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DoomTurtle

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  1. A coin printed on a great person is only valid if the great person is on the map. So if the metropolis was built over the great person, than the coin is immediately lost. However, the player keeps the great person and can place them back on the map at the start of the next turn and get the coin back. However, the hammer that would have been saved by that coin is lost for that short amount of time before the great person is added back to the map.
  2. DoomTurtle

    Fainting gnomes

    Tyrichter said: One more question about fainting. Well, maybe two - If my gnome drinks ONE grog, does he have to do faint checks for the rest of all game, or does he only do one faint check for every grog drunk? - If BLUE gnome fails to pass the faint check and falls on the floor, what comes next? a) Am I supposed to move the BLUE time marker ten spaces forward, immediately causing more disasters to happen? b) Or should i move the ghost time marker (WHITE) ten spaces forward, which doesn´t cause anything to happen, and when everybody passes that point, blue gnome comes back to life from that time point he fainted on (BLUE marker stays where it was)? I think that´s all Since now I played A version. Gnome faints, lot of stuff happens. For each grog a gnome drinks, his faint check number moves up by one, to a maximum of four. You only make one faint check on the turn you drink grog. So if you drink two in one turn, your number goes up by two, but you only make one faint check. You don't make anymore faint checks on future turns unless you use another grog tile. When the blue gnome faints, his blue marker moves forward 10 spaces causing more bad stuff to happen. Also remember, you check to see if any fainted gnomes die at the start of every player's update phase. So if during an update, the blue gnome's room catches on fire, or floods to high level, the next player must either put the fire out or reflow the water to low level, otherwise when that player's update phase begins, the blue gnome will die.
  3. DoomTurtle

    Water and its flow...

    Tyrichter said: Greetings, fellow gnomes. I looked up the forums about Red November, but I´m still uncertain how water flows on the sub. I found out, that: 1) Bruno Faidutti´s rules differ slightly from FFG rules. Some say, that opening hatch from lightly flooded room to heavily flooded does nothing. Some say, that water between these two equalizes (both go down to small flood). So my question is primarily for the players: how do you play it and why? Ups and downs of both options? I play the second option (equalizing), because I find it easier. In sticky situations you just need to open the door and get out, or to flush the water to the other room. And if the water would be in most of the rooms of the sub (which usually is) a single heavy flood would create very unpleasant obstacle, which cant be destroyed in less than two rounds. In fact, you wouldn´t be doing anything else than pumping out some water... 2) Is it possible to: move, repair, move and then take something from the storage? In this order. I guess not, because taking an item is an action, and there can be only one action per round, but I´m asking just to clarify that. 3) Can a low water be reflowed to other room? And what happens to that room? Example 1: Room 1 has low flood token, room 2 fire token. If I reflow the water from 1 to room 2 (opening hatch 1 minute, reflowing water 0 minutes), will the fire be replaced by low water token and room 1 dry? Thanks for the answers. 1) I play with Bruno Faidutti's rules, which is the rule that is originally included with the game. The updated PDF rules are what changed. I play by the harder rule for a couple of reasons: A) because it is Bruno's design, so I will play it as he intended, and B) making the game easier is just cheating us out of a better experience. Since it is us vs. the game, making the game easier is like deciding to play against a child in a game of chess. Sure you will probably win, but is the win that meaningful? 2) Move, repair, move, take items cannot be done in a single turn. Not only are you limited to one action per turn, but you have to move before the action, you do not move again after the action. So what you described must be done over two turns. 3) Low water cannot be reflowed. Only high water gets reflowed. The only way to remove low water is to pump the room which removes it completely.
  4. DoomTurtle

    Coin from Currency tech?

    No, coins are shown in the upper right. That upper left is just a picture that represents that technology, which they all have.
  5. DoomTurtle

    Expansion Heal or Hurt

    Shouldn't games like this have you hurt more than you heal (i.e. hurt 2, heal 1) so they don't go on forever?
  6. DoomTurtle

    Playing-from-the-monster's POV

    This game is not quite what you think it might be. In fact, other than the artwork, the Beowulf license doesn't really apply to this game at all. This game is an updated remake of Reiner Knizia's Kingdoms. It is mostly an abstract tile-laying game. On your turn, you either lay down a tile (usually with a number between -6 to 6, though some have special abilities) or a scoring piece with a value of 1 through 4. The pieces are placed on a grid. At the end of the round, you add up the tiles in the row and column that your scoring piece is in. You then multiply that value by the value of your scoring piece. The total value of your scoring pieces over three rounds (each round played on a different sized grid, and with different sets of tiles) is your final score. Player with the highest wins. It combines strategy and luck. The tiles are drawn at random, though you keep a hand of 2 at all times. But it is deciding when and where to place a tile as well as when to place a scoring piece and which one in order to maximize your score (the 2-4 value scoring pieces are one time use, the 1 value pieces are are returned to you after each round). It is a fun game when played with other like-minded players, but it in no way evokes any sense of the move, nor is there really any opposite POV to deal with.
  7. DoomTurtle

