I'd think of when comparing this to actual farming, is that most farmers specialize. My bother-in-law has hundreds of cows (won't gain him many points beyond the first few), but no sheep, no pigs, and doesn't grow any grain.

But he cheats: he puts way more cows in a single stable than allowed.
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  • Posted Tue Apr 5, 2011 11:10 am
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Sheldon Morris
Canada
Elora
Ontario
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mcvos wrote:
The first thing I'd think of when comparing this to actual farming, is that most [modern] farmers [today] specialize.

Updated, from the perspective that subsistence farming several centuries ago was very different than today's commercial farming. Not to say Agricola is a farming simulation, but...
 
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  • Posted Tue Apr 5, 2011 3:37 pm
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mar hawkman


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yeah it's modeled after the way farming was centuries ago not anything recent.
 
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  • Posted Wed Apr 6, 2011 1:56 am
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Peter Darby
United Kingdom
Welshpool
Powys
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"This is a permaculture game, you get points for broad diversity, not deep specialisation".
 
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  • Posted Wed Nov 9, 2011 2:49 pm
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90. Board Game: Dominion [Average Rating:7.95 Overall Rank:11]
Drake Coker
United States
San Diego
California
This is my tank for Combat Commander
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"Ok, add up your victory point cards"

"What, my cash cards don't count as victory points?"

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Mark M
United States

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"What do you mean I don't get to add coins to my hand? They're printed right on the cards." "Oh, you just get to use the coins this turn, you don't get to keep them." "What?"

Not really a rules issue, but also trying to explain to people they can't shuffle their discards until they have totally depleted their decks. This is a big issue with my wife: "I'm just saving myself time later, I'll put them under the cards I haven't drawn yet." "You can't do that, you may have to discard some other cards first that need to be shuffled too." "But my turn's already over." "I know, but someone might attack you make you discard something first." "Whatever!"
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  • Posted Sat Jan 3, 2009 9:43 pm
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Ian Toltz
United States
Revere
Massachusetts
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What we do in situations like that is just start shuffling and either continue shuffling until your turn comes or put the remaining cards from your deck on top of the shuffled discards sideways, so that if something else needs to be shuffled in it's easy to get them out again.
 
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  • Posted Sat Apr 11, 2009 5:41 pm
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Hubert Orlik-Grzesik
Poland
Studzionka
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manymoodys wrote:
"What do you mean I don't get to add coins to my hand? They're printed right on the cards." "Oh, you just get to use the coins this turn, you don't get to keep them." "What?"


You don't get the COINS, the VALUE is on your bank account.
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  • Posted Sun May 3, 2009 9:11 pm
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David Murray
England
Plymouth
Devon
I'm the mod, so I know EVERYTHING >:)
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"What, the game ends when 3 piles run out?"
People seem to remember the Provinces running out, but not this.
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  • Posted Mon Dec 21, 2009 7:21 pm
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Martijn Vos
Netherlands

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david707 wrote:
"What, the game ends when 3 piles run out?"
People seem to remember the Provinces running out, but not this.

I always forget to count the empty Curse pile as one of those 3.

(My sister doesn't; she once won by buying the last Curse for $8.)
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  • Posted Fri Mar 12, 2010 10:36 am
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91. Board Game: Alhambra [Average Rating:7.05 Overall Rank:248]
Philip Wood
United States
Madison
Wisconsin
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Tile placement rule #1 - you MUST place the new tile in the same direction as your fountain. You can't rotate it. OK?

"OK"

...

What do you mean I can't spin it? It won't fit with the wall there unless I do! I wouldn't have bought it if I'd known that!
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Trevor Nordstrom
United States
Kent
Washington
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Don't forget "What do you mean this piece can't go here?" then you say "walls must touch other walls in your city, sorry."
Or the ever popular, "How do I get this piece out of my reserve? But that is gonna take forever!"
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  • Posted Wed Apr 1, 2009 7:56 am
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Jeff Burgess
Canada

Ontario
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toasterovenly wrote:
Don't forget "What do you mean this piece can't go here?" then you say "walls must touch other walls in your city, sorry."
Or the ever popular, "How do I get this piece out of my reserve? But that is gonna take forever!"


I believe you mean a wall can only back onto another wall (or nothing but empty space) - correct?

