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About Elektra1

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  • Birthday 08/16/1971

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  1. CTuxford said: Seven look quite reasonable. The two I have concerns with is the Warlock and the Privateer. Very overpowered IMHO. Without an assassin, these two would run the other players down tempo-wise profoundly. If you were to play these two, I'd have to have the thief and the assassin incorporated somehow to counterbalance them. Yes, I agree that the Warlock and Privateer are really powerful. Definitely need to have the theif and assassin in there to balance the game.
  2. Yes, I love Citadels. It is a great game, and is even better with more players. I don't think I've ever played Citadels with 2 or 3 players. I think the smallest group I've played it in was at least 4 players, so I can't attest to how good or not good it is as a 2 or 3 player game. And I wouldn't knock playing it with your gf or kids, especially if they are gaming geeks!! I'm a chick and a big gaming geek!! But yes, I agree playing with others who are playing at the same level as you adds to the challenge. Most of the people I've played Citadels with are the gamers from my game group, so this isn't usually something that is an issue.
  3. Yes, I've also expeienced that myself. There have been many occassions that I have ended the game a round or two by choosing the Magician and getting a cheap enough District card to be able to do that, just like you described. And so I agree that the Magician is underrated. In my experience playing Citadels, the Assassin usually kills the Architect and the Thief steals from the Merchant. Sometimes its reversed, but for the most part, everyone worries about some of the other more deadly characters that they overlook the usefulness of the Magician. Its funny though. I remember one game of Citadels a couple months back where it seemed another player and I kept playing the Magician on each other. I can't remember what District card it was right now, but it was a pretty good one, one that you pay like 6 gold to build, but is worth 8 VP. I'd had the card in my hand a round or two, trying to save the money to build it. I finally had the money to do it, then the Magician came along and stole my hand. So the next turn I took the Magician, expecting to get my cards back. The player who had played the Magician on me in the previous round took the Assassin, killed the Magician for that round. So I picked the Magician again the next round, got my cards back, and was able to build that District card. That entire game seemed to be about playing the Magician back and forth between myself and that other player. It was kinda amusing. I think that's the only game I've played where the Magician was played quite so often. And ever since, I've had a greater respect for the Magician, because it really seems to get overlooked or not given enough credit sometimes.
  4. ColtsFan76 said: I have both, played both about the same number of times, and like both. Besides both being card games in a loose medieval setting, they have nothing in common to compare. I agree with the sentiments of this poster as well as the other posters. You really can't compare these games. I don't see any similarity other than the medieval setting and the fact they are card games. If I was comparing them solely on the theme, I could say Kingsburg reminds me of them as well. That would be inaccurate as well, because Kingsburg is nothing like Dominion or Citadels. Don't get me wrong, I absolutely love both Dominion and Citadels, but that's where it ends. Citadels as far as I know only has the Dark City expansion and aren't planning on coming out with any more. Dominion already has two expansions, Intrigue and Seaside. Intrigue has everything to be played independently, all the Treasure cards, etc. Seaside doesn't. You need Intrigue or the base game to use the Seaside expansion. And from what I have heard, there are more Dominion expansions being planned. So Dominion is a very versatile game, with infinite possibilities. What I love about Citadels is that it can play up to 8 players, which is great at times for my game group. Sometimes we have as few as 2 or 3 people, and other times like 20 people. So Citadels is a good choice for times when there are a lot of us. Dominion on the other hand, only plays with 4 people. The great thing about Dominion though is its replayability. There are so many combinations of cards to use, that each game is different. I was introduced to Dominion at SpoCon this August and one of my friends from my game group who was there with me bought it at SpoCon that weekend. And it has quickly became a favorite among our group. I can't recall a week since SpoCon where it hasn't been played.
