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Overture

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Everything posted by Overture

  1. There was one game playing as Dracula when for some reason my dice were seemingly blessed with nothing lower than a 5. Winning the game through defeated hunters rather than the usual drawn out chase was pretty fun. Made up for it in the rematch when I was on Dracula's trail relentlessly for the first third of the game, only to then spent about an hour or so without even a shred of a clue, all becuase of one small road that I didn't account for.
  2. As much as I like my own card, I think that you're right about it being a little too complicated. I like your version quite a lot as it does most of what I was trying to achieve in a lot fewer words and mechanics. The only problem is that it needs a revealed Cylon in order to have any impact at all. I think I was trying a little too hard to make a card to mimic the episode as much as possible. I'll definately try a more simple version soon, and streamline it somehow. As to the order, that was intentional, but after a little bit of thought, may be extremely unfair, considering the order is there mainly to give the players a chance to respond to the situation before it runs at them. If I was able to edit my old post, I'd definately switch it back to the old pattern. Thanks for the reply, I'll try to make the next bunch a little more streamlined.
  3. To be honest all I read was the introduction from the rulebook with a little detail padding, and that sufficed. The game mechanics alone do a great job of making players feel hunted and on their last legs. Our first game for example almost seemed timed to add a new Basestar the moment we had just destroyed the last . But when it came to picking characters, I found slipping small non-spoiler facts about characters helped players pick the person that was right for them. Just mentioning a few behaviour quirks such as stubborn or self serving slimeball was enough to seal the deal. Once the game started playing I hardly even mentioned the show.
  4. Mainly from RTL plays Razorwings, just drawing one of these little guys is enough for my heroes player to start squirming from bad memories. Ferrox, for bleed Master Bane Spiders, web has been a winning play for me more than once. Of course I did play as the Dragon in our RTL campaign, so I'm sure it'll change after trying a new avatar. ps, no polls on this forum either?
  5. Thanks for that Mask, they seem pretty useful but aren't overly strong like I worried that they might be. I'm sure I'll pick the expansion up at some point, mainly because I want to try out the Hunt version of the Witch-King
  6. I've played the game with nothing but non-fans, and after the initial early turns they all really enjoyed it. The theme is there, but knowledge of said theme hardly affects players,although I did find giving a very basic rundown of the show worked as a very easy way to get everyone into the paranoid mindset.
  7. Does look pretty interesting to say the least. Can't wait for the next few previews
  8. Overture

    LCG

    I'm actually thrilled that it's become a LCG, I started playing around the first asylum packs hit and found it very hard to find specific boosters here in the uk, not to mention the randomness made purchases less appealing. With a LCG, I'll be free to make the decks I want to without spending a ton hunting for GOOs .
  9. Same here, after a quick message to support, FFG was nice enough to ship replacement Starcraft Figures to me all the way in the Uk, which I can't wait to get. As customer support goes, FFG really does seem to go above and beyond.
  10. I remember looking in on that thread from time to time and being pretty intimidated by the wealth of story you guys had put together. As a self confessed lurker I'd enjoy seeing the League back together again in some form or other.
  11. Overture

    So...

    Seems to be a pretty fun little game to play, can't seem to find anywhere to buy it though, not even in the FFG store.
  12. I was looking for somewhere to post a thread like this. I haven't actually played Midnight, but the background and theme has always interested me and I was thinking of getting it. What I wanted to ask on the (absent) Midnight forum,is what else I would need in order to run and play sessions of Midnight? Is it a stand alone system like Grimm, or would I need 2 rulebooks to play?
  13. I'd be the opposite, if I didn't have a budget or smarter girlfriend to look after me, my flat would be full of nothing other than snacks and games . I did manage to get one Archon out last game, along with my Reaver force and a free event card Carrier... well it wasn't a very good day to be Zerg. My next game is most likely going to be Protoss vs Terran, so any advice would be great.
  14. I've played nothing but 2 player games so far and am really enjoying the game and constantly rethinking my tactics and purchases. There is one risk with 2 players being that one small slip up can be pretty fatal especially early on when you're still learning the game. That being said, it's one of the few games where when I lose, I feel it's from my own mistakes rather than luck, and that makes this game pretty special to me.
  15. Overture

    Event Card

    I'm pretty sure that it's limited to gaining one conquest a turn in this way, though I've checked the faq and haven't found the official ruling. I think the wording is pretty important though, 'You may spend 1 mineral and one gas to gain 1 conquest point' rather than something like, 'for every one gas and one mineral you spend gain one conquest point'. Just my opinion, but if there was no cap on the card it would mean a player could use it to win within a couple of turns or so, and seems way too powerful compared to the other event cards. I'd say that the conquest gain is limited to one max.
  16. Overture

    Heresy

    I doubt it, Besides I can't even figure out who the extra race could be..... I am worried that Starcraft 2 (the computer game) may pull a Scrin on us though and bring in the creators of the Protoss and Zerg as a faction of a sorts.
  17. Overture

    Rules?