    Combat question

    Bonuses from barracks, great people and cities (when a city is attacked) is only used at the end to calculate the winner of the battle. So when in a battle, you only use the numbers on the cards. Make sure to use the correct side of the card if you have upgraded units. At the end of the battle, you add up the numbers of all surviving units, ignoring wounds. This is the number you add the bonus from barracks (and elsewhere) to. The winner is the player whose number is higher. As you can see, the winner of the battle really has nothing to do with the number of units killed. A player can have three academies and a general great person for a 16 point bonus. He can have absolutely no unit cards and still win a battle against a player who can play three cards. Because his final score of 16 will be greater than, say, the 9 points that his opponent had in unit strength. The Himeji Samurai Castle wonder does add +1 to the attack power and hit points of each unit for the player that owns the wonder.
  8. DoomTurtle

    Games like AH... Recommendations Please

    Lord of the Rings: The Confrontation: Deluxe Edition is an awesome 2-player game if you want to go head to head without any randomness. Think of it as Stratego with actual strategy involved. If you want a co-op, then I can also recommend Defenders of the Realm, designed by Arkham Horror's original designer, Richard Launius. It is similar to the previously recommended Pandemic, but in a fantasy setting with monsters, quests, and special powers. Fun game!
  9. Hey Tibs, I just realized that my log from this past Tuesday (finally got to play again after a month) should have included that the Dunwich Horror awoke. Thanks!
  10. DoomTurtle

    Dungeon Quest vs Castle Ravenloft

    Kijug said: I don't mind dying and a 50% chance of survival would be fine. But 15%, to me, takes a little fun out of it. Oh, and we require that to win, you MUST survive with at least one dragon hoard loot amongst others. You say you want a higher rate of survival to make this game more fun, then you enforce a house rule that makes it less likely to survive? What if someone finds the diamond in the catacombs? It's value is more than almost every dragon treasure, yet they still can't escape if they don't have anything from the dragon's horde? Kijug said: So, for Castle Ravenloft, I agree with Bill above, it is more like Descent (which I have) with out a DM. I've only played it a couple times, but we won without much difficulty. I'm hoping the other scenarios are more challenging. The good of this game is the randomness of creating the dungeonlike DQ. The combat is simple enough to be fun and random (dice rolling). Overall, we liked Castle Ravenloft, but have a few desires. First, the rules are not very detailed. Generally FFG has longer rules to cover more esoteric situations. WotC tried to go cheap, I think, and make a small rulebook but it leaves some questions unanswered (no good rules for line-of-sight). I played DDM (D&D minis) for some time so I have a grasp on the D&D movement and combat system which Castle Ravenloft dummies down to make a better board game in lieu of an RPG. Next, most of the monsters have 1HP and die with one hit. I'd like to see monsters stick around a little longer. And last, on every turn there is an encounter. This is "too much" weirdness in a dungeon. Sure there are gas bombs and falling blades and stuff, but on every turn? Little chance for "exploring". OK, those are my cons but overall I enjoyed Castle Ravenloft if you can get through the light rules. I'd like to see aand maybe the other scenarios I'll play do thismore exploring and POOF! a monster or event happens as opposed to an event and monster on every turn (just about). Don't forget, if you explore a tile with a white arrow, you don't get an encounter. Also remember you can cancel encounters with 5 XP. And several of the monsters have 2 hit points. If you can easily obtain or print off the grey hag card, there's a 4HP monster for ya.
  11. DoomTurtle

    new players first question

    According to the FAQ posted on this site, the corridor rule was slightly changed. You can enter a corridor a second time, but if you do, your turn immediately ends.
  12. When a unit is played, you immediately resolve any damage/death that occurs. In between playing units is when you can use resource abilities. So yes, after your friend played his first unit, and before you played one, you could use mathematics to damage it. It is the same for healing, after determining if any units died, you can then heal surviving units. As for ability order, I guess it would just be whoever said they were going to use that ability first gets to use it, but must be resolved competely before the other ability. So if you used mathematics first to deal 3 damage to a unit to kill it, he couldn't interrupt it to heal before the unit was removed. If mathematics did not kill it, then it would be a legal move to heal.
  13. DoomTurtle

    Curious Price Hike?

    Brine said: It's out of stock at Amazon, so a random person is selling a copy for a high markup. That's all it is. Edit - Although it is curious that Amazon lists the MSRP for the base game and big box expansions as $6 more than they really are. I've noticed that on a LOT of board games on Amazon, their MSRP price is always higher.
  14. DoomTurtle

    Sleeving Unit cards

    Jonny WS said: So, with the unit cards being a odd-ball shape compared to every other game, I was wondering how the rest of the players of this game have sleeved these cards. Any ideas? maydaygames.com/gaming-accessories/card-sleeve/premium-card-sleeve/large-custom-size-premium-thickness-card-sleeves-75-pack-66-x-120-mm.html I bought these sleeves and they were the perfect width. I used a cutter to trim it down to the correct length (and made sure to mark where the edge of the sleeve was on the cutter for consistency). After doing that, it's like these sleeves were made specifically for the unit cards!
  15. DoomTurtle

    The Harp from the Dragon's Treasure Room

    sigmazero13 said: It is a harp! Thematically, you could think of it being that the harp makes noise/music... which may wake the dragon, or end up lulling him to an even deeper sleep. Thus, if Kalladra doesn't wake, you're safe to pilfer a few more treasures than you normally would. Brilliant! That right there just put to rest all my qualms!
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