  5. Nghtflame7 said: elektra said: Yes, the original copy is much nicer than FFG's. I have a friend who has the original, which I like better. I bought the FFG version a couple months ago and wasn't really impressed. For one thing, the color of the camels, particularly the green and blue are almost the same color, so its hard to differentiate between the two. One friend in my game club is color blind, so this isn't a very good feature. If my memory is correct, my friend's version has very bright camel colors, so its much easier to tell. They aren't these really light pastel colors where the blue and green are practically the same. In fact, my copy had two sets of the blue camels, so I had to contact FFG to get a set of green camels. They sent me a blue set the first time, and so when i contacted them again, they only sent like 5 green camels. I still need to contact them about getting a complete set of green camels. Hmmm......I should of asked them about that when I emailed them before about getting replacement camels. I can inquire when I contact them regarding my replacement camels, and let you know what I find out. Wow. Generally I have found FF's customer service for issues like this to be the best of any game company I have ever dealt with. Actually, I think they are the best of ANY type of company I have dealt with. Yes, that is what I've heard from lots of people. That's the first time I had to deal with their customer service. However, it was around Christmas last year that this happened, so I'm sure they were swamped with the holiday season, so I wasn't too uspet. In the end, I got my camels.
  6. I've never played TCTK. I was introduced to Kingsburg by a friend in my gaming group. It was a game he owned and brought to gaming one evening. We sat down and played it and I instantly loved it. I went out and bought my own copy a few days later. I liked the fun mechanic of Kingsburg, claiming advisors while blocking you opponents. I've always loved resource management games, so to add that fun mechanic to the game seemed like a winner in my book. And in response to your question about what building tracks seem to be absolute necessities. In my opinion the Embassy and Fortress tracks are awesome. Also, the Wizard's Guild and Merchant's Guild are very nice. It really depends on what your strategy is. If you are trying to build stuff that gives you more military strength, then the Fortress and Wizard's Guild are the best for that. However, I don't usually build both of those together. Usually, the combos I like best are the Fortress and Embassy, Wizard's Guild and Merchant's Guild, or Cathedral and Wizard's Guild. If you like Kingsburg but think you are always using the same building strategy to get VPs, and find that repetitive, then I recommend getting the expansion for Kingsburg. It really changes the game. There are five different modules in the expansion. You can use a combination of any of the various expansion modules in Kingsburg. The expansion really makes Kingsburg more of a gamer's game, rather than a gateway game. I've found with the expansion, I don't always build the same buildings in pretty much the same order. Part of the expansion is that it gives you a province mat with 7 rows instead of 5. And it also includes replacement rows for your province mat. At the start of the game, you randomly draw two rows and can choose to use one, none, or both of them. If you use them, they are placed on top of the indicated row (A-G), and those buildings are what you build instead of the ones that are original to the province mat. I really like how this can change your building strategy. The expansion definitely makes an already great game even better!!
  7. In my experience, FFG customer service is great. When I bought Through the Desert around Christmas, I found that I had two bags of the same color camels. I emailed them and someone promptly responded to my email. In less than a week, I had my peices. So far, thats the only experience I've had dealing with their customer service.
  8. Like Agent Kennedy, I tend to focus on slowly building up multiple rows. My strategy is usually to start building those buildings that give me +1 in battle early on. That way, I can focus more on getting resources and building other stuff than getting soldiers. And I don't normally focus on building a particular track. I just build whatever I can based on what I'm rolling. I build whatever will give me the most VPs that I have the resources to build at that time. But the combo I really like is the Embassy and Fortress or the Wizard's Guild and the Merchant's Guild. However, I don't build all of one track up and then the other. I tend to spread out. I take pretty much the same approach to Kingsburg that Agent Kennedy described. Great minds think alike I guess!! :-)