I don't think a wall MUST touch another wall - you can have 2-3 little disjointed walls, so long as none of the 'wall side' of the pieces back onto a tiles non-walled side or another peice.
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  • Edited Tue Sep 20, 2011 9:46 pm
  • Posted Tue Sep 20, 2011 9:46 pm
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92. Board Game: Canasta [Average Rating:6.38 Overall Rank:1650]
Simon Taylor
United Kingdom
HOPE VALLEY
Derbyshire/Yorkshire
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I learned this game from my father when I was about 7.

He learned it from his mother when he was young.

When I was about 13, I was playing it with my father's mother, and performed one of the rarer moves (probably something to do with black threes, or putting the eighth card of a canasta into an existing canasta of seven cards, or having to make a certain amount to play onto the table the first time when you scored a certain amount in a previous round or something). She was outraged that I'd done this as it benefited me and not her, and in the end, my father had to come in to referee it and remind her of the rules she'd taught him in the first place!

That was a very unexpected situation of "I never heard that rule before even though I'm the one that (indirectly) told you about it in the first place!"

Still, that was only one blip of an otherwise very successful partnership of visiting-Grandmum and playing-games :-)
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mar hawkman


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The rules aren't that complicated, but there are several that don't come up often.
 
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  • Posted Sun Oct 30, 2011 6:12 pm
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93. Board Game: Rage [Average Rating:5.89 Overall Rank:4076]
H.C. O'Neill
United States
Bethel
Connecticut
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I have taught this many, many, many times. There's some very common errors.

Me: "Gifts are played anytime it says you can play them. They come from your hand. They are NOT played ahead of time and used later."
Newbie: "gotcha"
Me: "You got that, they come from your hand. You have to hold them in your hand."
Time passes
Newbie: *plays git and stacks it on character. Is clearly NOTtargetting that characater*
Me: 'who are you targeting with that?"
Newbie: "I don't know. I'll use it later."
ME: "IT HAS TO COME FROM YOUR HAND"


(there are in fact 5 out of about 150+ Gifts that do let you stack for later, but they say that on the card that they work that way. I'll admit gift timing could have been defined better in this to indicate when you played these, but the stack ahead is totally baffling)


Me: "you win by having twenty or more victory points at the end of the turn. Even if you're dead. If you have 20 or more victory points at the end of the turn, you win."
Newbie: "right"
Battle ensues
Newbie: "ha, you're out of sept cards. You're decked! I win!"
Me: "You win when you have twenty or more victory points at end of the turn. Not by decking."
Newbie: "you didn't tell me I couldn't win by decking!"
Me: "I told you how to win... which did not list decking as an option."
More combat ensues
Newbie: "Ha, all your characters are dead! I win!"
Me: "You don't win from killing me. You win by getting 20 or more victory points at end of turn. Do you have 20 or more victory points?"
Newbie: "no... I have 2"
Me: "I have 30 and its end of turn. I win."



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Brian Peters
United States

Iowa
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ahhh, i used to love Rage. I miss it.
I don't think any of my friends that played ever had trouble with the rules of it, either. But I'm guessing some of those misunderstandings are due to baggage from other CCGs?
 
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  • Posted Mon Jan 5, 2009 4:51 pm
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H.C. O'Neill
United States
Bethel
Connecticut
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I cannot count the number of times I had to explain combat automatically continues from round to round. You do not have to "press" to continue combat.

Vampire: the Eternal Struggle and Rage may technically have come from same source world, but you'd be hard pressed to come up with two games more mechanically different. I am not sure why VTeS players thought you had to press.
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  • Posted Wed Jan 7, 2009 5:38 am
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94. Board Game: Mr. Jack [Average Rating:7.23 Overall Rank:171]
luis carrera
Mexico
Mexico City
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"I've told you 5 times already... You CANNOT escape if you were seen last round!!!!!"
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Don Thiess
United States

California
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Was playing this with my Dad and I had remind him several times that adjacent characters are seen even if they are not next to lights.
 
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  • Posted Sun Jan 4, 2009 2:00 am
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95. Board Game: Brass [Average Rating:8.08 Overall Rank:8]
Jesse McGatha
United States
Sammamish
Washington
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This game is fraught with these rules:

1) You have to have PRESENCE in a city to build there with an industry card. You can only get PRESENCE by having another tile there OR A CANAL/RAILROAD CONNECTED TO IT. You can use a CITY CARD to get presence in a city.