    A rulebook at some point would be nice. But I'd really want to read at least a rundown of the game mechanics and such before considering making a purchase. It is nice to know that it's already out there to be bought though. No agonizing waits if it does turn out to be something special that way .
  18. *slaps forehead* I missed the line saying that any workers on a fully depleted resoure card are returned to the unavailable workers pool. Ok that makes it seem a lot more viable in my eyes now. Thanks a lot for pointing that out.
  19. Another vote here for Dunwich. Especially for the injury and madness cards for me, we even use them for base game plays now. Although it saves your kit, the punishment can be pretty harsh. Plus there's something special about watching your gang of barely standing investigators fighting till the end as progressive injuries stack up. We never allow voluntarily devouring an investigator at our table so even the best Investigators can be beome quite pitiful after a few too many mistakes
  20. I had an idea for a Crisis card after posting in another thread and wanted to see what everyone else could come up with as well. I know that the game is pretty new right now, but seeing as a few people are already dreaming up expansion ideas, I figured there's no such time as too early for a thread like this . At the moment don't be overly bothered about the balance of the card, just think up a cool little curveball to throw at the crew of Galactica. -Example- Cylon Attack Crisis: Scar Image: Would show ship setup as described below. Instructions: Setup: 3 Raiders and Scar token piloted Raider placed in front of Galactica and 1 civilian ship behind Galactica. Activate Raiders Special Rules: Experienced Raider: Scar requires a roll of 6-8 to be damaged, flip over his token to represent this. On another damage result he is destroyed, discard this card. Also no skill cards can be used to increase the result of dice rolls against Scar. Adaptive: If there is a revealed Cylon when Raiders are activated his activation can ignore the usual Raider activation rules taking any one action. Also should Scar ever destroy a piloted Viper he now has 2 actions per activaton. Vendetta: If Galactica jumps, ships are removed from the board as usual. But once the Jump Preparation track reaches the second space on the track; an undamaged Scar token piloted Raider is placed in front of Galactica on the Prepare for Jump Step. -------- Might be a bit too powerful, I'd love feedback for that, but hopefully it portrays the episode character pretty well and also gives Revealed Cylons a new toy to play with. If anyone else has any ideas for Cylon Attack cards or normal Crisis cards, It'd be great to see them.
  21. I'm just curious, but what do seige towers actually do? I don't need the full rules or anything, but I've always been curious about how much they change seige battles. Battles of the Third Age has always been an expansion I'll get eventually, but I've never been in a situation where it's nudged away other purchases, like Arkham Horror expansions or the new Battlestar Galactice game.
  22. Force mining's a rule that I've always liked for being there, and have even considered to be quite useful in hypothetical situations but I've never gotten around to using it in a game. So far I can see 3 reasons for Force mining: Getting extra resources in order to accelerate builds or tech runs. Depriving an enemy of an area Using it to gain resources from a safer area card in order to not risk workers in more contested ares. 1 seems useful, but quite risky seeing as how many Refinary bombardment cards there are in the event tech, what seems like an early lead might just end up as crippling your economy. 2 is an interesting option, but requires you to not only have a base in that planet but to also control the areas that you want to drain. Also there's the possibility that you might take the planet back later only to find it useless. All in all I can't really see it being overly useful that often. Any thoughts or stories about using Force Mining in game would be appreciated, as it's a fun little rule that I would really like to use in game effectively.
  23. If playing with others, we aim for four investigators as well and have always had really knife edge games that way. Playing solitaire is a great way to get the turn order figured out along with a few of the other rules that take a while to get just right. It's a great game but I don't think I played everything correctly until about 5 games or so.... . If playing solo I tend to use 3 or 4 investigators. Tried it with just one. Never again.
  24. No, they definately do help. I had never considered using unit limit 2 areas to aid Protoss in early game. Although a lot of that will be controlled by starting planets, I'll be sure to try it when I get a chance. What I've been doing the last few games is putting a base on a high unit area (mostly surrounded by lower areas) and using air support to force the Zerg player to drip his forces in and then be hit by an immediate counter attack. It's an expensive early buy, but it's saved my bases a good few times. In future games it might become less useful as my opponent learns though. Thanks again for the tips. And to Grim, I agree about Archons being extremely powerful, but I'd find it a bit of a struggle to buy all of that tech, I think in the last game the only tech card I bought was to unlock Archons, everything else was spent on new units, mostly Reavers. Maybe it's bad economy management on my side, knowing when to build workers is quite important I'm learning.
  25. The way that Dracula moves I think is the biggest change. Now instead of writing down his movements along with placed traps, he has a deck of location cards that he lays out in order representing his trail. Each location has only one card and once placed facedown on the trail, dracula won't be able to return to that location again until the card drops off his trail (with rare power cards twisting these rules, mostly only playable at night ) Cards drop off Dracula's trail once it reaches a certain length, representing the clues fading away, and Dracula is able to return to that location again in the future. When a Hunter enters a location that is in Dracula's trail, the appropriate card is turned face-up, allowing the hunters to puzzle out how far away Dracula is.There are other ways to reveal trail cards, and the mechanic as a whole is a nice way to stop Dracula running in circles constantly. Next biggest change is that combat is driven by item cards that players play against each other with a dice roll determining whose item gets to strike. If your card wins, you look for the name of the card your opponant played on your item to see what damage you do. It's pretty much like the previous chart to refer to, while sliding in a nice random factor, with some weapons trumping others depending on your foe. Also John Harker is no longer an investigator, instead replaced by the lovely Mina, but Mr.Harker can still make his presence known in an ally card that pops up from time to time. I'm not sure if that's all the changes, but those are the ones I remember. But I do have to also say that the game pieces and board are very well made and nice to look at and that all round it remains an extremely fun game to play.
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