  9. That sounds like an interesting variant for 6 players. However, I had the same thought while reading your post that I think someone else mentioned. With the proposed idea, the Usurper would seems to have an advantage over the other players. Because with that setup, it seems the 6th player could influence the advisers higher up on the food chain so to speak, more often than the other players. And by making it worth 14, instead of 13, that puts the Queen within throwing distance for the 6th player. It makes the King unattainable though, but it still seems like that would make the game slightly unbalanced. However, if they can only place once per turn, that may fix the unbalanced issue. I think you'd just have to make a rule about how often the Queen may be influenced. Because in my opinion, the Queen is much better than the King. I mean, 3 VPs, 2 of ANY resource, and a peek at the battle to come. That is pretty powerful. So whats to prevent the 6th player from using the Queen every turn or every other turn or so? A strategy for playing the Usurper could possibly be to play the Queen and Duchess on alternating seasons. That would seem to be a good way to rack up VPs pretty fast. So there would have to be a limit on how often the Queen in particular could be influenced by the Usurper. That and I think making a rule that the King's Envoy can't be used by the Usurper to influence the advisor (s)he chose to make unavailable for that season would be necessary. For instance, if you allowed the King's Envoy to influence the advisor that the Usurper had selected as unavailable for that turn, that could really benefit the 6th player. If the 6th player had a market and +2 token, then it would be possible to get the Queen. Let's say someone rolled a 17, then the Usurper decides to make the Queen unavailable for that turn. Let's say the Usurper also had the King's Envoy. What would prevent (s)he from saying, "I'm using the envoy to influence the Queen," thereby royally screwing the player who rolled 17. It's an interesting idea though. I'll mention it at my game group this week and give it a try. I'll see how it plays out and get some feedback from my friends. Kingsburg seems to be popular, because every time we play, it seems the game is full. Our group doesn't have many games that seat 6 or more, so having another game that could be played with 6 players would be nice :-) Also, I saw someone mentioned that you would need a bigger board if you wanted to keep the normal rules. Yes, that is true, because without a bigger board, some players may not get to place at all, depending on what everyone else rolls. The only problem with that is that if you tried to just add a few more advisors on another board, it really wouldn't work. Not unless you added another element (not sure what), then it could possibly work. But just having more advisors wouldn't work. Because as it is now, the most any player can roll without an extra die is 18. With more advisors, you'd either have to add another die to the equation or something else to balance that. I think it would break the game if you just added a few more advisors without adding something else. Maybe adding two different advisors for the same number would be an option. For instance, having a few places where there are two spaces for that number, like a Duke and a Duchess. Each spot could give the same or slightly different resources. I think having two Duchesses might be too powerful, but having duplicate spots for a couple numbers might be a way to expand it to 6 players without breaking the game.
  10. I don't think there is too much luck involved. It never comes down to just one die roll that decides the winner. Its all a balancing act. Making the best use of what you roll is the key to this game. In my experience, with the base game you spend more time building up an army because of the random die roll. You won't know until the roll what your total strength is. Whereas with the Soldier tokens, you don't rely on chance as much. In essence, you are in control of your own destiny when you use the Soldier tokens. You can choose how many extra troops to commit, even if you know it may not be enough. So this allows you to focus more on getting resources and buildings, rather than just focusing on the military track. In my game group the other night, we discussed this and all seemed to agree on this. So I don't think its just me that has come to that conclusion.
  11. Good to know. I've got the FFG version, so I was curious if there was any difference.
  12. Yes, I agree with RedMike. Kingsburg has great game dynamics and immense replay value. I also was uncertain at first when I heard about the expansion how it could possibly add more dimension to a game that already seemed complete and well-balanced. However, I was delighted to see how much more depth and variety it added to the game. The elements that the expansion adds to the game were well thought out. One thing I've noticed after playing with the expansion, is that I don't fall into the same rut. I don't build the same buildings in pretty much the same order every game. Having a seven row province mat that can be modified with replacement rows makes it so that you don't have the same starting board every game. This can change your building strategy, which I liked. Even before I got the expansion, I never thought the repetitive nature of building the same stuff every game detracted from it. Another thing I like about the expansion is that there is less chance involved when it comes to getting reinforcement troops. You get to decide exactly how many addtional troops you wish to commit that turn. In my opinion, the base game is still a very complete and well-balanced game, good for those new to gaming. It is more of a gateway game, whereas with the expansion, its definitely more of a gamers game. And one of the really nice things about the expansion is that you can use one or all of the various components of the expansion, in any combination you choose. When I saw the expansion at SpoCon (which happened to be the week it was released), I just had to get it. My uncertainty about the expansion melted away, and I ended up buying it at the con. Definitely worth it!! KUDOS to the designers!!