2) You can play TWO cards for your ENTIRE TURN to place as if you had a city card.

3) You REMOVE FROM THE BOARD all Level 1 technologies at the end of the Canal Age.

4) You REMOVE FROM THE BOARD all canals at the end of the Canal Age.

5) If you want to build a tile with a coal requirement, you have to SHIP COAL across ANYONE's links from THE CLOSEST coal mine (which could belong to SOMEONE ELSE). You can also ship coal from a CONNECTED PORT, but you have to BUY IT.

6) When you build a coal mine that is connected to a port, you MUST FULFILL ANY DEMAND ON THE WORLD MARKET.

7) You CANNOT TAKE A LOAN after the last card is drawn in the Rail Age.

8) In the Rail Age, you CANNOT BUILD TILES WITH A CANAL ON THEM. You must develop through.

9) The stupid Birkenhead rule. You know what I mean. Blissfully, it almost never comes up.

10) In the first turn you ONLY PLAY ONE CARD.

11) You have to DISCARD A CARD to do anything in this game, even building links, taking loans, or developing.

12) Birkenhead and Barrow-in-furness cards are USELESS IN THE CANAL AGE. You CANNOT USE THEM except to throw away for loans, links, or development.

Etc. Etc.

The funniest one is (at least for the 1st edition) is the cheap plastic money. Some games use these cheap plastic discs (I think 1st edition Caylus, for example) using the D&D system where silver is a lower denomination than gold. This one uses gold as 1 and silver as 5 money. I always tell people "These are not silver and gold! They are nickels and pennies! They are worth 1 and 5 cents (pounds)! Got it?" To which they dutifully respond "Ok, cool." Later they take a loan in the form of 6 gold coins (supposedly 30 pounds), at which point we have to exchange their silver and gold coins.
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Kara Gander
England

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The colour of the money makes perfect sense if your from the particular part of England in which that game is based. The coins are infact silver and copper/brass not silver and gold. The term copper is an old northern English coloqial term for the smallest denomination of English money: pennies and silver is used to describe shillings (now 5 pence) which were worth five pennies. The term brass is coloqially used to describe money.I doubt the average northern town saw many pounds (at the time were large notes anyway) which recently most resemble gold. Thus it all makes perfect sense to an old English notherner. Having said that I have played this game with old, young, northern and southern English gamers and they all think its silver and gold on the first play and all get it wrong for the first rounds and think it should be changed.
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  • Edited Mon Jan 19, 2009 11:44 pm
  • Posted Mon Jan 19, 2009 11:26 pm
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Randall Bart
United States
Granada Hills
California
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Brass is such a convoluted pile of unrelated rules that it should be banned from this list. Even if you did tell me that rule, it's so preposterous, why would I believe it?
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  • Posted Fri Jan 30, 2009 8:22 am
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Pretentious? Moi?
United States
Pocomoke
Maryland
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Quote:
9) The stupid Birkenhead rule. You know what I mean. Blissfully, it almost never comes up.

Thumbs for this, alone! thumbsup

In our games, it's come up. shake
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  • Posted Wed Jul 1, 2009 3:07 pm
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96. Board Game: Keltis [Average Rating:6.54 Overall Rank:796]
Brandon Freels
Australia
Rooty Hill (Sydney)
NSW
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If you get to the end of an expedition (the 50 space), you may still play a card of that color on a future turn if you can. When you do, you get to move one of your other guys on a different expedition forward.

Explained it at the start ... OK.

Explained it again when someone reached the end of a expedition path ... OK.

Round 3 endgame decider "If I had known I could have played my card..." ... BOOM!

Fortunately the other players backed me up saying I did mention it. Still feel blah about not being clear for them.
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Håkan König
Sweden
Oxie
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Thank you. That one I had missed. I don't think it would have made a huge difference, but who knows!
 
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  • Posted Mon May 11, 2009 9:20 am
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Carc >> BSG
United States
Topeka
Kansas
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Yeah, that's news to me, too.
 
