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Bleached Lizard

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Everything posted by Bleached Lizard

  1. MisterMT said: I also saw in one of the threads here that they were reprinting. Are they likely to reprint with corrected cards? It may be worth waiting for me... It's unlikely.
  2. Another important difference seems to be in how performing actions with your marines operates. GoW seems to use an action card system (with the number of action cards in your hand also representing your health), whereas Doom/Descent has the same standard set of actions all heroes can perform from turn to turn.
  3. ishinken said: That was just my personal opinion on the take of "game master" vs "players". I personally think it's better that the keeper would be able to (not saying this game is a case of 100% keeper win power) win if he so choose and therefore is a bit in charge of the game and is meant to make sure that all the investigators have a good time and that you are able to give enough challenge yourself to keep yourself entertained aswell. You realise you expressed you original post as fact, not opinion, right?
  4. Gatha said: I'm curious as to how it compares to Space Hulk. Granted, I haven't played it before but from what I've heard of it and seen of Gears it looks like they just changed the setting. From what I know of the two games (have played Space Hulk), pretty much everything seems completely different except for the theme (marines shooting bugs).
  5. ishinken said: Euhm... I don't get the problem really. It's GOOD that the keeper CAN always 100% win if he CHOOSES to. However, you are the keeper, you are role is to create a challenge for the investigators not just run them over. Who agrees that is fun? If you do nothing but give them shi* all the time who will think the game is any fun? Don't make it a flawless victory. Slow down on your hate and bring them a reasonable amount of challenge. If you want to be a bitc* and spawn tons of shoggotsh in the first turns go ahead, but dont expect anyone to want to play with you again. And what evidence do you have to back these statements up?
  6. paradiddlebob said: Is this game for: 1) people who don't own an Xbox 2) think the Xbox version is too fast 3) Never heard of Gears of War? Is this similar to reading a book version of a movie? It's for people who like playing board games, not video games (so I guess you were half-way right with point #1).
  7. ChiddlerNZ said: In the version of 'Blood Ties' where the keeper wins by moving Zombies to the Furnace Room altar it appears to be impossible to stop him winning. There is absolutely no way to open the doors to that room, and monsters can pass freely through them. All the keeper need do is spawn a zombie in the crypt and move it into the furnace room, for 10 threat total, and 6 turns later he's won the game. The players can't possible win in 9 turns (in a 4 player game) and always certainly won't be able to stop the zombie getting there (for a start they won't know they need to) What am I missing here? Any chance of some official advice? What do you mean "for 10 Threat total"? EDIT: Oh, I see what you mean; for a cost of 10 Threat total.
  8. As far as I'm aware, the only scenario that has doors that lead into walls is scenario 5, and that is due to a few misprints with that scenario's map. Normally, all doors should either lead to other doors, to the open end of a corridor, to an outside area, or be sealed.
  9. http://www.boardgamegeek.com/filepage/65111/replacement-errata-cards
  10. There were seven cards that were identified as needing errata before publication. The game came with replacements for these seven cards from the beginning. However, after publication seven more cards were identified as needing errata. There are currently no plans to replace these cards (though you can download a file from BGG that contains the replacements).
  11. Bjerlk said: Well I got the reprinted cards in my box to replace the wrong worded ones... Was only about 7 or so cards but anyway... Bjerlk There are seven others, though.
  12. We've errata'd Summon Worshiper to only allow 1 new cultist at each altar per turn to prevent precisely this.
  13. We're way ahead of you: http://www.boardgamegeek.com/filepage/64665/exploration-tokens http://www.boardgamegeek.com/filepage/65114/square_exploration_tokens
  14. "Drop" and "discard" are two different things. The Drop action does not say anything about the investigator discarding items. They are quite separate.
  15. I think it's supposed to be the witch astrally projecting herself, or the investigators hallucinating, or something (depending on the story).
  16. amikezor said: thank for the reply. I finally understood by looking at it more carefully. It seems that hallway 2 has an open end, so to make sure you cannot cross the wall of the study, they put a sealed door between both... We came across this, and decided that it was due to another misprint for that map, and that hallway 2 should actually be rotated 180*.
  17. I don't have the cards in front of me to check, but is it possible that there is an error on the cards, and that the text on Clue 1B and the text on Event 4 should be swapped (or something similar)? It seems to make more sense that the Keeper should get a bonus move if the investigators haven't revealed Clue 1 by the time Event 4 is turned over.
  18. Ones that enable new scenarios. So events, objectives, and clues, primarily. Followed by actions and mythos cards.
  19. Elbi said: Oooh, that might be interesting! I started typing and soon realized that what I was to say made no sense in that combination. So, complete reroll of the post! How about this: Set the whole Story in the mood of games like "Mafia" or it's spin-off "Werewolf" (see: this Wikipedia entry). So, everyone knows there are evildoers among them, but no one knows who they are. And, of course, answer all your questions with democracy! (Among the investigator players, that is. Sorry Keeper, no fun for you. Except to sit back and watch.) If an investigator wants to attack another investigator who leaves his/her space, s/he asks for a vote. If the majority is granting the attack, the target has to make an Evade Check (+0). If the order of turns can't be decided (watch out, demanding to go first or last might be suspicious!), vote. Still undecided OR it takes too long? See rule "Clockwise", as Apophenia said. All action cards are allowed to be used. Again, the majority of the players have to grant the attack. The player calling for the vote is always included in it. Voting might start off as taking quite long, so a time limit could be pretty useful. Although this cuts off the - imho - most intriguing part As soon as people "know" who the bad guy is, they'll start to skip votes anyway. You don't need to ask your two fellas to attack the third if they agreed the last 5 times, as long as they don't change their mind. Might really screw the players, depending on the individuals. Could be a lot of fun, could be "and everything was like a normal game, 'cept the duration." You're my hero. It might be worth pointing out though that your post is sarcastic in tone. Some people don't get it, and might be tempted to send off an e-mail to the inventor of the English language to resolve the matter.
  20. FurinMirado said: I didn't see this question anywhere, so maybe I'm over-thinking this, but I have to ask. SPOILER ALERT Objective 1C of Blood Ties says the keeper wins if the blood relative has 0 sanity and 0 health. Usually when one of the investigators dies that player gets to bring another investigator into play unless the objective has been revealed. In this scenario if that investigator was the blood relative then the new investigator that comes in is also a blood relative. So if the keeper successfully kills the blood relative before the objective is revealed does he win? Or does a new investigator just show up next turn as the new blood relative? The Keeper wins.
  21. I have a feeling the next status effect token we'll see (like fire and darkness) will be "flooded". Requires 2 movement steps to move between spaces in a flooded room. Exploring in a flooded room requires a Willpower test, if failed take 1 damage.
  22. As well as some Mythos cards, some clue cards and some monster special abilities.
  23. Fire forces Willpower checks, not Horror checks.
  24. Dam said: Bleached Lizard said: And apparently the witches you want to sleep with rather than run away from. Nah, they have tats, tats and piercings are my #2 and #1 turn-offs. It seems they're sexy enough for Sister Mary, so they can be sexy enough for you too!
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