  13. That is the way I interpreted it. If you want more rules clarifications for the To Forge a Realm expansion, there is a pdf you can download off of BGG. The website address is http://www.boardgamegeek.com/filepage/46123 If the link doesn't work, just visit the Kingsburg-To Forge A Realm page and go to the Files section of the page. Also, if you like Kingsburg, there is a Java version with AI opponents that you can download. And this can be played with just the base game or expansion. It is a lot of fun!! The website address for the Java version is http://mitglied.lycos.de/thunderfall/ Again, if the link doesn't work, visit BGG's Kingsburg page. You will find the link to it the More Information section of the page under Online Play. You can also play Kingsburg in real-time on BrettspielWelt. Their website is http://www.brettspielwelt.de
  14. I've never played Kingsburg with two players. We actually discussed this very topic at my game group over the weekend. At the time, there were only two of us, and we considered playing a two player game of Kingsburg. However, we decided against it because we didn't think it would be very challenging or as interesting with only two players. There wouldn't be as much competition for resources, making it much easier for players to get the resources they would need to build every turn. With 3, 4, or 5 players, there is much more competition over resources, making how and the order in which you place that much more important. I feel this is one of the things that really adds to the game. Placement can really be a balancing act with more players, because you got to think, if I influence this advisor, are the others still going to be available to me by the time it gets around to me again. Sometimes, your placement is more about beating the other player there, rather than actually needing the resources or benefits that that advisor offers.
  15. Elektra1

    Awesome game.

    Yes, I agree, the expansion does change the game so there isn't that repetitiveness issue. Before I got the expansion, I pretty much played the same strategy every time. With the expansion, it changes it up enough so I have a different strategy each time. The five elements of the expansion are the Destiny cards, Governor cards, expanded province mat, replacement rows for the province mat, and the soldier tokens. In the base game, there are no Governor cards. The Governor cards are nice because some can be pretty powerful. One of my favorites is the Duke, which allows you to move your dice from the highest spot on the board to the Duchess. Of course, you can only move there if the Duchess hasn't been taken by another player. The Duchess is my second favorite spot on the board (the queen being first). So with roles like that, sometimes players will purposely take those spots so you don't benefit from them. The nice thing about the Duchess is that you get any two resources of your choice and a plus two token. So thwarting a player who is playing the role of the Duke for the game can become more of a strategy for the other players. Also, the nice thing about the expansion is that you have a province mat of seven rows instead of five. So there are more options on what you can build, changing that aspect of the game. In the base game, I usually would build the same buildings game after game. My strategy for buildings really didn't change. However, with the seven province mat, that changes it a bit. Also, there are replacement rows for the province mat. At the start of the game, you randomly draw two replacement rows, and have the choice of replacing one, none, or both of those rows on your province mat. So you can have different combinations of buildings each game, thus possibly changing your building strategy. The Destiny cards are drawn at the beginning of each year (round). They can have various effects, that affect that year only. The effect can be neutral, positive, or even detrimental. The effect of the Destiny card applies to all players. Some of the effects they can have include things such as changing what advisors can be influenced or make players pay certain resources at the end of that year or suffer consequences, etc. For instance, there is a card called The King is Sick, which when drawn, keeps the King from being influenced for that year. And if this card in drawn a second time, the King dies and the game immediately ends. The last part of the expansion is the Soldier tokens. Rather than rolling a white die and adding that many troops as reinforcements for all players, each player secretly chooses one of their numbered Soldier tokens and then reveals it to all players at the time of the battle. The number on that token indicates how many additional troops that player gets. So in this case, there is less chance involved by doing it this way. At the end of the game, the leftover token(s) count as victory points. This can possibly mean the difference between winning or losing if its a very close game. One thing to note, is that if the King dies and you have extra Soldier tokens, they ALL are counted as victory points. Normally, at the end of year 5, when the game normally ends, you would only have one Soldier token to count. But if the King dies, the game could possibly end after only two years, leaving you with four Soldier tokens. This situation actually came up a few nights ago at my game group. We drew a second The King is Sick card at the beginning of year 5, which ended the game a round early. At that point, I was one point ahead and with the totals of the two Soldier tokens, I tied with the player who was in second place. At the time, there was no clarification in the rule book regarding what you would do in this situation (whether you counted all tokens or not), but it is clarified on the BGG forums. Basically, with the expansion, it makes Kingsburg more of a gamers game than a gateway game. The expansion is definitely worth buying. If you like just the base game of Kingsburg, you'll definitely like it even more with the To Forge a Realm expansion.
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