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  • Posted Wed May 27, 2009 10:36 pm
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97. Board Game: Brass [Average Rating:8.08 Overall Rank:8]
Maciej Welc
Poland
Wrocław (Vratislavia)
Lower Silesia
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There is a misprint bug in the first edition - level 1 shipyards have no canal icon printed. When teaching the game I point it out and warn that level one industries can be built only during the canal period. In return in the late game I hear:
"How comes I can't built level 1 shipyard now. Check out that there is no canal icon on the tile!!!"
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98. Board Game: Power Grid [Average Rating:8.09 Overall Rank:5]
Randall Bart
United States
Granada Hills
California
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Red October
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I always explain "The game will end the turn someone builds to 15 [17, 14] cities. We will finish out the build phase, then the person who powers the most cities will win. This person might power more than 15 cities or they might power less than 15 cities, but when someone builds to 15, the person who powers the most wins."

Two hours later I hear, "How can you win if you only power 13 cities?"
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Dan Hanegan
United States
Unspecified
Unspecified
I remember a huge argument over this when Power Grid came out. The trouble was, the original German version, Funkenschlag, which my group was used to, required the game ending city number to be powered, not just built.
 
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  • Posted Mon Jul 25, 2011 1:40 am
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99. Board Game: Domination [Average Rating:6.34 Unranked]
Chris Denlinger
United States
Mishawaka
Indiana
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"The game is kind of like chess. You have one Seigneur, or Lord. It moves like the queen in chess; two pieces that move like bishops (but can also move one space orthogonally instead), two pieces that move like rooks (but can move one space diagonally instead), four pieces that can move five spaces, and five that can move three spaces. Blah blah blah jumping.

"If you get a piece into your opponent's home square, you promote it to a Sheriff. That moves just like the Seigneur, and if the Seigneur is removed, the Sheriff becomes the Seigneur. If you don't have a Sheriff when your Seigneur is captured, you keep playing until you can promote a piece. It promotes straight to Seigneur. This means losing your Seigneur doesn't put you out of the game.

"You win the game when your Seigneur reaches the center of the board."

...15 minutes later, I turn a Guard into a Sheriff

...15 more minutes: the Sheriff is now in the central section of the board

...5 minutes later: someone captures my Seigneur.
Him: "Why did you leave your king out there like that? You're out of the game!"

Me: "No, I'm not. In fact, since you captured my Seigneur, my sheriff gets promoted."

All: "You didn't tell us that!"

The game went back into the box, and didn't come out for three years. Anyone want a copy?
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mar hawkman


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Not really I prefer more complex games.
 
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  • Posted Sun Oct 30, 2011 6:14 pm
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100. Board Game: Daimyo [Average Rating:6.47 Overall Rank:2560]


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In Daimyo you can win by two different way:
1) kill a rival Daimyo
or 2) occupy at least one of opponent's "area" with a minimum of three of your units.

With every new player I ALWAYS emphasize the second rule due to its importance. As the game begins the opponent always goes for a kill and leaves his defense open. And then I win by occupying the area...and then he goes like "YOU CANT DO THAT!!?".

I honestly think that even though they seem to be listening the rules, after I say the word "kill" they forget everything else devil
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Dave Lartigue
United States
Springfield
Massachusetts
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The thing is, in almost every case, the person was paying attention. It's not that he didn't hear what was being said (sometimes repeatedly) it's that for some reason he just never processed it.

It's one thing to have someone jaw-jacking during the rules and thus not hearing what's said. This list is more about you saying "It's important to understand foo," them saying, "Gotcha. Foo." And then, later, "What? nobody ever told me foo!"
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  • Posted Tue May 16, 2006 4:16 pm
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Erik Dickash
United States

New York
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  • Posted Sat Jan 16, 2010 5:27 am
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Jon H.
United States
Austin
Texas
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Ron Swanson!
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Lol I have a friend that I play with sometimes and every time we play a game he says this.
 
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  • Posted Fri Feb 5, 2010 11:51 pm
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Dean Ackles
Cuba
APO
AE
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ssmooth wrote:
Well, at least she got the dishes done.



That made me laugh out loud...my cat jumped up and ran away. Like others I can't help but smile at the title of this list.
 
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  • Posted Wed May 19, 2010 4:44 pm
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ackmondual
United States

Virginia
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Hmmm, it turns out there are some similarities between this and another one, that I did....
http://www.boardgamegeek.com/geeklist/55299/trust-me-it-does...
 
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  • Posted Wed Apr 25, 2012 6:36 pm
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